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    posted a message on [UMS] Zillion Zerglings

    I present to the world of Starcraft, the first version (0.1) of Zillion Zerglings.

    In this Melee-esque game, you will defend from an infinite onslaught of zillions of zerglings. Each level will begin after a timed preperation period. The faster a level is finished, the more minerals you will be given. Recommended Players: 1-14

    I like to work on things at my leisure, so please be patient concerning improvements and fixes.

    Changes (Not A Complete List):

    Team killers will now be given a warning upon their first team kill (this unit will be refunded unlike self-killed units).

    Talents added to counter exponential changes in difficulty. [i][/i]

    Posted in: Project Workplace
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    posted a message on [Bunker Wars: Choices]

    Updated, it's looking really nice now.

    Posted in: Project Workplace
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    posted a message on [Bunker Wars: Choices]

    Bump!

    Posted in: Project Workplace
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    posted a message on [Bunker Wars: Choices]

    More updates.

    Posted in: Project Workplace
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    posted a message on Need help with my map

    Halo is like a really bad version of Perfect Dark, right?

    Post exactly what you want done in the triggers, and I'll conjure something.

    Posted in: Team Recruitment
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    posted a message on [Bunker Wars: Choices]

    Bunker Wars!

    Posted in: Project Workplace
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    posted a message on [Bunker Wars: Choices]

    Minor updates. I plan to update this until perfection is achieved. Thank you for viewing this.

    Posted in: Project Workplace
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    posted a message on looking for more to play bunker wars for fun

    @r4v3nfro5t: Go

    Bunker Wars: Choices

    Enough said.

    Posted in: Miscellaneous Development
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    posted a message on [Bunker Wars: Choices]

    [Bunker Wars: Choices] The Official Thread Vanished (131)

    Bunker Wars: Choices

    In Starcraft Broodwar, Bunker Wars: Choices dominated the scene of mass games (you can even still play it if you go online, ha). I am bringing a new type of mass game to the scene. This game improves on everything ever put into a mass game. There are heroes. There are upgrades. There are pretty pictures. There are events within the game. There are no gimmicks. Even your little sister wants to play this. (She doesn't? Well she obviously hasn't seen this yet.)

    This game has some things in common with other "mass" games. At the beginning you pick a unit from the 22 (twenty-two) choices to start, each choice has a unique spawn rate attached to it. You can use your minerals to do many things such as upgrade your units or increase the speed at which they spawn. You can even gamble (we will talk about this later).

    Anyone interested in the details concerning certain aspects of the game may feel free to discuss it here after having played a few rounds of Bunker Wars: Choices.

    22 Choices Currently

    All units currently have melee statistics with one exception. Melee units have been given 60% more life to compensate for this game being a "mass" game. This adjustment has works infallibly in Starcraft: Broodwar, and I assume it will work just fine in Starcraft 2 Units that out range bunkers (Siege Tanks) have their respective spawn rates doubled to compensate for sieging of a bunker.

    The gamble contract currently posits the death rate of 15% (this may change at any given notice without warning).

    This map deserves a look if you aren't already playing it with friends.

    Vanished (131)

    Posted in: Project Workplace
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    posted a message on RPG Map, could use help

    About the self healing thing, I would recommend using triggers so you can detect when a player has last attacked. In other words, just add a delay for the healing after a player has attacked or casted a spell.

    And if the cost of something isn't changing, you probably need to do one of two things. Either change the values in the correct place or assign the custom upgrade to a different ability slot (it's interesting how some slots such as Build 05 for the Train ability have preassigned values that cannot be changed and are invisible).

    I don't know about everyone else, but I play an RPG for the story. And it's a shame that I don't see many SC RPGs with breath taking story-lines; but I do appreciate that you at least wrote a few paragraphs about your game (or issues and such). This looks like a great system for an RPG.

    Where's the story bro?

    Posted in: Team Recruitment
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    posted a message on Camera angles and unit angles

    @Whalefood: Go

    Are you sure you want to make a map like this? Are you using WASD movement? There is a certain lag with these triggers that makes these games unbearable for me.

    Posted in: Galaxy Scripting
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    posted a message on Trigger kills un-revivable?

    Stop! There is an easier fix. Keep your trigger that kills the unit if it enters the area, but add another action. Set Custom Unit Value to 1.

    Now make another trigger. If Custom Unit Value is 1 (which means this unit died by your death-region trigger), then Revive Actions.

    Anytime bro.

    Posted in: Galaxy Scripting
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    posted a message on Map Idea

    If I was going to help with an RPG, I would want to see more than a couple of paragraphs for the storyline. Same for the gameplay.

    Posted in: Project Workplace
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    posted a message on [New Video] Debates: Epic day

    "There is aliens..."

    I can't stand playing games with bad grammar. Aliens is plural, therefore you need the correct verb. That verb is "are."

    There are aliens...

    Posted in: Project Workplace
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    posted a message on Popular SC2 Map maker - recruit me

    @tigerija: Go

    Hi, breakspirit. I think joining a large team would dilute your skill, honestly. If you have some ideas and would like to start a dual-project of our own, feel free to add me on Battle.net 0.2.

    Vanished 131

    Posted in: Team Recruitment
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