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    posted a message on object explorer missing!?!

    bumbed. I realy need help with that.

    Posted in: Data
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    posted a message on object explorer missing!?!

    That doesnt work. Already tryed that.

    Posted in: Data
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    posted a message on object explorer missing!?!

    It seems like i made my Objekt explorer dissapiar. I think i moved the window bounts by misstake. The result is this:

    Maybee its importaint to say that i use the geman Editor.

    Posted in: Data
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    posted a message on Starhammer 40k Build #4

    the 3rd race a am currently working on will use many hots zerg assets.

    Posted in: Project Workplace
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    posted a message on Starhammer 40k Build #4

    Well that might be the next point on the list for future plans :)

    Posted in: Project Workplace
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    posted a message on Starhammer 40k Build #4

    Starhammer 40k

    1. Introduction

    2. Gameplay

    3. Races

    4. Plans

    5. Thanks to other mappers

    1. Introduction

    Hellooooo Mapsters! This is Fate, I finally decided to show u what i have done so far. First of all i got to say: i am not that good with words. Thats why ill show you many many pics.

    Starhammer 40k is a fast real time strategy game. As some of you may guess from the name, Starhammer 40k is based on the game "Warhammer 40.000 - Dawn of War" by Relic Entertainment. But this map shall not be seen as a copy of the original game, but as a SC2 mod that uses several gameplay elements of Dawn of War. Although i am working for quiet a long time on this map, it is still far away from being "complete" . But it is very playable and you will have fun with it if you like big and cool looking battles.

    2. Gameplay

    To say it short, this game is all about fighting. FIGHTING!!!. Bam! Bam! Bam! Pew! Pew!. EXPLOSIONS!!!! ....

    bäm bum booom

    But i guess you want me to go in a bit more detail: As in the most RTS games u need to build a base, build up an economy, build an army and kill the enemy.

    The economy: The main resource is Minerals (surprise!) You get minerals for capturing controlpoints. Controlpoints are all over the map infantry units can capture them. More controlpoints means more income. The players have to fight over the controlpoints for economical advantage. Building Outposts on top of a controlpoint will also increase you income. For advanced units you will need vespid gas. Gas-income is increased by power generators. easy.

    The basebuild is not that interesting. The mainbuilding and outposts generate a field that offers room for your buildings. But you need to your head a bit. Some of the high tier units have a very big collision.

    The Unit production is a bit special: you can automate the unit production if you want. That makes it quite comfortable to build up an army.

    3. Races

    3.1 Imperials

    The Imperial army

    The Imperials use mainly high ranged weapons, and depend much on ther vehicles.

    3.1.1 Infantry

    Tier 1

    Constructor:

    Constructs buildings and repairs vehicles.

    Imperial Guardsmen:

    Ranged standard troops. low hp.

    Specialist:

    More dps and range than the Imperial Guardsmen.

    Tier 2

    Heavy Weapon Carrier:

    Has to be deployed to shot. high ranged counter to vehicles.

    Tier 3

    Taurogyn:

    Heavy medium-ranged infantry.

    Constructor, Imperial Guardsmen, Specialist, Heavy Weapon Carrier, Taurogyn

    3.1.2 Vehicles

    Tier 1

    Sentinel:

    Fast walker. Effective vs Vehicles.

    Tier 2

    Infernal Dog:

    Armored Vehicle. Armed with a heavy Bolter

    Basilisk:

    High ranged missile support.

    Tier 3

    Leman Rus:

    Heavy armed tank support.

    Baneblade:

    Ultra-mega tank for when you are finally sick of holding the line.

    Sentinel, Infernal Dog, Basilisk, Leman Rus, Baneblade

    3.1.3 Heros

    Psi Sniper

    A female psionic armed with a sniper rifle.

    Mindcontrol

    Gives you control of an enemy infantry unit for some time.

    Metaphysical Shot

    A snipeshot that shoots through enemys.

    Precision Aura

    Gives allied units a Damage Bonus.

    Witchhunter

    Spawns 10 psionic Ghosts called, Witchhunters. Witchhunters follow the Psi Sniper and attack enemy units

    Suit A 185 codename „Berz“

    Armored battlesuit.

    Drop Drone

    Calls down reinforcements form the sky.

    Ironfist Rocket

    Throws a grenade dealing Aoe damage.

    Shield Boost

    Adds a Shield to the hero or to a mechanical unit.

    Tactical Strike

    Orders a tactical strike dealing massive damage on the target area. (40Missles each one deals 30 damage)

    PsiSniper, Suti A

    3.1.4 Base

    Buildings are not that interesting right? So ill just show a pic of a imperial base:

    Imperial Base

    3.2 Chaos

    Chaos forces prefer direct violent fighting.

    forces of chaos

    3.2.2 Infantry

    Tier 1

    Heretic:

    Constructs buildings and repairs vehicles.

