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    posted a message on [TD] Starbenog 0.6
    Quote from Alphapix: Go

    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.

    Posted in: Project Workplace
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    posted a message on [TD] Starbenog 0.6

    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!

    Posted in: Project Workplace
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    posted a message on [Info] Patch 1.1 Undocumented Editor Changes

    Letting the announcer say a number is also gone :( No more "Wave X" announcements for me then.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Dialog item weirdness

    @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.

    Posted in: Triggers
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    posted a message on Dialog item weirdness

    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:

    GUI_New_Vote
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Dialog - Create a Modal dialog of size (1000, 600) at (0, 0) relative to Center of screen
            Dialog - Set title of (Last created dialog) to "Voting"
            Variable - Set Vote_Menu = (Last created dialog)
            Dialog - Create a button for dialog Vote_Menu with the dimensions (200, 75) anchored to Center with an offset of (-350, -100) setting the tooltip to "" with button text "Easy" and the hover image set to ""
            Variable - Set Vote_Difficulty_Easy = (Last created dialog item)
            Dialog - Create a button for dialog Vote_Menu with the dimensions (200, 75) anchored to Center with an offset of (-140, -100) setting the tooltip to "" with button text "Normal" and the hover image set to ""
            Variable - Set Vote_Difficulty_Normal = (Last created dialog item)
            Dialog - Create a button for dialog Vote_Menu with the dimensions (200, 75) anchored to Center with an offset of (70, -100) setting the tooltip to "" with button text "Hard" and the hover image set to ""
            Variable - Set Vote_Difficulty_Hard = (Last created dialog item)
            Dialog - Create a button for dialog Vote_Menu with the dimensions (200, 75) anchored to Center with an offset of (-350, 0) setting the tooltip to "" with button text "Classic" and the hover image set to ""
            Variable - Set Vote_Modus_Classic = (Last created dialog item)
            Dialog - Create a button for dialog Vote_Menu with the dimensions (200, 75) anchored to Center with an offset of (-140, 0) setting the tooltip to "" with button text "Starbenog" and the hover image set to ""
            Variable - Set Vote_Modus_Starbenog = (Last created dialog item)
            Dialog - Create a button for dialog Vote_Menu with the dimensions (200, 75) anchored to Center with an offset of (-350, 100) setting the tooltip to "" with button text "Normal amount" and the hover image set to ""
            Variable - Set Vote_Amount_Normal = (Last created dialog item)
            Dialog - Create a button for dialog Vote_Menu with the dimensions (200, 75) anchored to Center with an offset of (-140, 100) setting the tooltip to "" with button text "Double amount" and the hover image set to ""
            Variable - Set Vote_Amount_Double = (Last created dialog item)
            ------- Start vote timer
            Timer - Create a timer window for Vote_Timer, with the title "Vote timer:", using Remaining time (initially Visible)
            Timer - Move (Last created timer window) to (550, 50)
            Variable - Set Vote_Timer_GUI = (Last created timer window)
            Timer - Start Vote_Timer as a One Shot timer that will expire in 25.0 Game Time seconds
            Timer - Show Vote_Timer_GUI for (All players)
            Dialog - Show Vote_Menu for (All players)
    

    And

    Vote_Place
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
        Actions
            General - Switch (Actions) depending on (Used dialog item)
                Cases
                    General - If (Vote_Difficulty_Easy)
                        Actions
                            Dialog - Disable Vote_Difficulty_Easy for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Extreme for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Hard for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Normal for (Player group((Triggering player)))
                            Variable - Modify VotePlaced_Difficulty_Easy: + 1
                    General - If (Vote_Amount_Normal)
                        Actions
                            Dialog - Disable Vote_Difficulty_Easy for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Extreme for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Hard for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Normal for (Player group((Triggering player)))
                            Variable - Modify VotePlaced_Difficulty_Normal: + 1
                    General - If (Vote_Difficulty_Hard)
                        Actions
                            Dialog - Disable Vote_Difficulty_Easy for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Extreme for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Hard for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Normal for (Player group((Triggering player)))
                            Variable - Modify VotePlaced_Difficulty_Hard: + 1
                    General - If (Vote_Difficulty_Extreme)
                        Actions
                            Dialog - Disable Vote_Difficulty_Easy for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Extreme for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Hard for (Player group((Triggering player)))
                            Dialog - Disable Vote_Difficulty_Normal for (Player group((Triggering player)))
                            Variable - Modify VotePlaced_Difficulty_Extreme: + 1
                    General - If (Vote_Modus_Classic)
                        Actions
                            Dialog - Disable Vote_Modus_Classic for (Player group((Triggering player)))
                            Dialog - Disable Vote_Modus_Starbenog for (Player group((Triggering player)))
                            Variable - Modify VotePlaced_Modus_Classic: + 1
                    General - If (Vote_Modus_Starbenog)
                        Actions
                            Dialog - Disable Vote_Modus_Classic for (Player group((Triggering player)))
                            Dialog - Disable Vote_Modus_Starbenog for (Player group((Triggering player)))
                            Variable - Modify VotePlaced_Modus_Starbenog: + 1
                    General - If (Vote_Amount_Normal)
                        Actions
                            Dialog - Disable Vote_Amount_Double for (Player group((Triggering player)))
                            Dialog - Disable Vote_Amount_Normal for (Player group((Triggering player)))
                            Variable - Modify VotePlaced_Amount_Normal: + 1
                    General - If (Vote_Amount_Double)
                        Actions
                            Dialog - Disable Vote_Amount_Double for (Player group((Triggering player)))
                            Dialog - Disable Vote_Amount_Normal for (Player group((Triggering player)))
                            Variable - Modify VotePlaced_Amount_Double: + 1
                    General - If (Vote_Reset_Yes)
                        Actions
                            Variable - Modify VotePlaced_Reset_Yes: + 1
                    General - If (Vote_Reset_No)
                        Actions
                            Variable - Modify VotePlaced_Reset_No: + 1
                Default
    

    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?

    Posted in: Triggers
  • 0

    posted a message on [TD] Starbenog 0.6
    Quote from zenhoff: Go

    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.

    Posted in: Project Workplace
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    posted a message on [TD] Starbenog 0.6

    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 powerfull
    • 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

    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.

    Posted in: Project Workplace
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    posted a message on [TD] Starbenog 0.6
    Quote from Klishu: Go

    Are you the Green Schwick?

    Yes, I was.

    Quote from Mogranlocky: Go

    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.

    Posted in: Project Workplace
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    posted a message on [TD] Starbenog 0.6

    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:

    • 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
    • Attack-ground 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!

    Posted in: Project Workplace
  • 0

    posted a message on Hill/Wall building bug

    @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.

    Posted in: Terrain
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    posted a message on Hill/Wall building bug

    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!

    Posted in: Terrain
  • 0

    posted a message on Issues with Structure Morphing

    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/

    Posted in: Miscellaneous Development
  • 0

    posted a message on DOTS and On Attack Effects

    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 :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Stacking debuff

    Anyone got any answer please? Thanks!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Stacking debuff

    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!

    Posted in: Miscellaneous Development
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