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    posted a message on [Release] Shape Wars - BlizzCon Contest Map

    JustaDK, or to anyone that experiences that bug, PLEASE PLEASE record the replay for me. I can't replicate the bug.

    The voted supply limit is a great idea, I may implement that in the near future.

    The map with the 5-spot mine is defniitely a bug, it's the one that looks like the Marine Stimpack icon, named Aaah that's the stuff. Next version will be moving the right and left cash stations away from the stimpack shaft, and cutting one cash station from the top, for a maximum of only 2 multi-harvests.

    Also, I'm looking for a graphic artist to design a nice looking loading screen for me. PM me if interested.

    To EssBee1337: Suggestions are always welcome, and I'm going to be posting a link to the sc2mapster's forum for Shape Wars in the loading screen of the next game, where it will give details on how to submit maps to me. I can literally add a thousand arenas if I wanted, so I'm open to having people design their own.

    EDIT: Was able to replicate the bug, and proceeded to squelch it. I apologize, this probably has happened to a lot of players, as it had to do with a timer on the voting process. Lots of updates coming soon.

    Posted in: Project Workplace
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    posted a message on [Release] Shape Wars - BlizzCon Contest Map

    JustaDK and RailTracer, can you provide more details on that bug? The double-spawning terrain bug was one very very early in development and I haven't seen in since the first week.

    The unit cap is set at 50 and will not be changed, it was originally 100 but with 4 people, if they all hit the 100 unit cap, the game becomes very laggy. Most computers can't handle that amount of data. I will however be reducing the cost of making an additional base drastically in the next version. 200 is the current number I'm considering, however I've heard some requests for as far down as 150.

    I haven't seen much lag issues with the larger maps, but Maul specifically has a bug due to the location of one of the key places to be. The corridors in the south section that lead to two cash stations, if a player keeps a base there and just spawns units, they become too cluttered and the lag spikes for some reason. I'll be removing the entry into that corridor.

    EDIT: I'll also be uploading to the EU servers as soon as possible, I have someone who's going to upload it, merely waiting for him to log on.

    EDIT2: Taking a second look at the triggering, I see the bug may have resurfaced if a player quits during the voting process. I'll see if I can replicate it.

    Posted in: Project Workplace
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    posted a message on [Release] Shape Wars - BlizzCon Contest Map

    Holy bajeezus the replies! I planned on releasing to EU in a couple weeks after some updates but... uploading now.

    Thanks for the positive feedback, hope you enjoy the game as much as the video :)

    EDIT: Having some difficulties getting the upload to work, and I have to go to work, but I promise you EU's I'll get it up as soon as I can.

    Also, to Dra6o0n, my plan was if this map kicked off, it would become my franchise, including Shape Racer, Shape Adventure, Shape Defense... all with the same quality, overall game length, and fast gameplay speed. Shape Racer will likely be the next in the series, but I won't start that until I feel this map is 100% complete. It's about 95-ish now.

    Posted in: Project Workplace
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    posted a message on [Contest] Share Your Blizzard Custom Submissions

    I don't remember it stating in the rules whether or not you could work as a team, but it was my impression that the contest was designed for solo map makers. I would feel kinda shafted if the three winners were team projects, and the solo guys shouldn't have even bothered.

    Posted in: Project Workplace
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    posted a message on [Release] Shape Wars - BlizzCon Contest Map

    Didn't see that thread, thank you Progammer. It has been posted. And thank you for the very positive review, hope to play a game against you some day. I've seen some impressive work from you, Bomberman made me tingle inside with joy.

    EDIT: Also submitted into the SC2Mapster Maps section, awaiting approval.

    EDIT2: Approved!

    Posted in: Project Workplace
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    posted a message on The Contest is Over! Now spill the beans....

    I made and submitted Shape Wars, posted just after midnight, so it was post-deadline, as the rules instructed. More info here, and video to come soon.

    http:forums.sc2mapster.com/resources/project-workplace/11278-release-shape-wars-blizz-con-contest-map/?unread

    Posted in: General Chat
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    posted a message on [Release] Shape Wars - BlizzCon Contest Map

    NOTE TO BLIZZARD: This post is dated September 12th, after the contest submission date, and thus able to be publically released without disqualifying it as an entry. The following public Battle.net map release is also on the 12th.