    Cultists:

    Weak melee units, mainly used to take damage instead of dealing damage.

    Chaos Space Marine:

    Standard Troops. All-round unit for many situations .

    Tier 2

    Horrors:

    Ranged anti-vehicle unit. low hp.

    Painkeeper:

    Big melee unit, can absorb much damage.

    Tier 3

    Possesed:

    Heavy melee infantry.

    Blood demon:

    Ultimate melee Unit. Big demon with high dps.

    Heretic, Cultist, Chaos Space Marine, Horror, Painkeeper, Possesed, Blood Demon

    3.2.2 Vehicles

    Tier 2

    Warpbeast:

    Fast mechanical anti-infantry unit, armed with melle weapons and a flamer.

    Scourge:

    Slow armored mech unit. Its attack pushes infantry units back.

    Hellclaw

    Fast air unit.

    Tier 3

    Chaos Predator:

    All-round tank, mainly used to destroy vehicles.

    Warpbeast, Scourge, Hellclaw, Chaos Predator

    3.2.4 Base

    And here is a pic of a chaos base:

    Chaos Base

    4 Plans

    Yeah i have many many plans for this e.g. a weapon upgrade system. Miss chances of the weapons. A army customize system. More heroes, more races.... But reality is that i work very slowly. And there are many things in the map that are not complete yet e.g. the tooltipps.

    If anyone of you has an interest to work on this project then contact me :)

    5 Thanks to other mappers:

    Now i got to thank some mappers who already helped me.

    First of all Kueken, who created the baneblade that i modified and used. He also helped me a lot with different problems Next is Ahli from instarcraft.de who also was a big help. Then Shadox, RipperRoo, Toumura, an all the other mappers from instarcraft.de who helped me.

    And a big thanks to my main tester Berzerger. He spended many hours with me and my map.

    i am sorry if i forgot someone.

    i look forward to your feedback and Ideas. Also for that project overview Ill update this post. gl hf!

    Posted in: Project Workplace
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    posted a message on The Texture Shop (request icons and textures)

    Do you think you u can make some silver textures for protoss?

    Posted in: Art Assets
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    posted a message on [Showcase]Ghostnova's models

    XD nice one zolden.

    Posted in: Artist Tavern
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    posted a message on [Trailer] RuneCraft- Official Announcement

    Very nice Map,

    It was a lot of fun to play it on EU mapnight, I see it on the future-page-one instead of Nexus Wars. ( ididnt like Nexus Wars at all)

    Things i noticed:

    Some Units seem to be overpowerd. E.g the stalkers seemed to strong. But thats hard to juge couz we just played 2 times. The multiselection of buildings is a bit buggy. I wanted to make some controllgroups with the spellbuilidings But that wasnt easy to make, couse spellbuildings seem to have the same aliases alltouhg they have different runes.

    Maybe it will be a problem that everyone will like to use the spells only. My Idea: make Spellbuildings and Spawnbuildings cost diffent ressources. So that every plaver has to mix up spell and spawn builidings.

    Sry for my bad english im german.

    Posted in: Project Workplace
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    posted a message on [video] new map: Team Blitz Tactics

    @Swagblanket: Go

    Video is not avalable in germany. It seems to have music in it. GEMA did not give rights or so.

    Posted in: Project Workplace
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    posted a message on Limit training of a unit to 5

    @margeman2k3: Go

    i dont know how to do that with requriements can oyu help me with that pls?

    Posted in: Miscellaneous Development
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    posted a message on Limit training of a unit to 5

    Hi all

    i want to create a danw of war like map. my problem is: How to make that you can make a specific unit typ just 5 times. I mean the unit limit for that unit. You can just have 5 ones of that unit.

    I tryed to get how the requirement for the mothership works but i didnt get it. in wc3 it was so easy : Limit training of unit (my unit) to 5 how to do it in sc2?

    I have to say that im german. I hope u can understand my english

    Posted in: Miscellaneous Development
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    posted a message on Campange units block own units

    ah thy you it somehow works but now i have to make the units i the mod and i cant make them while im working on the normal map -.-

    But im glad it works anyhow

    is therer a way i can test my units with the mod without using the map?

    Posted in: Miscellaneous Development
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    posted a message on Campange units block own units

    Hi all im new here and i have a problem:

    i wanted to create new units, what is not problem as long as i am not using the campange units in my map. When is use the units form the campange in my map i am not able to give the actor the name of my new unit. When i try to make new units there is also the word (notilted) after the name of my unit, what makes no scence to me.

    I have to say that im german and my editor is in german too. But i hope you can still help me and understand my english.

    I searched for help in the german forum but sc2 is kind of new in germany and there not as much people active in mapping as here.

    Posted in: Miscellaneous Development
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