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    posted a message on Event - Player sends minerals to another Player.

    @MaNtEc0r: Go

    BUMP!

    Posted in: Triggers
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    posted a message on Escape ?

    My next project probably will be a remake of the WC3 Escape Builder 1.6. This gonna take a while though...

    Posted in: Map Suggestions/Requests
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    posted a message on Sc2 Bar jokes (submit one if ya got em!)

    Your mother is so fat, she needs 2 motherships to get cloaked.

    Posted in: General Chat
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    posted a message on Event - Player sends minerals to another Player.

    Hi, I want to implement some kind of a transaction fee in my map. My only problem is, I cannot find any event that deals with ressource trade. Can someone help me? Am I just blind or am I searching at the wrong place?

    EDIT: Can anyone think of a workaround?

    Thx in advance.

    TheuSs

    Posted in: Triggers
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    posted a message on Map Preview Image

    @HeroLief: Go

    I Think it's 512x512x24.

    Posted in: Miscellaneous Development
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    posted a message on Add/remove ability by Upgrade (not activate/deactivate!)
    Quote from Eiviyn: Go

    Just for the record, you add or remove abilities to a unit via upgrades by making a requirement that requires that upgrade then adding that requirement to the ability directly (not the command card, requirements there are for visual purposes only).

    No, that's only deactivating the ability until the upgrade is researched. That way you would have to give the (disabled) ability to the unit or am i getting something wrong?

    I can't find any requirements or validators for abilities, only for ability commands.

    Posted in: Data
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    posted a message on Add/remove ability by Upgrade (not activate/deactivate!)

    @MaNtEc0r: Go

    Problem solved. Broodlord Ability was superior because of the "extern" flag. Adding that flag to the carrier ability allows the use of both abilities simultaniously.

    Posted in: Data
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    posted a message on Add/remove ability by Upgrade (not activate/deactivate!)

    Hi there, I'm working on a unit type with a carrier-like attack. This attack works fine alone. Then there should be an upgrade. With that upgrade the attack permenently changes to a broodlord-like style. That attack also works fine alone.

    When I give all four abilities (2 times Hangar + 2 times queue) the broodlord attack seems to be superior. When i remove the broodlord - hangar ability, the attack changes to carrier-style. So all i have to do is to remove that ability by upgrade. Since I didn't find any upgrade effect like "Unit - Add ability", I tried to work with behaviours ("Buff - Activate Abilitiy" and "Buff- Deactivate Behaviour") and validators checking the status of the Upgrade. Doesn't work. Any ideas?

    I just can't see it atm.

    Posted in: Data
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    posted a message on Zerg Hunters (Official Thread)

    @Ryaneko: Go

    I do not contradict, that it may be harder to play zerg. But that doesn't mean that they are less powerful. The current main problem in public games is the feeding by unexperienced players. Hunters gain far too much ressources by hitting abandoned tech centers or worse - early bases. The key for Zergs to win, are:

    • early survival Upgrades (Speed I, Magic I, Life I)
    • no feeding
    • map vision ( use early scouts)
    • focus, i.e. Do not try to get all upgrades by yourself. One focuses on advanced blockers with "fast blocker" and 3 defense upgrades, one on Tier 3 Towers and one on Units (he should also be the one to build the first scouts).

    Very important is to get the survival upgrades first. With "Sprint" and 50 HP you should be able to survive for a very long time. Of course there are games, where you are unlucky with teching. But that's what you have allies for.

    Now, if you have established a base with magic blockers and tier 3 towers, you can start to train your (already upgraded) army of Barb Spitters, Roaches and Air Patrols. Use Ether Lords, Air patrols or clever planted "fast blockers" to trap the hunters in the entrances. When your army is big enough, you can also leave your base and go hunting by yourself.

    At this point, Hunters shouldn't be able to hit your blockers until they have enough minerals for resurrection (important: your blocker defense upgrades). If you want to play a game with more experienced players, just contact me in B-net.

    EDIT: I did change the revival system though. Now it takes more time and more ressources to resurrect with each time dying, so hunters shouldn't be able to instant-res at some point. In addition to that I implemented a 10% transaction fee, so ressource pooling won't be that effective anymore.

    Posted in: Map Feedback
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    posted a message on Zerg Hunters (Official Thread)

    Hello everybody, this gonna be the official discussion thread for Zerg Hunters EU.

    First of all, i don't want to offend the author of Zerg Hunter RPG by this map name. Since it was the project title right from the beginning, it shouldn't be a problem for anyone.

    Now the map.

    http://s1.directupload.net/images/user/120802/rg5n5zqk.jpg http://s5.directupload.net/images/user/101019/fxkk4erj.jpg

    Size: 184x184.

    Zerg Hunters is greatly inspired by Necrodragon's Orcs & Elves from Warcraft 3. Those of you who already played it in WC3 will recognize a lot of familiar content and gameplay, those who don't, will learn fast, since it's a very intuitive game style.

