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    posted a message on Good map idea for free

    So far youve heard of the roles that the players would be able to play. Alot of mechanics are mentioned but not explained so if you have a question just ask.

    Before I continue Id like to add that roles can be changed/swapped. Also, consider having the commander position chosen via vote. idk, the commander has alot of power. lol

    RESOURCES and its mechanics

    Costs here are examples only. Team 1 can collect minerals. But the seargent can only make an infantry unit if he has 50 minerals and 50 gas. So he must donate his collected minerals to the commander for conversion. So really if we go with the 2:1 ratio, 100 minerals sent should be 50 gas returned. But if the commander feels the Guard needs to add a tower then he may decide to give the gas to him instead.

    Adding a tech lab or reactor to barracks and factories also is an expensive investment, costing gas. The upgrades in the tech labs are controled by the seargent/engineer, not the guard like the bay/armory.

    Trading

    The idea I have for trading is kind of sinister. The trade is down on the open field in between the two 'castles'. There is a middle zone which is as far as the diplomat can move his unit. The resource, wether it be minerals or gas, is in the form of a caravan unit. Once in the middle, the diplomat unit can use an ability to make this unit his. Returning the newly controlled caravan to the stable in his own base gives the resource to the commander. The fun here is, killing an enemy teams caravan also rewards the resource. So... you could essentially double cross the team. call for a trade and just show up with infantry and archers. mwuaha ha. Again, only the diplomats can talk to one another. Also consider making special units for each side, like a fire archer for one and not other. Or a grenader for one not the other, so that the teams can trade specialty units.

    next on the list is Combat and Defense. ^_-

    Posted in: Map Suggestions/Requests
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    posted a message on Good map idea for free

    Royal Guard - This player is the defensive person. The role is to beef up the defenses of the castle buy building defensive structures around the walls. These should be few and far between and expensive, also weak to seige weapons and strong versus bio. The guard also controls the gates around the castle (open/close). He has control of the engineering bay and armory for upgrading armor and weapons of the units. The expense of all these things requires alot of help from the commander.

    Posted in: Map Suggestions/Requests
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    posted a message on Good map idea for free

    Okay the basics of the map go like this... Two player teams(both Terran) and one AI (Zerg). Each player has a castle like base, one on the bottom left, one on the bottom right. I envisioned this as a medieval map so a lot of the comparisons and terms resemble that but can be changed of course. The team on the left, we will call team 1, can collect minerals; while team 2 can collect gas. The object is to either destroy the other team or capture a point deep within the zerg's base to the north. This is a game of war or diplomacy. Neither team will have flying units or the ability to see what the other team is doing. Players are also limited in what they are able to do, which is determined by their role on the team. The mechanics here could be tricky.

    ROLES

    Here are the list of roles and a brief description of their duties. Each player, except the commander, has a command center and (minerals or gas) to collect. More on resources in the resouce section.

    Seargent – This player will have full control over the Barracks within the base. This means he is the only player capable of producing bio units. Infantry, archers, calvary... etc. His control over these units means combat is his thing.

    Tech Engineer – This player will have full control over the factories within the base. This, like the Seargent, is a combat role. He will be able to produce seige weapons and battle machines. (ex. Battering ram, catapult, rolling towers, etc.)

    Commander - Can convert the teams main resource into the scarse resource at a rate of 2 for 1. The commander has no resouce income except for what the other members of the team donate to him. This could be looked as a tax. Because the players need the scarse resource to build their units. (For example, the engineer tech on team 1 cannot build a 'catapult' unit without gas, but since he cannot collect gas he has to rely on the commander to convert his minerals into gas. ) The commander pools everyones minerals and gas and distributes according to what he feels is neccessary for the team.

    Diplomat – The mechanics here are interesting. I intended on ALL TALK being disabled. So that neither team could speak to the other. Except for the two diplomats. So the team 1 diplomat could talk only to the team 2 diplomat and vice versa. (This creates and interesting decision for the diplomat, you could convince the other team that you are not building an army to take on the other team and instead are racing for the zerg control point, but secretly massing an army within your walls to take them out.) Also the diplomat can discuss and organize trade with the other team. The description of trade will follow below.

    Spy – This role is very unique. The spy is the only player that controls a single unit. From the beginning this player is in a third person view, which limits his scope of vision drastically. His job is to sneak into the other teams base and see whats going on. The spy can choose different disguises and can cloak for a short duration. Each 'castle' has a population of unit that arent player controled and it is smart for the spy to disguise himself as one of these and conceal his identity. The opposing team can pay expensive resources to use an inspect ability on any 'neautral' unit in order to find the spy. If found the spy will die and respawn back at his teams castle.

    Posted in: Map Suggestions/Requests
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    posted a message on Good map idea for free

    okay, ready for a wall of text? Its not easy explaining this thing... I hope I do it justice. But hell, could suck to everyone else. I wasnt trying to hype it up at all. Btw, ill post it in portions. Ill start with the player roles..

    Posted in: Map Suggestions/Requests
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    posted a message on Good map idea for free

    After Pshyched's response I just posted the idea below. ^_^

    Posted in: Map Suggestions/Requests
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    posted a message on Many Hands - 2

    A lot of the individual terraining here is great. The only problem is, no one seems to build apon any other persons ideas or improvements. Not much synchs together. I hope I dont get flamed for adding my own opinion here. Maybe on challenge 3 add a guideline that suggests evolving on existing ideas/terrain.

