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    posted a message on Battle in Space with Cruisers and Ships

    @JacktheArcher: Go

    Actually, map is only about 50% completed despite the map release post. Still need more stuffs to be added, but its slow going. So here's more pics!

    Screenshot 1: the tier 1 spaceships.

    Screenshot 2: the tier 2 ships, standard cruiser, assault cruiser, missile cruiser, beam cruiser, space carrier, and artillery tug.

    Screenshot 3: dragon dreadnought and the mantis dimensional cruiser.

    Posted in: Project Workplace
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    posted a message on Battle in Space with Cruisers and Ships

    Another map is released! This is a spaceship tug of war map.

    battlenet://starcraft/map/1/182856

    This map idea was started over a year ago, and finally brought to fruition today! It was extremely fun making this because I get to see all the neat stuffs the editor can do. I also get to see ships I made float in space and shoot at one another.

    This is a cold release with no descriptions or screenshots. In case somehow, someone finds this map in the arcade and is wondering why there's no map info or screenshot, its an experiment on cold release. Basically, having tons of screenshots and map info will attract as many players as having no info and no screenshots.

    Anyways, post all balance suggestions and bugs here. But as always, I'm certain my maps are perfect because no one ever post bugs or balance issues on my map release threads. :)

    ---------update cold release experiment is complete. results: barely anyone touched the map. The few who did apparently didn't like it since this map only got 2 peopled rating it. And only 1 rage review with a 1 star review. This map sucks!

    alternate results: in the Korea server, it was uploaded with some screenshots. Also barely anyone touched the map, but it did show up in the map list more often. Its got a near 5 star rating, with 9 people rating it and a few reviews. This map is great but not good enough to be played despite the 5 star rating..

    Now to phase 2 of experiment. Map updated with some screenshots on the NA server. Lets see if the map would show up more often as being played in the NA server.

    Posted in: Project Workplace
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    posted a message on Solved: Applying behaviors when certain units die.

    The data editor is a total mess, its very hard to use. Triggers aren't that bad, only intensive triggers are bad. It should be okay to fire off simple triggers as often as you like.

    Anyways, death response seems like the correct answer, but I'm looking at the death response field. And I recall needing this before and death response doesn't work.

    What you need to do is use DAMAGE RESPONSE.

    In the Damage Response - Fatal field, enable that.

    In the Damage Response - Location, change that to attacker.

    In the Damage Response - Handled, put your apply behavior effect.

    In the Damage Response - Chance, set that to 1.

    This should allow you to apply whatever behavior you wish to the killing unit.

    OR you can just use a trigger to do that. But data editing is probably better in this case...by a slight margin.

    Posted in: Miscellaneous Development
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    posted a message on World War Three! (formerly Defcon ONE)

    Arrg, apparently lots people are having trouble picking a starting city in the latest version. No idea why..

    A new setting capitol city mechanic has been put in. Post here if you can't pick a starting city with the new changes..

    edit: woot, accidently discovered by luck, the bug that's breaking the map! Apparently if there's 3 players, the game stops working. Its caused by an 'editor' bug that puts an entire action into infinite loop which breaks the map. Happens a lot, and there's no way to discover it except by luck because the editor likes to randomly put this 'bug' randomly anywhere within the code.

    Posted in: Project Workplace
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    posted a message on World War Three! (formerly Defcon ONE)

    @qq428ko: Go

    Yeah, the map is already unlocked. So go ahead and translate away. Modify the gameplay too if you wish.

    Posted in: Project Workplace
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    posted a message on A WarCraft 3 Remake - The Summoners

    @TyaArcade: Go

    Fun map.

    There's lots newbies who just stand there doesn't know what to do though. If they have simple command card turned on, they won't be able to see the command card buttons unless its all on the 3rd bottom row. So they just stand there unable to learn new skills or move.

    Posted in: Project Workplace
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    posted a message on Actions calling itself bug

    Just got this happened again. Every once awhile, the editor likes to put action calls of itself within itself.

