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    posted a message on Experienced Mapmaker Looking for work/team

    @tigerija: Go

    Yeah srry for not answering that PM, no I'm not interested, but Thx for the offer.

    I have my own project im working on by myself but I;m also looking for a map with real potential to work on.

    @sherardt I'm best at triggering especially with making background systems like a fully functioning custom UI, AI for units, inventory systems, etc. Also good at terrains. Im good with the data editor; can modify actors, behaviours, and animation speeds etc, but there are still a few basic things that I still need to figure out (like what field value changes a unit's aggro range).

    Posted in: Team Recruitment
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    posted a message on Experienced Mapmaker Looking for work/team

    @Doom42: Go

    still looking

    Posted in: Team Recruitment
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    posted a message on Experienced Mapmaker Looking for work/team

    Hello Everyone,

    I was a mapmaker in warcraft III and moved on to starcraft II. After playing around with the editor for a bit, I'm now looking for a single good project or team to work with.

    Most of my experience has been making big RTS maps and mingames. I am very decent with triggers (can do some scripting but not much yet, still getting used to scII scripting language), balance work, and theorycrafting. I have a good grasp of the data editor and can also create some very nice looking terrains.

    A few of the projects I have worked on in the past among others are:

    Helms Deep Total War: http://www.hiveworkshop.com/forums/maps-564/helms-deep-total-war-1-2-a-160069/?prev=r%3D20%26status%3Da%26page%3D4

    AVATAR: http://www.hiveworkshop.com/forums/maps-564/avatar-0-43-a-164032/

    If you have a good project/team and would be interested in an experienced mapmaker, then plz feel free to contact me in game (Banefull.391 NA), post here, or PM me.

    P.S. would really like (not required) a project/team that uses skype. AOS maps need not apply.

    Posted in: Team Recruitment
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    posted a message on Runling Run Deleted?!??

    I was looking around on the battlenet custom games list and saw that runling run was no where to be found. Puzzled, I searched around for it and found it at the bottom of the list but when I tried to join it said "map not found". Recently I found this post on the Starcraft 2 battlenet forums:

    Taken from: http://us.battle.net/sc2/en/forum/topic/374721771

    "It was evidently very recently reuploaded, with the music removed if that happened to be the issue. I have yet to actually join and confirm. For some reason the map was deleted by Blizzard and the mapmaker had his SC2 account SUSPENDED, and no email was sent. After an hour and a half of waiting for the email to arrive, he called by phone. After 45 minutes of waiting on the line for service, he was told by the representative that she did not have access to that information. As a result he was at a loss for what to do for a bit. Hopefully Blizzard will, in the future, contact mapmakers in a more timely fashion as to what the problem with their (or I suppose technically, Blizzard's) map was, so we don't have to sit around for hours waiting to play it. Just one more problem in a string of issues Blizzard has with their custom/UMS game system. "

    Anyone else besides me a bit disturbed by this?

    Posted in: General Chat
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    posted a message on Looking for Team Members: Master Summoner

    Hello everyone. I am currently working on a map called Master Summoner. We are currently looking to add 2 new talented members to our preject.

    Positions Open: Data Editor Looking for someone who is very handy with balancing units quickly and efficiently. Super advanced knowledge of the data editor is not required but is a plus.

    Triggerer/Data Editor Looking for someone who is very good at creating custom abilities and loves doing so. You will have a lot of freedom to be creative in this area.

    So what is Master Summoner? Master Summoner is a hybrid card game / hero arena supporting anywhere from 2 to 8 players in a team, FFA, or co-op vs AI setting. The gameplay is divided into rounds. In between each round, players can purchase cards at the marketplace. These cards are used summon a variety of unique units onto the field or unleash potent devastating abilities. Only a few basic cards are actually available for purchase. All other cards must be created by combining existing cards. for ex: a medic card is created by combining a marine card with a triage ability card. Once a round starts players will only have control of single unit called a "summoner". All other units summoned via cards are AI controlled and wander around the arena looking for targets to engage. The round ends once all other summoners are defeated or the time limit runs out.

    By public release we hope to:

    -Feature about 100 hundred cards created using a multitude of various combinations.

    -Support multiple modes ranging from all out dual to the death, team fights, and even a co-op mode against waves of mobs

    -Provide a few dozen unique arenas to choose from

    -Include a complete AI system for units

    Work is well already well under way. Most of the interface and background systems are in place. The majority of work left finish is creating units and abilities.

    Contact me in this thread or in game. You can find me as Banefull - 391 - on North America Bnet server

    If you have further questions on how this map will be like I can also answer them.

    Posted in: Team Recruitment
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    posted a message on Map Tester List

    Banefull - 391 - North America (US East)

    Willing to test anything and online often. I am a mapmaker myself also and can offer advice/help. Feel free to message me anytime.

    Posted in: Miscellaneous Development
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    posted a message on platforms.. How can they work..

    @Padiwanazure: Go

    In warcraft III, something like this could be done by taking advantage of a bug using morph abilities. The system worked as follows:

    -Create a custom ability off of storm crow form -set the alternate morph unit to a flying unit like a gryphon -add then instantly remove the custom ability via trigger. This causes the game to treat the unit as a ground unit with some air unit properties, allowing you to set the flying height ONLY within the same trigger that you added/removed the ability.

    Now I don't know if the viking transformation ability in starcraft 2 will have the same properties but I recommend you try it and see if it works. Hope that might get you on the right track.

    If you have a warcraft III bnet account I could give you a map that uses this principle to make a unit jump over cliffs.

    Posted in: Miscellaneous Development
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