I don't get it. Where to get the map? "Go to popular and search"... On the website? Only brings me back to this page. In the game? No search function. Why do you make it so hard to get your map?
Edit: Just found out i could do "create" ingame, then search starbenog and host it. Really? REALLY? Tl;dr: download links did not become obsolete.
Don't blame the user (of battle.net), blame Blizzard. It's their creation not mine. Downloading maps like WC3 is long gone by, instead we are stuck with battle.net 2.0. It has its ups and downs.
Yes, I did and it does seem to work now. But I of course trigger three triggers every vote because it first needs to check the condition. Not ideal but it should do.
Seems that Blizzard made a bug with the switch and used dialog item.
At the moment I'm scratching my head at a weird bug happening with vote menu. At the moment I got one menu set up with seven buttons. Each row is a category. On click it will add a number one and disable certain buttons for that player.
Now the problem is that if I click "normal amount" (one of the last buttons) it will disable "Easy", "Normal" etc (one of the first buttons). It won't also add +1 to my integer according to the debugger.
I did rebuild it a couple of times to make sure nothing was wrong, but it still occurred. Same thing happens if I use separate menus for each category. Anyone got any idea?
Anyway we can test/preview this on the US Servers?
At the moment, no. I will see if I can find somebody who can launch it for me in the US once V0.6.1 or V0.7 goes up.
IMO Blizzard should add something to do this ourselves.
V0.6.1 will bring an update map, various small fixes and various changes to prepare for siege and invis waves. V0.7 will bring new waves, tier 2 and 4 towers and a new type of wave.
I'd like to ask something, will you give split resources? For example,
if any player kills a unit you give 1/4th to each player so that
basically every player always has an equal total minerals by the end of
the game? Many TD's have this problem that one person gets lucky on
money early and then starts to grow and grow till hes dominating the
map. Or did you plan on adding split resources? It is in my opinion a
very important aspect to make sure each player actually gets to do
something rather than beg for resources which many old wc3 td's had.
At the moment it's on by default yes. It's doing 1/4th of the money and you'll get it once 3 more mobs are killed.
Just wanted to show off a map I am working on. Basically the map is based on the popular Warcraft 3 map called Burbenog. I decided to recreate this popular map for Starcraft 2.
For those who don't know what Burbenog is, it's a 4-player coop tower defence. The goal is to prevent the mob waves from reaching the middle point (they will run around the full map first). The cool aspect about this game is the strategy you apply by combining your towers with friend's towers.
Of course I will put my own unique twist on this map with new aspects and adjustments.
Here's what currently done:
The map
Game rules
Mob pathing: walking all the way around before reaching the same base again then go the middle.
GUI: Scoreboard, timer and next wave information
Auto-cede buildings: if player 1 places a building on the top right side of the map, it will auto-transfer the building to player 2 (manual cede also possible)
Normal wave: X amount of mobs spawn at the start locations
Siege wave: X amount of mobs spawn at the start locations and attack you.
Boss wave: New type of special wave that will spawn one mob with a load of health.
Nydus wave: Same as siege round, only this time they spawn from a Nydus worm on a random location near your base and spawn X amount of mobs.
Light wave: Mobs run straight towards the exit.
Two modes: Classic and Starbenog (special waves).
Difficulty settings: Easy, normal and hard.
10 waves of mobs
Upcoming "soon":
Bug fixes, balances and tweaks
More builders and Governors (Wind, Hybrid, Hero, Death, Holy, Thunder and Magic)
More waves beyond 10 including invis, siege and much more
Heroes
Attack Ground for siege towers
Better display of type armor for buildings and waves
Tier 2 (advance), 3 (hybrid) and 4 (ultimate) towers
Extreme difficulty
Tutorial and tips
Money income options
Player disconnect options
USA version
Localized text
Custom loading screen
Known problems:
Player 4 typo
Flamethrower model when being build is wrong
Hotkey for building and blinking are the same
Double slow (poison + Ice) is too powerful
Some waves get stuck
Auto-cede does not always work
Starbenog wave 10 is too easy
Next wave GUI always says normal type
Spawning isn't spread out enough
Looking for crew/ideas:
US distributor
Alter terrain texture through triggers (non creep) ideas
Thanks to:
Original Burbenog: Shvegait
Burbenog Legends: Mad Mauler
Starcraft 2: Blizzard
Forum assistance: http://www.sc2mapster.com/
Chunk: Name and tips
Currently I got a bug(?) occuring when using a hill/wall. Everytime I place a building near it in-game (in the editor itself it's fine), it gets slightly raised instead of staying at the ground. Even units use it as a ramp.