    Posted in: Terrain
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    posted a message on Tower Defense Still #1 To Suck
    Quote from Vexal: Go

    I do agree that maps should not be sorted by rating. The average SC2 custom map player is not mature enough to rate maps.

    when the %*&# did we get ice cream?!!

    No, but seriously, when did WE get to rate maps? (Dont count 'fun or not', because that is random placement) Blizz is adding a lot more variety in the custom map listing soon tho, so im excited.

    Posted in: General Chat
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    posted a message on Harry Potter: Deathly Hallows Part 2
    Quote from RodrigoAlves: Go

    @BasicGear: Go

    We waited 10 years to feel the peace from all suffering that was forever gone, but they just wasted that whole opportunity with a silence and a distant and emotionless look. A simple smile would have opened the door for me to enter inside the character and feel all that joy, but that door was never opened.

    'My ending': Lord of the Rings style where they laugh naturally.

    +1

    Posted in: Off-Topic
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    posted a message on Harry Potter: Deathly Hallows Part 2

    I liked the movie as a whole. but, SPOILER ALERT, the ending sucked to me. First, them standing on a bridge looking into the distance of nothingness was horrible, just bad. I sat there thinking, this is stupid. It should have been representive of Harry turning away from the wand he just broke, then he turn back at his friends and they look at each other happily. That would have been better there.

    Then, the 19yrs later crap. That was aweful and unneccessary. To try and relate the story of Harrys life to him growing older with children was lame to me, very cheesy. He was suppose to be a powerful person; to dumb him down to living a normal life, growing old, having children, sending them to hogwarts, that kind of ruined the epicness of Harry for me at that moment. The problem for me is, that stuff was expected, they didnt have to have it end the movie.

    'My ending': Harry looks back at his friend like previously mentioned, then Harry walks into Hogwarts, seeing everyone there that just experienced this not so epic destruction of 'you know who' then him walk into a room, look at a painting on the wall and his dead family and friends walk into the frame together. Them all holding hands, smiling at Harry. Then the camera shows Harry see them all, and he smiles. Smiles like the young Harry used to, 'Big Grin!'. Then the camera fades to black. The end.

    Posted in: Off-Topic
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    posted a message on Events - I want several events to be done before the actions happens.. How?
    Quote from AdrianXtra: Go

    Do you have any ideas?

    Like Terhonator was saying, you can have the triggers send the unit to the next trigger. For example, when the mothership enters route 2, (unit enters region 'route 2') send the unit to route 3 (issue order(move 'mothership' to center of region 'route 3')). So when the unit enters region 8 it is told to go to region 1.

    The only hiccup you will find in this method is in the very beginning. Either, have the unit start in route 1 region and the map initialization trigger issue an order to move to route 2. Or have the unit start outside route 1 region and issue the unit order to move into route 1 region.

    If you have any questions on this concept just ask, but it will work.

    Posted in: Triggers
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    posted a message on Tower Defense Still #1 To Suck
    Quote from RodrigoAlves: Go
    Quote from SouLCarveRR: Go

    @RodrigoAlves: Go

    Rod rather then waste your time writing an important research.

    Fixed that for you ;)

    Fix the incomplete sentence please. Only annoying thing in this whole thread.

    Posted in: General Chat
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    posted a message on overlay entire map with creep

    I tried it for you, I get youre result, not Grenegg's. With a 256x256 it takes about a minute to compute at the end of the load screen, then the map reveals a big circle of creep where the edges are regular terrain. I didnt receive any error messages tho.

    It might help to add the environmental creep actions in a seperate trigger other than map initialize, I did not try this.

    gl hf

    Posted in: Triggers
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    posted a message on Getting Portraits Models from UnitType

    Man oh man... this is a good day. Im not complaining but where the hell were you guys for the past 7 months...

    Yes this is exactly what I needed. The static image is what I was looking for, something resizable and movable. Creating a function is the only way I guess. I still cant believe I didnt come to this conclusion at any point.

    Thanks a ton Tolkfan, you sir, are the man!!

    Posted in: Triggers
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    posted a message on Getting Portraits Models from UnitType

    Sorry to tell you this but Ive researched this a lot more than I should have. Months of asking and waiting and researching.

    The answer I have found is, no, you cannot dynamically call on unit portraits or models.

    Now if there is a way, I havent found it, so there still could be hope. My last attempt was through using the catalogs but what I found was, you cannot call a catalog without specifying the unit with text, meaning player entry. So since this is the case, having the trigger dynamically enter the data for you based on your selection is impossible. Unless im missing something.

    I was working on a targetting system, my only solution was to make generic images for each unit type. (Enemyunit, Allyunit, item, structure, weapon, upgrade... etc.)

    So goodluck, if you find a solution please PM me.

    Posted in: Triggers
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    posted a message on Dynamic Unit Image

    I have a custom UI that I am making out of dialogs. When a unit is placed in a variable I want to display an image relative to that unit. The problem is, I cant seem to do this dynamically.

    What I need can be anything that relates to the unit, for example, the frame on the regular UI that shows the 2d model and health. That image is dynamically changed when a player selects different units. Where can I find this value to call?

    Im sure its somewhere other than calling static assets... I hope. Anyways, if someone can help me with this Id appritiate it.

    Right now for testing purposes only, I have :

    IF(triggering unit type == zealot) - > set targetUnitImage = *zealot image asset*

    Posted in: UI Development
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