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    posted a message on [Early-Alpha] Z inspired mod

    These are the youtube previews for all Z fans out there:


    These people are doing a great job which I probably wouldn't have been able to do xD
    Hopefully it will be as awesome as Z was :)

    Now I'm off to find something else to make a mod of >_>

    Posted in: Project Workplace
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    posted a message on [Early-Alpha] Z inspired mod

    I've uploaded the 0.01b version which will be my last. This morning I was contacted by a modder team who have been working on a Z mod since beta.
    In fact they are close to releasing their own beta near the end of September.
    I just wanted to upload this last version so my work doesn't go much to waste, and to show that I didn't quit because I couldn't do it xD

    I don't know if the modder wants me to post info about them, but if they do (when they reply to me) I will post the info here and on the forums for people to know about it.

    Thank you programmer and fenix for their support :)

    http://www.sc2mapster.com/maps/z-inspired-mod-v0-01a/files/3-z0-01b/

    Posted in: Project Workplace
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    posted a message on Unit build time

    Thank you!!! It worked xD You don't know how much help you've been ^_^ I can move on with making my mod now >:]

    Posted in: Triggers
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    posted a message on Unit build time

    @SBeier: Go

    Hey thank you for your suggestion! Although I am having a bit of trouble with it. Here is my trigger: Catalog - Set value of Abilities "BarracksTrain" "InfoArray[0].Unit.Time" for player (Triggering player) to "5"

    It's giving me an error that it wasnt written. I tried changing it to anything, and it also gave me the same error. Any idea what is the name of the build time variable?? (InfoArray[0].Unit.something)

    Thank you again.

    Posted in: Triggers
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    posted a message on Unit build time

    Is there a way to decrease/increase the unit build time using triggers?
    For example if a unit builds another barracks or researches an upgrade, then instead of taking 20 seconds to build a marine, it will take him 10 seconds.

    Posted in: Triggers
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    posted a message on [Early-Alpha] Z inspired mod

    @progammer: Go

    I'm pretty much making the map by memory too xD Can't find a way to run Z on my 64 bit :( But I think we're both kinda right in this issue. You went to the flag to capture, but you captured the territory and not the building. The problem is the build ability is a circle, whilst the territories in Z were rectangular. So I'm ending up with circle territories :S Also I have no idea how to make effects on the edges of a region to denote it (make it turn red/blue) but I will add some decals to be able to recognize the area of the region. I'll mess around with the projectiles see if I can recreate the effect you're talking about :)

    Posted in: Project Workplace
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    posted a message on [Early-Alpha] Z inspired mod

    @progammer: Go First off, thank you for you reply :) I know it's still veryyy early. I worked on the map for like a couple of days only, but I wanted to get some feedback on the idea so that I see if I should go on with it.

    Concerning the issues you addressed; I have the autobuild. I did a last minute change which made it bug out apparently but I was too sleepy to test it xD

    Also I'm going to reput the build progress bar.

    But might I ask what you mean by generic capture?

    Thank you again for testing it :D

    Posted in: Project Workplace
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    posted a message on [Early-Alpha] Z inspired mod

    Hello all! I was looking for somewhere where I can get criticism and opinions on my mod, and I found this great site.

    I don't know if any of you remember an old game named Z. http://www.gamegoldies.org/z-zed-bitmap-brothers/

    There are a lot territory capture maps out there... But even if there is, I think that the gameplay Z offered is rather unique, and I hope I can try to recreate the feeling of such an amazing game.
    I'm trying to recreate a mod only inspired by it, but if things work out well with the triggers in the future, hopefully it will be a true Z mod, rather a than Z inspired mod.

    Currently it's still in what I think is pre-alpha or very early alpha.

    -Things I've done:
    --Victory/defeat conditions: This can be done either by destroying the enemy base or by infiltrating it with your infantry.
    --Capture: Capture territories(bases) that will allow you to automatically spawn troops/vehicles of your choice every xx seconds.
    --Mount/Unmount: Vehicles/turrets need to be "captured"(mounted) by troops to be operational. If unmounted, you will loose control over them until you or your enemy remount (in which case he will have control)

    -There's plenty of things left to do. Some which I'm sure I'll do, some that I might not be able to do:
    --Proper turrets: Right now I'm only using bunkers which use the weapon of whoever is inside. However I will make turrets that have weapons of their own and only need an occupant.
    --Killable mounting units: People inside hellions for example can be killed, leaving the vehicle empty to mount.
    --Capturing more territories allows your troops to spawn faster.
    --Attacking the buildings will make their production slower (currently they are invulnerable)
    --Balancing units/making new units or remaking Z units.

    Currently it's still in pre-alpha (although quite playable, the units are completely unbalanced). So it's probably not worth testing, but if you want, please feel free to, and I heartily welcome any criticism you might have.
    But please do not judge the mod by the map, but rather by the contents. I made the layout based on the level 1 of Z in less than minute or two and is only for testing :)

    Here's the link:
    http://www.sc2mapster.com/maps/z-inspired-mod-v0-01a/files/1-z-inspired-mod-v0-01a/

    Posted in: Project Workplace
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