I did try various pathing tricks, but no luck. They can't walk pass it but they go in the air.
Morphing works fine here. I morph from a Nexus to something else (depending which ability I pick). The way I did it was to make a ability (train) and there just simply say to which building it should morph/train into.
So for example Nexus to Command centre:
1. Go to Abilities > make new ability > Type > train
2. Go to the just made ability and check "Kill On Complete"
3. Click on ability
4. Double click on train 1
5. Pick a button or make one
6. Add Command Centre at "Info - Unit"
7. Set "Morph Unit" to Command Centre
8. Add the ability to the unit menu
That'll do
Here's how I did it:
1. Go to "Effects" and make a new Effect with "Apply behaviour".
2. Also make a new effect with "Damage".
3. Go to the DOT (step 2) => Combat => Amount. Fill in for how much the DOT should do damage per tick.
4. Go to "Behaviour" and make a "Buff" behaviour.
5. Select the just created buff => "Effect" => Set Effect Periodic to the DOT (step 2)
7. Click Stats => fill in the Duration (for example 5.0 will lead to a DOT lasting 5 seconds)
8. Also fill in Period to 1.0 (could be different. This sets on how many times per second the DOT should tick. Here the dot will tick every second).
9. Go to Weapons and make a new weapon.
10. Go to the just created weapon => Effects => Apply step 1
Now you just need to apply the weapon to the desired unit and see the DOT being applied :)
So here's the scenario: I got two different towers, Poison and Ice. Both towers do damage and apply a slowing debuff. This part I already got. However as an added strategy, if a target has both ice and poison on them, then the mob should be double as slow. For example:
Ice: 40% slow, 5 seconds
Poison 40% slow, 4 seconds
Should lead to: 4 seconds 80% slow (and go back to 40% ice slow for 1 second)
I was thinking of a validator that checks if there's both debuffs on the mob and also make a behaviour that applies the new slow. However I can't seem to find any validator method.
0
Don't blame the user (of battle.net), blame Blizzard. It's their creation not mine. Downloading maps like WC3 is long gone by, instead we are stuck with battle.net 2.0. It has its ups and downs.
0
Starbenog V0.6.1 is now uploaded. For details please see http://www.sc2mapster.com/maps/starbenog/pages/change-log/ Please test all sorts of new/altered/fixed features.
USA version will shortly be uploaded by Andacap.
Enjoy!
0
Letting the announcer say a number is also gone :( No more "Wave X" announcements for me then.
0
@Ultimaswc3: Go
Yes, I did and it does seem to work now. But I of course trigger three triggers every vote because it first needs to check the condition. Not ideal but it should do. Seems that Blizzard made a bug with the switch and used dialog item.
0
Hey guys and girls,
At the moment I'm scratching my head at a weird bug happening with vote menu. At the moment I got one menu set up with seven buttons. Each row is a category. On click it will add a number one and disable certain buttons for that player.
Now the problem is that if I click "normal amount" (one of the last buttons) it will disable "Easy", "Normal" etc (one of the first buttons). It won't also add +1 to my integer according to the debugger.
The following code is used:
And
I did rebuild it a couple of times to make sure nothing was wrong, but it still occurred. Same thing happens if I use separate menus for each category. Anyone got any idea?
0
At the moment, no. I will see if I can find somebody who can launch it for me in the US once V0.6.1 or V0.7 goes up. IMO Blizzard should add something to do this ourselves.
0
Known problems:
V0.6.1 will bring an update map, various small fixes and various changes to prepare for siege and invis waves. V0.7 will bring new waves, tier 2 and 4 towers and a new type of wave.
0
Yes, I was.
At the moment it's on by default yes. It's doing 1/4th of the money and you'll get it once 3 more mobs are killed.