    Embed Removed: https://www.youtube.com/v/eaMvb63LAjc?fs=1

    Zerg Hunters is a competetive map. 8 Zerg are fighting against 4 Hunters. The map is devided into 24 Collector Zones, all connected with small paths. The Game starts in the middle of the map. All 4 Hunters are imprisioned by an electric Force Field, that they have to destroy at first. Until then, the 8 Zerg (who are free right from the beginning) have time to find a place to prepare for battle. After few seconds, when the Hunters are free, the chase begins.

    http://s5.directupload.net/images/user/101019/phixebd5.jpg

    Since there are several entrances to each potential Zerg base, the Hunters will need a good teamplay to surround one of the Zerg. Zerg are very vulnerable in the beginning, so their main target is to stay alive and gather ressources to build a base and an army.

    Both, Zerg and Hunters, have several upgrades avaiable for research. It is recommended to focus on one research direction, since you usually won't be able to obtain all available upgrades in only one game.

    http://s3.directupload.net/images/user/101019/96hlokzz.jpg

    The map is currently in Open BETA on EU Servers (EDIT: available now!). Since it is very hard to get 12 Testers in Closed BETA, Balance won't be perfect right from the beginning. So I'd be pleased if you report any bugs or inconveniences. Thats what this thread is about. http://s7.directupload.net/images/user/120416/8xxados9.jpg

    PS: Ingame Help (F12) and the ingame tutorial will give you an overview of the basic gameplay.

    PPS: Contact Information: EU | TheuSs | 966

    Posted in: Map Feedback
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    posted a message on Double Search Area Issue

    @TheAlmaity: Go

    Very nice idea! Didn't work out though :( . It's still the portal that is moving.

    Anyway i noted something wrong before: The spell structure is now:

    Ability(Behaviour) -> Behaviour that creates -> Persistent effect that periodically does -> Unit Search with target effect -> apply behaviour effect -> dummy behaviour with initial effect -> target search -> actual teleport effect with: "Teleported Unit - Caster" and "Destination - Target Point/Unit".

    Another thing i realized is, that the portal gets teleported in direction to the left bottom corner, instead of to the actual position of the other portal. So there has to be some kind of invalidity in placement. The target search though works perfectly, since i tried it with other area search target effects, that validated the other portals position.

    Still any ideas?

    Posted in: Data
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    posted a message on Double Search Area Issue

    @TheAlmaity: Go

    I also tried that. My problem is the actual teleport effect that comes last: The two respective parameters are:

    Which unit is teleported? - Caster | Outer | Origin | Source | Target Teleport Destination? - Caster Unit/Point | Outer Unit/Point | Origin Unit/Point | Source Unit/Point | Target Unit/Point

    If i do units first, I am able to define the Teleport Destination as Target Unit/Point, since target search was the last search. But how to define the teleported unit now? Caster? No, because that's the portal. Outer? & Origin? & Source? No, same reason. Target would be the the target of the last search, i.e. the destination portal. So after all it would teleport the target portal to the target portals destination oO.

    Or am i missunderstanding something here?

    Posted in: Data
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    posted a message on Double Search Area Issue

    Hello everybody, i got an unsolved problem respective the area search effect. Here is, what i want to do:

    1 ability with: 1 persistent effect, that periodically does: 1 area search, that finds suitable unit targets around itself. 1 area search that finds suitible teleport targets on the whole map. 1 teleport effect, that teleports every suitable unit to the suitable teleport location.

    FYI there is only one suitable teleport destination at one time, so there shouldn't be any interferences. My problem is, i don't know how to combine these area searches to have a reference for the target location. At the moment my data looks like this.

    persistent effect-> target search -> unit search ->teleport effect

    But at the teleport effect i can only refer to the unit search (target), because it's the last search i did. I don't see a way to get the results from the search that was before. So after all i have a unit ready teleport, but no target, because i cannot refer to the target search that was before the unit search.

    Does someone have any idea how to solve that problem?

    Posted in: Data
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    posted a message on Zerg Hunters [Closed BETA] Test

    Hello everybody, my current project - a map based on Necrodragon's amazing Orcs & Elves from Warcraft 3 - finally has reached BETA state. Since i have to balance the game for 8 vs. 4, i need a lot of testers and would be amazed if some of you would join my testing team. The major content part has already been implemented, so you have a very playable map yet.

    I am a very enthusiastic map tester, so if you help me testing "Zerg Hunters" you can be assured, that i will help you with improving your own map as well.

    If you don't know Orcs & Elves, here's a short description: In the Beginning there are 4 hunters chasing 8 zergs. Those are very vulnerable at first, so they have to hide and run alot until they are strong enough to face the hunters in battle. Therefore they can collect minerals on 24 spots on the map. With those minerals they can research everything they need to fight the hunters in middle / late game. F.e. spells, units, towers, HP, etc... While the zergs are running, the hunters have to get as many of them, because time is running against them. Hunters gather minerals by hitting enemy buildings or killing zergs. With those minerals they also can improve their chances in battle with several spells and upgrades.

    Key elements of the game are the so called blockers. Zergs are able to build them at the small entrances of the mineral spots. Since zergs have a lower collision than hunters, it's only possible for THEM to pass those blockers and it needs quite a good teamplay by the hunters to trap one of the zergs.

    Anyway, I will introduce the map with much more pictures, videos and other information, when it's release time. Here are two random screenshots and my b-net contact information (at bottom):

    Screen 1 Screen 2

    If interested, just leave a comment with some contact information and i will let you know, when i have enough people for a test (full house).

    You will find me as: TheuSs | 966 on EU Server

    Posted in: Miscellaneous Development
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