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    posted a message on Any idea how to do % based Regeneration?

    The setup I used was purely for demonstration purposes.... This method can be used for any unit with a little bit of work because the game will remember the unit properties of individual units in play.

    I'll show you what I mean. Check the map attached.

    (Note/disclaimer/warning: you're going to have to alter the setup of the trigger to suit your own circumstances if you're going to use this method. This demonstration is just to enlighten you as to the potential it has.)

    Posted in: Data
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    posted a message on Any idea how to do % based Regeneration?

    You can also make this buff via triggers, by using the Set Unit Property (Life regeneration rate) trigger action and a bit of maths.

    Have a look at the attached map. Here a marauder is able to gain a stackable regeneration buff every time he steps onto the Terran beacon.

    Edited: Removed old map and attached new one below

    Posted in: Data
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    posted a message on [Contest] Arena Terrain Design

    Managed to change the tile set for my entry without any problems and have updated my post on page 2 (post no. 33) with the new images.

    Edit: Hrm, ImageShack seems to have an embedded slideshow creator. So I've decided to put the album in here, enjoy!

    <embed src="http://img714.imageshack.us/slideshow/smilplayer.swf" width="426" height="320" name="smilplayer" id="smilplayer" bgcolor="FFFFFF" menu="false" wmode="transparent" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=img714/terrain011e.jpg"/>

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design
    Quote from rrowland: Go

    @nevjmac: Go

    Yes, the reason I need them to all be one tile set is because they will all be on the same map. If you don't make the map on Avernus I can't use your arena.

    Ah, that makes sense. There goes my entry then :P

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design

    This is my first attempt at an arena map, so constructive criticism is welcome!

    "The original name and purpose for this ancient facility has been lost in the years since the Disaster struck. Perhaps it was once a chemical processing plant, or even a metal reclamation centre. Nowadays, the locals simply refer to it as 'The Pit', and droves of spectators are drawn the creaking superstructure to witness the bloody bouts of gladiatorial combat that take place in it heart."

    Features:
    - Two team spawn zones
    - An outer ring with line of sight blockers about the ramps to ensure that fighting to control a ramp is up close and personal.
    - A more open arena floor for ranged combat, with piles of junk to hide behind. This should be the focus of the combat.

    Update: This was originally done using the Port Zion tile set (left side images), but was redone using the Avernus tile set (right side images) to comply with the competition rules. I really liked the effect of the Port Zion tile set so I've left it here for prosperity :D

    Map overview:

    http://img441.imageshack.us/img441/7195/terrain007z.th.jpg http://img714.imageshack.us/img714/4051/terrain011e.th.jpg

    Centre of the arena:

    http://img59.imageshack.us/img59/4757/terrain009r.th.jpg http://img816.imageshack.us/img816/7808/terrain013.th.jpg

    Right hand team spawn:

    http://img258.imageshack.us/img258/5463/terrain008.th.jpg http://img177.imageshack.us/img177/9951/terrain012.th.jpg

    Left hand team spawn:

    http://img830.imageshack.us/img830/6717/terrain010o.th.jpg http://img258.imageshack.us/img258/7430/terrain014.th.jpg

    Posted in: General Chat
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    posted a message on Left 2 Die will be deleted @ 11:00AM on Friday

    I'm sure that burning bridges can be fun, but damn its inconvenient when you have to cross back to the other side...

    (Disclaimer: this post does not endorse arson :P)

    Posted in: General Chat
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    posted a message on Valve is Trademarking DOTA

    Ahahahahahah! That's just gold :D

    Though I have to say, since the term has been in common circulation for so long, it probably could be disputed. I mean, I'm no lawyer.... but it DOES sound like the lawyers for two major companies are about to have field days!

    Posted in: General Chat
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    posted a message on Australian Summer.. Here we come.

    Depends on where you are in Australia really. In Sydney lately we've been teased with mornings of glorious beach weather followed in the afternoon with miserable, cold rain =[

    Posted in: Off-Topic
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    posted a message on Weekly Terraining Exercise #13: Morituri te saluant

    @Malpheus: Go Nice so far, but you should totally add a crowd of cheering and screaming people around them, egging them on to fight :D

    Posted in: Terrain
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    posted a message on Starcraft in the Olympic Games!

    I'd say it'd be great PR for video gaming in general. Maybe people would take gamers more seriously :D

    Hrm, Jack Thompson would probably go into instant cardiac arrest if it became a reality. Not that I'm complaining :D

    Posted in: General Chat
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    posted a message on SC2 Custom Map Contest? What a fail!

    Well, let's review what Blizzard said on their contest page. Some snippets of interest:

    "In our first-ever StarCraft II Custom Map Contest, we're challenging you to craft the most fun, creative, and polished custom map that the galaxy’s ever seen."

    "Keep in mind that we’re looking for originality, innovation, and fun"

    "We’ll be choosing three winners to represent the best of what the mapmaking community has to offer"

    So in summery, the judges are looking for maps that are:

    • fun
    • creative / original / innovation
    • polished
    • the best the community can offer

    Source link: http://us.blizzard.com/en-us/community/contests/sc2maps/

    The criteria is highly subjective, but I'd say that the selected winners only really met one or two of these (i.e. fun and polished). I didn't think they were particularly original, nor the best maps I've seen produced, but that's just my opinion. But that's what the judges picked, so what more can you do? :P

    Posted in: General Chat
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    posted a message on Which came first ? Hatchery, Larva, or Drone

    The question doesn't specify the circumstances surrounding their appearance, so I'm gunna say hatchery because that's what all Zerg start with in a melee game! ^.^ (I'm gunna say that the hatchery nurtured the drones that come with it, and hence the hatchery was first).

    Posted in: Off-Topic
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    posted a message on Multi weapons

    Create your own tech upgrades, perhaps. For example, when a player buys a weapon the second time, have the purchase trigger change the custom tech upgrade associated with that weapon to the second level instead of adding the weapon a second time. Then have the changes to the weapon detailed in the custom tech upgrade. Would require a bit of work though.

    Posted in: Data
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    posted a message on Reducing Trigger Lag

    Quote from Eiviyn: Solutions include the data editor and dummy events. I mentioned this in your other thread, but if you want to know when a specific unit dies, give it a behaviour that fires a dummy effect off under Damage Responce under Fatal -> Handled, then make a trigger that has the event corresponding to your dummy event. There, instead of a trigger that fires every time a unit dies while you try to find the correct unit, you have a system that will only fire when the unit you want dies.


    That's a good idea, I'd never considered that. Nice!

    Posted in: Triggers
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    posted a message on Make units spawn and go to a point

    Create four spawn points and create four destination points. Have four triggers, each of which have an appropriate pair of points consisting of one spawn point and one destination point.

    That's all there is to it, unless I'm missing what you're saying entirely?

    Posted in: Triggers
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