0
Hey guys,
Just wanted to show off a map I am working on. Basically the map is based on the popular Warcraft 3 map called Burbenog. I decided to recreate this popular map for Starcraft 2.
For those who don't know what Burbenog is, it's a 4-player coop tower defence. The goal is to prevent the mob waves from reaching the middle point (they will run around the full map first). The cool aspect about this game is the strategy you apply by combining your towers with friend's towers.
Of course I will put my own unique twist on this map with new aspects and adjustments.
Here's what currently done:
Upcoming "soon":
Known problems:
Looking for crew/ideas:
Credits:
Map: Crappenog
Programmer: Schwick
Project lead: Schwick
Units: Schwick
Waves: Schwick
Play testers: Arthran, Drusilla, Tspoon, The Brammeister, Zleix & Blaadjes
Thanks to:
Original Burbenog: Shvegait
Burbenog Legends: Mad Mauler
Starcraft 2: Blizzard
Forum assistance: http://www.sc2mapster.com/
Chunk: Name and tips
Contact us:
Feel free to leave a reply at [email protected] or visit the following websites:
http://www.jx3.net/tdg/forum/viewtopic.php?f=104&t=3766
http://forums.sc2mapster.com/resources/project-workplace/11779-td-starbenog-0-6
http://eu.battle.net/sc2/en/forum/topic/169348759
How to find the map? Go to popular and search for "Starbenog". Feel free to report any errors, wishes or reviews.
Enjoy!
0
@Mozared: Go
Do note though, that towers not near the wall/hill are fine. I tried playing aroun with the map height, no luck so far.
Update: I kinda fixed it by giving the buildings' height -2 instead of 0. It's not ideal but it'll do.
0
Currently I got a bug(?) occuring when using a hill/wall. Everytime I place a building near it in-game (in the editor itself it's fine), it gets slightly raised instead of staying at the ground. Even units use it as a ramp. I did try various pathing tricks, but no luck. They can't walk pass it but they go in the air.
Screenshot of the bug http://img214.imageshack.us/img214/9020/screenshot2010091321563.jpg
Anyone got an idea how to fix it? Thanks for the help!
0
Morphing works fine here. I morph from a Nexus to something else (depending which ability I pick). The way I did it was to make a ability (train) and there just simply say to which building it should morph/train into.
So for example Nexus to Command centre:
1. Go to Abilities > make new ability > Type > train 2. Go to the just made ability and check "Kill On Complete"
3. Click on ability
4. Double click on train 1
5. Pick a button or make one
6. Add Command Centre at "Info - Unit"
7. Set "Morph Unit" to Command Centre
8. Add the ability to the unit menu
That'll do
Example of how it will look:
From http://img401.imageshack.us/i/screenshot2010081118253.jpg/
To http://img339.imageshack.us/i/screenshot2010081118254.jpg/
0
Here's how I did it:
1. Go to "Effects" and make a new Effect with "Apply behaviour".
2. Also make a new effect with "Damage".
3. Go to the DOT (step 2) => Combat => Amount. Fill in for how much the DOT should do damage per tick.
4. Go to "Behaviour" and make a "Buff" behaviour.
5. Select the just created buff => "Effect" => Set Effect Periodic to the DOT (step 2)
7. Click Stats => fill in the Duration (for example 5.0 will lead to a DOT lasting 5 seconds)
8. Also fill in Period to 1.0 (could be different. This sets on how many times per second the DOT should tick. Here the dot will tick every second).
9. Go to Weapons and make a new weapon.
10. Go to the just created weapon => Effects => Apply step 1
Now you just need to apply the weapon to the desired unit and see the DOT being applied :)
0
Anyone got any answer please? Thanks!
0
Hey,
So here's the scenario: I got two different towers, Poison and Ice. Both towers do damage and apply a slowing debuff. This part I already got. However as an added strategy, if a target has both ice and poison on them, then the mob should be double as slow. For example: Ice: 40% slow, 5 seconds Poison 40% slow, 4 seconds Should lead to: 4 seconds 80% slow (and go back to 40% ice slow for 1 second)
I was thinking of a validator that checks if there's both debuffs on the mob and also make a behaviour that applies the new slow. However I can't seem to find any validator method.
Anyone got any ideas/tips? Thanks!