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    posted a message on Defend Against Yourself

    Hmm, didn't know about sin. Its not a religious game at all, so there's no problem if I have to change words. Not that it matters, for all intent and purposes, all of my maps are already banned. :) You can't play them anyways due to empty lobbies..

    1) This is a 5 player co-op map where everyone defend the same 3 buildings. 2) There are 3 stats, mind body, and soul. If you look at the left of UI, you can see the stats there. Each player decide which stats to feed, and they do give different bonuses. The stats bonus isn't finalized yet, but players can choose how to build their 'character'.

    3) All 3 methods are used to defend, its really up to the players how they want to defend. And there are 3 different heroes, each specializes in different type of abilities. Odin is defense, Zeratul is melee attack. And Kerrigan is range spell caster. All abilities are unlocked based on the feed progress. To unlock all abilities, players need to feed themselves into higher stages.

    If no one picked up the gimmick yet, the gimmick is, the attack waves are made by you! Inside the game, you actually do fight your own units. They are the same team color as you and share vision as you. But the real enemy are the 'sin' units. I have 7 different sin units which are very powerful units. 4 are part of the regular attack waves, and 3 are bosses.

    Posted in: Project Workplace
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    posted a message on Defend Against Yourself

    This is a 5 player defense map where the players defend against themselves. There are 3 buildings, Mind, Body, and Soul that require constant feeding. To feed them, players make income buildings. Income buildings will train units, give income, and grant stats to the player. Problem! The trained units from the income buildings will attack you! Defend against yourself.

    There are 3 main ways to defend, use the powerful heroes, summon personal minions, or build defense structures. As the players feed themselves (represent by the feed meter on the upper-left), they gain more abilities to defend themselves. But beware, the more the player grow, the more income is required to defend. And there are the 7 deadly sins, so if players do not grow fast enough they will be destroyed by the sins.

    Embed Removed: https://www.youtube.com/v/MaMeorFBevI?fs=1
    Posted in: Project Workplace
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    posted a message on Smashcraft and Mephs

    @SexLethal: Go

    And the more replies that post gets too. I've seen tons of 'new map!' posts that ends up in oblivion because no one reads or replies to them. But Meph's 7 months QQ post was very entertaining to read. :) What happened to it! I went to the sc2 forum one day and couldn't find his thread..

    Posted in: General Chat
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    posted a message on @Mephs angry post in the custom map forum

    I saw an episode of American Idol a couple weeks back. There's a fat lady who came on stage telling the judges what a great singer she is and everyone says so. So she starts out to amaze them with a awful screeching singing voice. The judges said no and she started arguing that is it because she is fat? She obviously has a great voice and the reason the judges said no because she is fat! She stormed off the stage angrily. Sounds familiar?

    Posted in: General Chat
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    posted a message on [card map] Battle at Char

    Rats, just finished the prestige reward system right after Blizzard fix the popularity bug. Can't play this map anymore with total empty lobbies.:( Oh well, guess this map is pretty awful and no one wants to play. :P This map had a good run with the cycling map system and was able to get lots games going... i had lots fun playing it.

    Anyways, the map was just updated with the prestige rewards. 6 new prestige units were added including a supercrane that smashes its enemies and explodes into a nuclear cloud when destroyed. A hurricane battlecruiser that fires a storm of missiles, a beam tank, fatty that spits banelings, and warbots. Prestige units return to the battlefield after they are destroyed, so you get to keep them for life.

    And a sudden death is added for stalemate games. To begin sudden death, 3 players have to reach 3500 prestige points and assemble an easy button. Once its assemebled, players can push it to make units invulnerable and the hive/nexus take extra damage. The units should ignore each other and just go for the victory structures.

    Posted in: Project Workplace
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    posted a message on Volatile 1.2 popularity

    @Vexal: Go

    I only played around for a little, but it seems like popular maps cycles through faster than non-popular maps. Was playing RedTD and it never cycled back up to page 1. It was stuck on page 3, while other maps that was popular gets constantly cycled back up to page 1. Could only play Red circle TD twice, and 2nd game only had 3 players.

    Posted in: General Chat
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    posted a message on [card map] Battle at Char

    The beta version is released! Anyone who wants to try it, can find it at the TUG filter. Also added a video showing..

