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    posted a message on New Map Making Tutorial - Missile Movers

    Nice tutorial. But retargetable missiles are still broken. They don't trigger their impact effect when the new target is not visible.

    Posted in: General Chat
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    Which is the root element of the items in the glue folder?

    Posted in: Tutorials
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    posted a message on [Revived!] Map Night

    Feedback:

    - Star Drivers: Funny game, maybe quite short. I liked the idea to be able to customize your car. I guess you will add additional options in the future. You should add some scoreboard and sounds to know which player is on the lead position. Maybe you can add them in someway similar to the real races, so you only get this info by your team transmissions. Larger circuits would be nice, so the game last longer without having to do too many cycles.

    - Random Units: Its a nice game concept. You should balance the units. I would suggest to enlarge the map. I felt it was too small. You should add a scoreboard. Also I didn't the command center thing. You should add some other way to detect invisible units.

    - Mafia: I like this map, and I use to play it. Its a great map. Some people may be a bit uneasy... PAGE 1 CUSTOM MAPS NOT ALLOWED. But I'm ok with playing it. Just want to say that banks seems to work fine for mu map. You have to preload your banks before using them, and you cannot use a variable as the arguments of the preload function. Just add something like this in your LoadBank function.

    void gf_LoadBank (int lp_p) {
    ...
    
        // Implementation
        if((lp_p == 1)) {
            BankLoad("Youbank", 1);
            BankPreload("Youbank", 1);
        }
        else if((lp_p == 2)) {
            BankLoad("Youbank", 2);
            BankPreload("Youbank", 2);
        }
    ...
    

    If you don't like triggers and use your own scripts, you won't be able to use the BankPreload function. You will have to add a BankList.xml file to your mpq:

    <?xml version="1.0" encoding="us-ascii"?>
    <BankList>
        <Bank Name="Yourbank" Player="1"/>
        <Bank Name="Yourbank" Player="2"/>
    </BankList>
    

    - Fringe: This map took us more than 1 hour to finish it, but it was fun. I had the marauder. The last skill of the marauder didn't seem to do much damage. I think this skill should make more damage, as it's your ultimate skill. I'm not sure if I was using it right though. Maybe you should send all the transmissions to another chat channel. It was quite difficult to comunicate with your team mates.

    - CoreFight: Reallocation system seems to work fine, just that I have too much score and all the newbies were reallocated in my team. I should reset my score for next week. We couldn't test the new function to get rid of leavers. Surprisingly TheAlmaity didn't get a bsod. :P Seeker missiles was OP?? How many of them did u got? For next version I plan to remake all the artillery system though.

    Posted in: General Chat
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    posted a message on CoreFight

    New version 2.5 is out!!

    v2.5:

    • Difficult AI won't save minerals for expensive structures in early game.
    • Balance:
      - Increased attack of Warp Prism.
      - Decreased shield points of Archon I.
      - Increased attack of Ultralisk II.
    • BugFixes:
      - Fixed AI not taking control over left players.
      - Fixed resources splitting when a player left the game.
      - Gained score points was displayed to all the players.
      - Board not showing advanced statistics for last two players in 5v5.
      - Fixed AI button being activated when a builder was respawned.
    Posted in: Map Feedback
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    posted a message on CoreFight

    New version 2.4 is out!! Yeah, I'm inspired. :)

    • Added advanced statistics for computer players.
    • Added a custom icon for income.
    • BugFixes:
      - Fixed Ultralisk II doing extra damage to armored units.
    Posted in: Map Feedback
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)
    Quote from Forge_User_03903326: Go

    the entire framesetup is wrong.
    Also for adjusting the Icon you can also change the reference by adding an Assets.txt file which contains the correct setup.

    anyway this is what you want:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
      <Frame type='Image' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/SupplyIcon' file='GameUI'>
        <Texture val="@@UI/ResourceIconTime" layer="0"/>
      </Frame>
    </Desc>
    

    It didn't worked. :( I have tried to change some other frames and they work. But when I try to change the supply icon, for some reason it doesn't work.
    I also tried to change it with the assets.txt file, but I had no luck.

