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    posted a message on Shield Failure Catch and Spread

    You can try using behaviors to add shields instead of using the shield regeneration? Say, every 2 seconds, add 10 points of shields. This should let your shield failure to trigger.

    Posted in: Data
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    posted a message on WTF Is... : Blizzard Arcade ? (TotalBiscuit)

    @Crainy: Go

    You know, 5 minutes for a map that's supposedly 'featured by a web page' is a very long time. This gets even worse for unknown maps - like new maps no one ever heard of. You can't get anybody to join if its a new and unknown map. I tried, I've just made a sideways platformer map. I open it to test, and 1 or 2 people would come and go, but never ever got a full lobby. Every once awhile, 5 or 6 would join at once, but its so rare and only happened once. So I have dropped my platformer project...(there's a video of it somewhere for those who seen it)... though it was fun when I did get that 6 player game going.

    I tried many maps here, I do leave after 2-5 minutes if no one joins. I am not going to sit in a lobby for 5-10 minutes, that's completely dumb. Arcade needs lots fixing, anyone who think it works...hehe, probably that's why arcade still sucks, blizzard probably also believe it 'works'.

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

    @sandround: Go

    Seeing as how this map got featured here, I thought I put in some thoughts..

    Map was top 10 in NA, but only briefly for a day. I believed what happened was fun or not somehow picked up this map to play. So for a while, people were playing because due to the comments, it seems more like they are responding to fun or not.

    This map is completely awesome and intense to play. The game starts with 9 spots, and its like a shark tank at the start, lots fighting all over the map while you try to carve out a little kingdom. After a while, 3 or 4 super powers will emerge. Then eventually, 2 super powers battle for the win. The intensity comes from each player spawning so many tanks, the action is constant. There's no waiting for economy to kick in to get a large army, you have it nonstop!

    Constant action between the superpowers moving armies to take cities and counterattacking. But it gets even more intense when players start lobbing nukes at each other! Total goosbumps when you see large waves of ICBMs and nuke bombers flying across the globe. You need a constant watch for those nukes and be ready to dodge it because a lot of it is heading toward your concentration of tanks! Nuke dodging is a lot of fun in this game and good players know how to dodge cluster of nuke blasts to save their tanks. With enough nukes, you can also turn cities into wasteland. Its not uncommon for long games to have wasteland all over the world. Europe is usually the first place to go wasteland, lots cities so close to each other..

    Having say all that, this game also got a lot of raging newbies. There's a lot of 1 ratings from rage quitters. Checking their history, most of them leave the game after 30-60 seconds. What most likely happen is visual style of the map confused them and they have no idea what's happening. This game also uses smartcast commands which they aren't used to. And there's no time to learn the map if they are playing a full game. And this game is extremely cutthroat, if you don't have a good start, its all over and all over fast. So they get confused and mad.

    But for those who overcome the confusing, this game become extremely awesome. There's a lot of dedicated players who kept playing week after week. Its that fun! But eventually, the fun do wear off and this map has fallen to buried status now. Right now, you'll be sitting in an empty lobby should you try to play it.

    I'm not going to lie, this game doesn't try to explain how the gameplay works. But mostly, the gameplay is quite simple and I rely on player IQ and their power of observation to learn the game. I understand its harder to observe the game when you are getting pounded by other players, and that's why in NA, the rating for map is much lower. But in Korea and Europe, this map has a pure 5 star rating because they can't get full lobbies going in those regions. So the reviewers have plenty of time to learn the game while they playing against nobody.

    Anyways, to make it short, this is awesome game for those who can overcome the initial confusion. Completely bad for those who can't. And lastly, this game also has a ending replay which is pretty unique to the mapping scene.

    Posted in: Project Workplace
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    posted a message on WTF Is... : Blizzard Arcade ? (TotalBiscuit)

    @Crainy: Go

    No way! Arcade platform stinks. Try this, this site features many many pretty awesome maps on front page. Try playing any of them, if they aren't featured, you will be sitting in an empty lobby for a very long time. This is in contrast with b.net 1.0 where people come flooding in especially if its new and unknown. If its a bad map, it'll get avoided. But it has to be a known bad map to be avoided.

    Well, at least TB is trying to get people to care more about arcade.

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

    Happy news! This map just broke TOP 10 in NA region just now!! Woohoo!

    The new version is named World War Three! (name already taken so ! added to end) Gameplay has been totally redesigned. But its still mostly a tank and nuke game, just easier to do now. The navy was removed, but now that this map has risen in popularity, they may be put back in!

    The map was abandoned, but thanks to the radio playing Imagine Dragon's song all the time... which just reminds me of this map because the video demo uses that song. I decided to finish up this map and make it playable!

    Posted in: Project Workplace
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    posted a message on What's your current project?

    My current project which is just finished, Project Platformer! Its a sidescroller shoot em map. Players fly around in a jetpack with a side view. But the best part is, I'm using custom models for characters. Each character has a damage state, and instead of a health bar, you can quickly see their health via the visual graphics. Its a bit like Jetcraft, but with guns!

    Some players are saying its laggy though, but I am not experiencing it. Shrugs. The gameplay for the platformer is pretty lacking, there's really not much going on except just shooting at each other.

    The second project which is just starting, continuation of Starcruisers II. It'll build upon the vision of starcruiser I, which is firing lots shots at enemy cruiser and watching it blow up piece by piece. There's a test version out, but it'll be revamped a bit. Much like the platformer map, the damage state of your space ship will be visual. I'm disappointed with the visual outcome of the test version. But with the Startools out now, I'll have more control with the 3d models. Hopefully this time, I'll get it right visually.

