I am pleased to announce the release of my first third-person shooting map called “The Last Swarm”. It is a horror/survival type custom map. The gameplay consists of surviving and escaping from a swarm of enemies with more than 20 weapons available around the map and can be played up to 4 co-op players.
Story: A group of survivors from the last battle ended up lost in the woods but found a deserted terran supply base in the middle of nowhere. They where relieved, but not for long. The discovery turned out to be a nesting ground of hell, and what else they didn’t know is that they were being followed by an unknown force. There is a slight hope, it’s up to you to find out and if not, this maybe “The Last Swarm”.
Hi folks, the map is almost done and I am releasing it after one more beta testing tonight. I already wrote released on the in-game help page. After the testing I will be closing this thread and for those who help develop this map, Lots of lots of thanks!
It's been a while since I posted an update here, it's because I'm still busy thinking of something so that the map doesnt get boring. I noticed that
when you keep playing this map and beat it all over again, it get's boring since your enemy is an AI and everytime you play it, AI strat is always the same.
So I came up with this idea of adding 3 more players as an enemy, you know, they will be the one who will control the swarm. So it's basically
3 vs 3. the 3 Raynors will keep defending until they escape, the 3 Kerrigan will keep attacking the base until all Raynors are dead.
So the other additional 3 players control Kerrigan and will build some structure that auto spawn enemies just like Nexus War and do upgrades and
keep attacking the base. The camera view will be TPS , same as with the Raynor players.
Alternatively, everything will be the same as mentioned above, EXCEPT, that the 3 enemy players will have an RTS top view.
So I dont know which one will be better. So testers, I need your ideas. I wanted the swarm to be controlled by players, not AI so that it will be 3 vs 3.
Coz AI is boring as hell, when you play the game again. you already know the strat since the AI will be the same.
So i made a screenshot and convert it from BMP to TGA using Adobe Photoshop. Then import it to my galaxy editor. It’s showing up fine if I use it as loading screen image but when I use it as preview image (mini image that you can see Bnet), it’s show like a pink blank screen and some random color lines above it. If I view it from Galaxy Editor, the image is diagonally transformed. Any Help?
Open up your drop position point or your spawn point, go to function -> region -> random points in region. set region to entire map if you want to use the whole map for dropping pods.
Eg. Create unit raynor with default facing at point (region->random points in region(entire map))
No, functions are like a template. If you have two functions for each specific player (eg. function1(player1, speed1) and function1(player2, speed2)), both runs
separately. Parameters are local to its function.
Yes you are very welcome, this thread is still active and we are still doing beta testing, updates and comments about this map. I would say my map is 80% done so this topic will still be active for the next few weeks. I still have a lot in my mind to add for this map. Feel free to play in your own and test it or you can join with us for testing, usually 8:00pm to midnight pacific, US server. Thnx for your interest!
I use it under map intialization trigger, but only fade out works. The game fades out to black screen. But when I changed it to fade in, it does not work
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dude, can you do me a favor?
Whatever you post here, please post it over here too.
http://us.battle.net/sc2/en/forum/topic/932934052
TY
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What's the problem with Blizzard about the title "Left 2 Die"? I dont see it different from "Left 4 Death?
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I am pleased to announce the release of my first third-person shooting map called “The Last Swarm”. It is a horror/survival type custom map. The gameplay consists of surviving and escaping from a swarm of enemies with more than 20 weapons available around the map and can be played up to 4 co-op players.
Story: A group of survivors from the last battle ended up lost in the woods but found a deserted terran supply base in the middle of nowhere. They where relieved, but not for long. The discovery turned out to be a nesting ground of hell, and what else they didn’t know is that they were being followed by an unknown force. There is a slight hope, it’s up to you to find out and if not, this maybe “The Last Swarm”.
Starcraft 2 Site Official Thread
http://us.battle.net/sc2/en/forum/topic/932934052
Screenshots:
Available on US server for now.
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Hi folks, the map is almost done and I am releasing it after one more beta testing tonight. I already wrote released on the in-game help page. After the testing I will be closing this thread and for those who help develop this map, Lots of lots of thanks!
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@Szei: Go
yep its 8:30pm buddy, c ya there
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Hello testers, I will be having a beta testing tomorrow around 8:30 Pacific. So anybody interested, see you at Bnet, TY
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Hello fellow "The Last Swarm" Beta tester.
It's been a while since I posted an update here, it's because I'm still busy thinking of something so that the map doesnt get boring. I noticed that when you keep playing this map and beat it all over again, it get's boring since your enemy is an AI and everytime you play it, AI strat is always the same.
So I came up with this idea of adding 3 more players as an enemy, you know, they will be the one who will control the swarm. So it's basically 3 vs 3. the 3 Raynors will keep defending until they escape, the 3 Kerrigan will keep attacking the base until all Raynors are dead. So the other additional 3 players control Kerrigan and will build some structure that auto spawn enemies just like Nexus War and do upgrades and keep attacking the base. The camera view will be TPS , same as with the Raynor players.
Alternatively, everything will be the same as mentioned above, EXCEPT, that the 3 enemy players will have an RTS top view.
So I dont know which one will be better. So testers, I need your ideas. I wanted the swarm to be controlled by players, not AI so that it will be 3 vs 3. Coz AI is boring as hell, when you play the game again. you already know the strat since the AI will be the same.
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Anybody is up for beta testing tonight US Pacific, I'll meet you at Bnet real ID [email protected] TY
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Bumping, No SOlution yet
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So i made a screenshot and convert it from BMP to TGA using Adobe Photoshop. Then import it to my galaxy editor.
It’s showing up fine if I use it as loading screen image but when I use it as preview image (mini image that you can see Bnet), it’s show like a pink blank screen and some random color lines above it. If I view it from Galaxy Editor, the image is diagonally transformed. Any Help?
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@DracheGeis
Open up your drop position point or your spawn point, go to function -> region -> random points in region. set region to entire map if you want to use the whole map for dropping pods.
Eg. Create unit raynor with default facing at point (region->random points in region(entire map))
0
@XratedSippycup: Go
No, functions are like a template. If you have two functions for each specific player (eg. function1(player1, speed1) and function1(player2, speed2)), both runs separately. Parameters are local to its function.
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@gigiettissimo: Go
If your map is completed and saves without any error but cant publish it, usually, you may need to set your player properties and game variants.
http://forums.sc2mapster.com/resources/tutorials/5486-lobby-game-modes-the-complete-guide-reference/
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Yes you are very welcome, this thread is still active and we are still doing beta testing, updates and comments about this map. I would say my map is 80% done so this topic will still be active for the next few weeks. I still have a lot in my mind to add for this map. Feel free to play in your own and test it or you can join with us for testing, usually 8:00pm to midnight pacific, US server. Thnx for your interest!
0
I use it under map intialization trigger, but only fade out works. The game fades out to black screen. But when I changed it to fade in, it does not work