map is picking up some steam and its not hard to get a game started so here's ur chance to play it and maybe i can get some feedback from fellow mapmakers
- Registered User
Member for 9 years and 21 days
Last active Sat, Feb, 5 2011 01:00:44
- 0 Followers
- 18 Total Posts
- 0 Thanks
Jan 11, 2011Posted in: Galaxy Editor Bugs and Feedback
I had my units turn into odin when they attacked. Some buttons disappeared altogether (cloak, prismatic beam and some custom passives) and raynor's railgun snipe was mysteriously changed to passive in command card. One actor event was changed from Create to Destroy. WTF random! You basically can't even anticipate what is messed up, there is no logic or strategy to hunting and fixing the bugs. It is as if some jerk opened your map file and mischieviously changed random things. You basically have to test each unit in your map to make sure they haven't been fiddled with. This is another F-U to the custom map community.
BTW how I fixed my issue with odin appearing when units attacking is go to Odin actor and delete Weapon*Start: Create and Weapon*Finish: Destroy
Dec 25, 2010Posted in: Map Feedback
2v2v2v2 star fleet spawning arena
You pick a spawning unit from 7 factions made up of 4 races (Borg is the 4th). You can switch your spawns at any time. Each faction has strengths and weaknesses to other factions. Each faction also has 3 tiers, so that is 21 ships total to use as your minions.
There are as of now 18 heroes with distinct purposes/abilties to recruit. Thats another 18 ships!
You must protect your planetary fortress while trying to kill the others.
Custom unit attributes are in play. This means instead of vs armored, mechanical, etc, it will be vs Borg, Zerg, Protoss, Dominion, etc. This allows for easy balancing of the 7 factions by giving a faction a bonus vs another faction if it is too weak against that faction for example.
-Upgrades and abilities:-
You can upgrade your spawning units, your heroes, your planetary fortress.
You can also research abilities for your planetary fortress to ward off enemies such as missile pods, a seeker missile, guardian shield, cloak, build turrets around, and more. [remininscent of Ultimate Tank Defense =) ]
Additional game footage: http://www.youtube.com/user/hkisbatman#p/u/5/I3HbfCi7B0A
The lineup: http://i248.photobucket.com/albums/gg174/hkisbatman/lineup.jpg
The terrain: http://i248.photobucket.com/albums/gg174/hkisbatman/terrain.jpg
The heroes: http://i248.photobucket.com/albums/gg174/hkisbatman/hero.jpg
Introducing, the Borg: http://i248.photobucket.com/albums/gg174/hkisbatman/borg.jpg
(no relation to the borg of star trek)
-To read more:-
-Listed in Custom games as Epic Space Battles-
Sep 11, 2010_ForgeUser4925727 posted a message on Really urgent missile issue causing lag, hurting my mapPosted in: Data
I have an issue with using the weapon Vile Stream. The missile, if it misses, will not disappear but just float outwards towards the entire map and wont disapppear til it spreads out of the map. This is causing major lag issues if like 100 units are on screen using this attack. How do I fix this?
Sep 6, 2010_ForgeUser4925727 posted a message on Help with basic victory condition trigger (so easy yet cant find it)Posted in: Data
Ok I have a map where host can choose between FFA or 3v3. But I want a victory trigger where the winning team (or sole survivor in FFA) will get victory if all enemies have ended in defeat. Kinda like melee. Yet I don't know how to relate alliances to victory. Can anyone help me set up this specific trigger?
Sep 4, 2010_ForgeUser4925727 posted a message on Wierd glitch with training units or am I doing something wrongPosted in: Data
I try setting up a building to train 8 units. However only 7 buttons show up. I have investigated each button and the training ability of the building. It's not that. Something is wrong with the building unit itself, because if I move the buttons around, a different trainee will disappear from the menu. It seems that right now the limit is 7 units trained at this building. What am I doing wrong?
Also, how do u make the infestor's neural parasite longer or permanent?
Sep 2, 2010Posted in: Data
How do I make it so no nuke built is required before u can use a nuke?
How do I automatically enable the infestor's neural parasite ability, i don't see any requirements for it yet in game it says it needs to be researched?
Sep 2, 2010Posted in: Data
I do not see added damage for ultralisk vs armored in editor (it says 0), yet its +32 in game. I tried to counter this by putting -32 but this turns the vs armored amount to 0.5. Anyone know of another way of changing it? This is retarded
- To post a comment, please login or register a new account.