    Shape Wars - An artistic, simple, and fun unit-war style map catered to this contest. When I thought, 'What would I want to play if I were on the show floor', I thought about a game that would be easy to pick up and play, enjoyable, competitive, short, but still had that 'wow' factor. Shape Wars features:

    Generated levels, including a system that could hold potentially thousands of levels in a small map size. My arenas pay homage to Blizzard, to some famous Battle.net maps, and one in particular in commemoration of the date the contest ends on. In addition to this system, I've also created a program to read bitmap images and convert them into the system I use to store them in SC2. This doesn't necessarily apply to the contest, but it demonstrates that I can take a simple pixel drawing and convert it into a new Shape Wars arena. There are currently 17 arenas in-game, and I plan to add more, as well as take submissions from players if the map gets popular.

    A custom-made announcer, who will take players through the introduction and comment throughout the game.

    Home-made techno beat soundtrack for the background music. Thi is an original work, unused and uncopywrited.

    A visual palette of special effects, all color-coded to the player's color. If you choose red, your attacks, special effects, units, absolutely everything will become red.

    Please enjoy, feedback is appreciated, and I will be updating and continuing this project if people end up playing it. Shape Wars is available for play on US servers, you will need to search for it in Create Game, as it is a recent map and won't show up on the mainstream list.

    -Zanam.886

    Embed Removed: https://www.youtube.com/v/5rhExoAUNzE?fs=1
    Posted in: Project Workplace
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    posted a message on [Video] Diablo Camera & Movement

    Why not have it set up to only create the invisible units in an area around the hero that the camera can see, and destroy any others? This would drastically cut the number of spawned units down.

    Something like a periodic effect that would check a 10x10-ish grid around the position of the hero unit, if a probe is there, do nothing. if not, create one. use a behavior to do a periodic enumerate area search to check for if a hero is within a 10 range, if not have the probe die.

    Posted in: Tutorials
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    posted a message on I Made a Map with Zombies in it.

    Hello Mapsters, I've decided to abandon this project for now, given the B.NET key-based input lag. If Blizzard ever decides to make multiplayer key movement viable for maps, I'll ressurect and make the last few touches that it needed. Until then, I'm releasing it for people to check out and maybe get ideas for a map of their own.

    I Made a Map with Zombies in it is a tribute to an Xbox Live Arcade independent game by James Silva, titled I MA3D A GAM3 W1TH Z0MB1ES 1N IT!!.... if you haven't heard of it and own an xbox, you should definitely pick up this title for a dollar. That's right, just a dollar. Best dollar I've ever spent. The background music of the map has been used with permission from James Silva.

    The game is a dual-stick style arcade shooter, syncronized to the background music. WSAD moves your character, arrow keys fire in the direction pressed. There are multiple weapon powerups, as well as a quickness and invulnerability powerup. Throughout the game, there will be... distractions. If you are prone to seizures, I recommend not playing this game and definitely not the xbox live original.

    I'm publishing it publically to Battle.net, if you want to host a game. Be warned, there is about a 1/4 second delay on the input with all keys, so I would recommend this to be played on single player rather than online.

    IMPORTANT NOTE: Be sure to play the map on NORMAL speed, if you choose any other speed, the music will desyncronize with the game, since the game is running faster or slower than intended.

    Posted in: Project Workplace
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    posted a message on Non-unit related Beam effect

    I'm working on an arcade shooter and have been succesful at creating 6 weapon types with collision detection, damage, special effects, sounds, everything I couldn't do in the WC3 editor. However I can't seem to figure out these beams.

    I've read through the beginner beam tutorial but that seems to be strictly related to units attacking with beams. My map requires a beam summoned by an effect, which is called by a trigger. The rest of my gameplay works as such. WSAD keys to move, arrow keys control your aim. The unit you control doesn't directly attack anything, it's all projectiles created through effects and behaviors. What I'm looking for, precisely, is a way to create a beam effect without attaching it to a unit, and damage everything in the beam's path.

    Thanks for any assistance.

    Posted in: Miscellaneous Development
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