    For example, I have an action "DoBigAction". Its got a bunch lines of code and works great. Until suddenly, I'm getting a huge lag while testing.

    Looking through everything, it happens that right in the middle of all the lines of code under "DoBigAction", its an action "DoBigAction". So this action is calling itself nonstop forever lagging the game. I did not put that action there, it just appears by itself. Why does the editor do this? Is blizzard secretly laughing each time it happens?

    This bug sucks, seems to happen every now and then and is hard to track down. Any sure way of avoiding this bug?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Jetpack Girls CTF

    Jetpack Girls beta1 test is released. For the one of you who is interested, its in NA under the name "Jetpack Girls". Have fun!

    Below are some visual tests with lighting and corridor set.

    Posted in: Project Workplace
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    posted a message on Jetpack Girls CTF

    Jetpack Girls are back! Nuff said.

    Went back and polished up this old map. More items added and got rid of the stupid right click moving mechanic. This is actually just a test map to test triggers and visuals, with a little CTF gameplay added so there's a little game going on. HoTS has some amazing background models that's perfect for this map. With the use of lightning and point lights, the visuals can be improved by a huge margin. Likely, this map will lag with 4+ players. It still uses mouse move event which is required for the aim animation to work properly.

    Posted in: Project Workplace
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    posted a message on Where a mapmaker can evolve

    @Zolden: Go

    The main draw of sc2 mapping is playing online with others via their player matching system. Granted, that system isn't working due to the popularity system, still that's the main reason why people came to sc2 to map.

    Does other editors, including Unity3d, have some sort of online matching system? What about other games? I was excited with Dota2 tools for awhile until I realized they didn't have any kind of custom mapping public lobby, at least right now.

    Posted in: General Chat
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    posted a message on Please take a moment for an old mapper..

    I say, do it for the sake of doing it! Learning the map and making stuffs is just a hobby. And even though the arcade scene is pretty much dead, its still got some life to it. And someone may still play your maps and add comments.

    My theory is that, Blizzard's strategy is to use arcade as a means to boost its sales. Right before HotS, they added patch 1.5. This patch added the open lobby system which made arcade actually almost useful. Without this patch, the arcade would be completely dead right now.

    So when LotV is ready for release, they may once again fix b.net and give us the full functionality of original b.net. Reviving the arcade may help boost its sales. The hype of actually fixing the arcade may be enough to get tons of people back into sc2. [they'll do something sneaky, like forcing players to have LotV to host maps, or require LotV to play new maps...] That's the theory, and I'm putting my money on it! LotV will fix the arcade and revive mapping, so yeah, start mapping now so you can reap the rewards when they finally fix the arcade!

    Posted in: General Chat
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    posted a message on Dota 2 modding tools

    Wow, I just found this thread. I'm checking out Dota 2 Tools now.

    Anyone using it? How powerful is it compared to sc2? I actually found sc2 easy to use because of its trigger editor. You don't actually need real programming experience, the trigger editor kinda fool-proofs the modder from making syntax errors. Looking briefly at Dota2 tool script editor, it looks way more complex than sc2.

    Reading some dota2 modding threads, people are talking about making TDs, frenzy maps, etc... This can be real exciting, if Dota2 has a real working lobby, it may deliver to the modding scene what Sc2 failed to do. Totally excited!

    edit: Okay, NEVERMIND! Just tried this out. It seems, custom maps can only be played with friends or guilds only? There doesn't seem to be any kind of public lobby.

    Posted in: General Chat
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    posted a message on Blizz Contest - 79 Entries got through

    I also like to map on the wild side and map with copyright stuffs. I figure, these are amateur maps, the copyright holders couldn't care less. And thanks to the popularity system, chances are few enough people will see it to complain.

    I wouldn't have put in copyrighted content for contests though.

    Posted in: General Chat
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    posted a message on Planetary TD

    -snip-

    Posted in: Project Workplace
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    posted a message on Is the arcade dead?

    @JademusSreg: Go

    Actually, its the arcade that is dead, not the horse. From henceforth, the phrase will be changed to "beating the dead arcade".

    Posted in: General Chat
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