Yawn, another map utilizing stationary towers, spawning waves of the
same type of creature.
Burbenog was probably one of my Fav War3 TD's, but seriously people need
to step it up. Bring something new to the Table.
This is the part where i dont tell you what my map is so no one can
steal my ideas :P
Edit: lol thats definately a Swastika in the middle of the map lol
Sure, I'm all for new things. But as I said, me and my friends really liked this map and would love to play it in HD with some new improvements. New improvements being new types of waves, new towers etc.
Anyway,
The end is nearing! No not the end of the world, but the preview demo of Burbenog Legacy. Currently implementing and tweaking Fire, Ice and Poison builders (with Tier 1 towers). Once that's done, I will implement some decent waves and some minor tweaks and to-do's.
So here's my problem/question. Currently I am working on a Burbenog remake and in the original Burbenog you picked a governor (a type of builder). Upon doing that, the tavern model switched to another model. Trying to recreate that, I did so with a ability I call "Train [governor]". Upon clicking the ability, the buildings turns from a Nexus (the start building) into a Command Center (you get all the ability and stats from the Command Center). However the building in terms of model is still a Nexus.
Looking at how Blizzard does this, I was looking at various buildings and units. They use a morph ability which supposedly turns one model into another. Trying this myself, I was unsuccessful achieving my desired effect.
So does anyone know how to do this?
Thanks for your help so far!
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.
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.
Plans for the first demo release:
10 waves of basic mobs
4 different types of builders with their own unique towers
Tier 1 towers
In the future it will be expanded with unique heroes, more towers, more waves, rule-sets (IE: Double amount of mobs) set by the players, special waves (invis, siege, etc) and much more. In other words, the Burbenog you know and loved.
But what if somebody wants (for example) multiple SCV's with the same model but have different abilities? Then you are forced to duplicate. However I am experiencing the problem in that the stats and such are carried over but never the model.
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Yeah, I might change it, but I know for sure it's not meant to be swastika. Edit: It's changed to a plus now, should work well for gameplay :)
Sure, I'm all for new things. But as I said, me and my friends really liked this map and would love to play it in HD with some new improvements. New improvements being new types of waves, new towers etc.
Anyway,
The end is nearing! No not the end of the world, but the preview demo of Burbenog Legacy. Currently implementing and tweaking Fire, Ice and Poison builders (with Tier 1 towers). Once that's done, I will implement some decent waves and some minor tweaks and to-do's.
Few screenshots to show progress :-)
New middle point (had to tweak it because of AI problems): http://img237.imageshack.us/i/terrain004.jpg/
Pick a governor: http://img401.imageshack.us/i/screenshot2010081118253.jpg/
Human builder with tier 1 towers: http://img339.imageshack.us/i/screenshot2010081118254.jpg/
Towers in action: http://img827.imageshack.us/i/screenshot2010081118264.jpg/
0
I eventually found it. I was right about the morph but was looking in the wrong place :)
0
Hey guys,
So here's my problem/question. Currently I am working on a Burbenog remake and in the original Burbenog you picked a governor (a type of builder). Upon doing that, the tavern model switched to another model. Trying to recreate that, I did so with a ability I call "Train [governor]". Upon clicking the ability, the buildings turns from a Nexus (the start building) into a Command Center (you get all the ability and stats from the Command Center). However the building in terms of model is still a Nexus.
Looking at how Blizzard does this, I was looking at various buildings and units. They use a morph ability which supposedly turns one model into another. Trying this myself, I was unsuccessful achieving my desired effect.
So does anyone know how to do this? Thanks for your help so far!
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:
Plans for the first demo release:
In the future it will be expanded with unique heroes, more towers, more waves, rule-sets (IE: Double amount of mobs) set by the players, special waves (invis, siege, etc) and much more. In other words, the Burbenog you know and loved.
Still to-do:
Screenshots for your eyes :-)
Overview of the map: http://yfrog.com/44terrain002j
GUI: http://yfrog.com/2cscreenshot2010080517294j
Mobs running: http://yfrog.com/mdscreenshot2010080517295j
Middle point: http://yfrog.com/2tscreenshot2010080517301j
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@zzPop: Go
But what if somebody wants (for example) multiple SCV's with the same model but have different abilities? Then you are forced to duplicate. However I am experiencing the problem in that the stats and such are carried over but never the model.