    1) The Hyperion Command Cruiser. Its a large unit with 10 different weapons attached to it looking pretty cool while it move across the battlefield. And a pretty cinematic death scene when its destroyed.

    2) Attack dropships coming out of the z-axis to land on the battlefield.

    3) The water day spell + a sample of a water spell.

    4) The black hole spell.

    Anyways, was fun making this map, pretty much done everything I wanted to do in the first place. There's still a few missing 'gameplay' features, but this is an vanity project so I'm not worrying about finishing it unless people actually play the map.

    Posted in: Project Workplace
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    posted a message on [card map] Battle at Char

    Battle at Char is a 3vs3 TUG game using a card system. Players play cards to spawn units and acquire resources. The idea is to play cards to counter the set of units from your enemy - as in any TUG game out there. So play cards that you think will help the moment, and discard cards otherwise.

    New Game Trailer:

    Embed Removed: https://www.youtube.com/v/lnWY4QiUP1w?fs=1
    Posted in: Project Workplace
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    posted a message on merc compound - drop pods problem

    @baltross: Go

    As a matter, yeah. The trick was to use the data editor and edit the actor for your unit. You have to add a new Create WarPigDropModel event... You can load up Roundabout War in the editor to look at how its done.

    Posted in: Miscellaneous Development
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    posted a message on Beat Platform Defense!

    Finally beat this map, victory screen! vicotryss

    Replay at ... http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=176654

    Strat used, bunkers + siege tanks. And a couple turrets for stealth detection later. Then save up 50k and spam marines. The hardest part was holding down the 'a' key. :) Stopped for a few seconds and got wiped out a couple games before, had to restart.

    This game is much easier single player without people building at the entrances and taking up my minerals early on. And only 1/4 of the spawns attacks me anyways, no need for the other 3 players.

    Was lots fun beating this map, the hardest defense map I've played.

    Posted in: General Chat
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    posted a message on [Icehot Dance off] map release

    @TheHolyArk: Go

    The cats are imports from World of Warcraft.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    I have a suggestion, I noticed in the rooms, you have the doodads all placed in a grid. Why is that? Wouldn't it look better if you randomized the doodads so they aren't in a grid? It would look better.

    Posted in: Project Workplace
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    posted a message on [WIP] Mobile Battle Fortress

    video update! -on first post

    Just finished two game features I'm very happy with.

    1) The stellar converter is protoss's super weapon. I've always liked space games to have cool beam attack like this, and finally made it for this map! It starts off with a power charge up and a burst of beam. Follow by a wave of firewall burning everything in its path to crisp. Looking at the video, it could still use some adjustments. Maybe the beam should move faster. But its still cool so couldn't wait to show it off.

    2) The scourge swarm is zerg's version of fighters. I wanted to see real swarm behavior, like in the cinematics. The scourge swarm is very powerful but unreliable weapon. It can devastate anything in its flight path, but it also move in a swarm-like way. So it won't necessary attack stuffs attacking it from distance. In the game, it should be used as a way to draw enemy fire. And players should try to avoid its flight path.

    The hive fortress appearance is still a work in progress. So it won't look like that later on, right now, the hive fortress looks pretty lame. But the protoss proton star fortress is set.

    Posted in: Project Workplace
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    posted a message on Formations?

    @SadisticLeprechaun: Go

    Sure, I've unlocked one of my old maps: battle at char. You can find the trigger under card plays, Creat Units - terran function. The fighter wing map is the one I'm currently working on, but the battle at char actually has zealots and marines moving in formation.

    here's a sample video of what I'm talking about. I'm sure anyone can figure this out.

    Embed Removed: https://www.youtube.com/v/NaGh_6ymZ74?fs=1
    Posted in: Data
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    posted a message on Formations?

    @SadisticLeprechaun: Go

    I did something similar with my current mod, where I put fighter wings into a V shape after they launch from the hangar bays so they'll fly to a target location in formation.

    It should be easy to do, just put all the units you want into a unit group. Then do a pick each unit from unit group action, and put them into a formation one a time. You'll need do some move unit to point with offset to get them to work. In my mod, I give each unit 10 seconds to move into their spot. After the 10 seconds, they all move out to the target area with a single move command. The collision boxes sorta keep them in formation while they move out together.

    Posted in: Data
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