    Posted in: General Chat
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    posted a message on [showcase] sidescroller video

    @JacktheArcher: Go

    Yeah, there's a slight lag with mouse tracking and the aiming as a result. Nothing can be done about that. What do you mean by the physics, the jetpack flying physics or the hair physics?

    Think blizzard will ban the map due to the player 'damage states'? I kinda half expecting this map might to be banned due to that, hehe. I don't think there's anything wrong with it, but some may not think so.

    Posted in: Artist Tavern
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    posted a message on I'm disappointed for my project :(

    @hemanbrian: Go

    Yeah, I know how you feel. Blizzard really F over the mappers with their b.net 0.2. There's lots helpful suggestions, but ultimately, they are more trouble than they are worth.

    I really miss sc1. You put a name BETA on your new map, and people floods in trying to play it. If its good, you see it getting re-hosted all over the lobby. If its bad, it disappears into the sunset. People loved trying new and interesting maps all the time. And I keep seeing new and interesting maps popping up all the time and able to play them...

    No one will play your map under b.net 0.2, that's the reality regardless of all the 'helpful' suggestions. But if you can accept it and just map for fun, that's all you need.

    I just recently finished a 2.5d sidescroller platformer map. 0 people have played it (except JacktheArcher!). That's the way it goes, but I had fun making it. And will continue to make more even though no one will ever play it. That's the new reality, just map for fun! Your map definitely looks interesting, and if we were using b.net 1.0, people would likely be hosting your map at one point or another and others would be joining to try out. Oh well, opportunities lost, sorry about your disappointment.

    On another note, if we can have a 'library' category in starcraft2. For example, I can click on the player 'sc2mapster' in the arcade. And a list of maps would show up. They can be maps like yours. Someone would have to maintain the library to keep it small and interesting. And instead of maps getting popular, this player can become 'popular' and tons of people click on this player to play maps. That would automatically give exposure to new interesting maps, so long as the player is popular. Just a random idea to fix this horribly broken b.net 0.2.

    Posted in: Map Review
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    posted a message on [showcase] sidescroller video

    @JacktheArcher: Go

    Project is mostly complete! Its now opened for public in NA server if you want to see it. Name of map, Project Platformer.

    Posted in: Artist Tavern
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    posted a message on [showcase] sidescroller video

    @Trieva: Go

    At the moment, I'm just going to add simple FFA/team vs team gameplay. Co-op would take much longer because it means making monsters and AI. So probably won't do that. The physics is so much fun! I'm having way more fun making maps rather than playing it. So...

    I think I got the sc2forces figure out. Not sure why the trenchcoat didn't work, but just added flags for a team vs team game. The flags work, and its pretty awesome. Slowly adding in weapons, armors, and additional character models. The fun really, is adding stuffs and see it work...who cares about actually playing!

    Posted in: Artist Tavern
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    posted a message on [showcase] sidescroller video

    Third video added! (see 3rd video on original post)

    After randomly pressing buttons and mouse clicks, somehow, I got hair to fall on the y-axis! And the stretchy problem magically fixed itself too; although it still happens on occasion.

    But when I tried to replicate the keystrokes for the trenchcoat, it failed. I don't know what magic I invoked, but for the trenchcoat, it isn't falling into a rest position. When the player stops, the trenchcoat just kinda floats in midair. It also ended up looking more like a dress than a trenchcoat. oh well, you win some you lose some.

    Nevertheless, both hair+cloth physics is just way damn too cool! 3rd video added. The video is kinda grainy and hard to see, but it looks way better in game.

    Posted in: Artist Tavern
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    posted a message on [showcase] sidescroller video

    @Zolden: Go

    All the objects have force channels set to 1. I also set the world channels to same. I think the reason it isn't working is because all the objects are anchored like the ragdoll. So they aren't independent objects which is why the sc2force isn't pushing them.

    On the other hand, finally put in a hair mesh and the hair looks incredible! I love how I stop and the hair would whip around. Or I'm falling and the hair trails behind wavy like how hair would whip in the wind. And when flying up, the hair would collide with the jetpack and not pass through. It is so Fking cool!

    There's the big problem with gravity though... the hair won't fall along the y-axis. And when moving too fast, the hair has a tendency to stretch. Anyone have that problem? If so, how did you fix the stretchy problem?

    Next thing to do is make a trenchcoat with physics and then I'll upload another video showcasing the physics.

    Posted in: Artist Tavern
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    posted a message on [showcase] sidescroller video

    @Zolden: Go

    I almost got it with physics! Only did a quick test, but got a piece of rectangle mesh to move with physics by attaching physics nodes to bones. So far, it looks good, like how hair/light cloth would act while moving the character around.

    The big problem now though, 'gravity' is in the wrong direction. I tried using sc2force to push the hair in the right direction, but sc2force seems to have do nothing?

    The problem is this, the ground level is actually facing into the screen. So when the player stops, the hair naturally flows downward into the screen instead of to the south of the map. In this platformer, south of the map is the ground. I need the hair to flow south instead of into the screen. And that's where I'm stuck, I can't get it to work...

    Posted in: Artist Tavern
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    posted a message on [showcase] sidescroller video

    I'm stuck trying to use the startool physics. I remember seeing a post a while back with someone using physics nodes to simulate cloth. But I can't find that post again, anyone remember that? It was a cool showcase with a character wearing a robe and the physics was simulating the leg hitting the robe.

    Posted in: Artist Tavern
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    posted a message on Street Empires

    There's also another city simulator map out there, its similar to the traffic map. If you want to see other maps with a city, just search for the key word 'xcom' on NA B.net. The map name is xcom apocalypse. Its a pretty large city with civilians, trains, cars, and of course, an alien invasion. Its also got a time and day/night cycle.

    Posted in: Project Workplace
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