    Maybe this is on the list of things that we can't change. The link of that list seems to be broken in the tutorial.

    Posted in: Tutorials
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    posted a message on [Revived!] Map Night

    Next Friday I won't be able to play at the EU Map Nights. :(

    Also I have published a new version of my map (CoreFight - v2.3). Check the changelong here: http://forums.sc2mapster.com/player-zone/map-feedback/17809-core-fight-2-3/?page=3#p48

    Posted in: General Chat
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    posted a message on CoreFight

    New version 2.3 is out!! Team reallocation system will allow players to be reallocated between teams in order to balance the lobby based on the players' scores. It also brings some interface adjustments.

    • Team reallocation system based on score.
    • Teams and scores are displayed at the beginning of the game.
    • Income is now displayed in the resource panel.
    • One path is selected by default on 1vs1 and 2vs2 modes.
    • Added some text in the loading screen.
    • Random interface adjustments.

    I haven't found the way to change the supply resource icon. If you know how to change it, plz tell me.

    Posted in: Map Feedback
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    I'm trying to change the supply icon image. This is my layout file (doesn't work):

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="GameUI" name="GameUI">
            <!-- UI Container - for all ui elements above the world -->
            <Frame type="Frame" name="UIContainer">
                <!-- Fullscreen upper UI elements - above the console -->
                <Frame type="Frame" name="FullscreenUpperContainer">
                    <Frame type="ResourcePanel" name="ResourcePanelTemplate">
                        <Frame type="Image" name="SupplyIcon">
                            <Texture val="@@UI/ResourceIconTime" layer="0"/>
                        </Frame>
                    </Frame>
                </Frame>
            </Frame>
        </Frame>
    </Desc>
    

    What I'm doing wrong?

    Posted in: Tutorials
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    posted a message on [Texture] How to change resource icon

    I can't get my custom supply icon to work. It always display the default supply icon.

    This is how my assets.txt file looks like:
    UI/ResourceIconSupply=Assets\Textures\icon-time-zerg.dds
    UI/ResourceIconSupply_Prot=Assets\Textures\icon-time-zerg.dds
    UI/ResourceIconSupply_Terr=Assets\Textures\icon-time-zerg.dds
    UI/ResourceIconSupply_Zerg=Assets\Textures\icon-time-zerg.dds

    I have opened Left to Die map in the editor, which is supposed to have custom items. But it doesn't display its custom items either. Is there something bugged since patch 1.3??

    Posted in: Tutorials
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    posted a message on [Revived!] Map Night
    Quote from TheAlmaity: Go

    Thx for the feedback! About the item... I seriously have no idea how those show up. I removed the loot from all units >.> I scrapped items, they take too long to make and just spammed the lanes too much. I might add them again, but in a different way.

    About the lag... I don't actually have that many doodads, apart from fog and light omni actors (and the walls around the lanes), both of which can be removed with lower settings (Medium or lower shaders ignore omnis, low effects dont display fogs)
    I think it's more likely the massive amount of units >.> I'll have to reduce that (especiall the zerglings)

    About the difficulty... I didn't want it to be easy :p But yeah, it's too hard at the moment, I'll be playing around with the nerfhammer a bit.

    Also, what group were you in again? Mine or the other one? I know group 2 had problems with the hero selection, and I think i know what caused them - I heard Bnet didn't update published maps immediately, and GoD was updated a few mins before Map Night. My group played the correct version since i opened the lobby and am the maker/publisher of the map, but the other group probably played the old version without the hero selection fix.
    If you were in the second group and you still have the replay, can you send it to me? Also, do you remember what the loadingscreen picture was? A planet or some custom made picture? If its the first, I dont need the replay as it definitely was the old version then.

    I'll start working on new heroes and the talent system soon!

    I was in your group. Be careful with adding items. Your game has a fast gameplay and items makes players spend too much time making their builds. Maybe you can get some item system like the one in Catalyst, where you get all your items at the begining and then you just upgrade them.

    Quote from TheAlmaity: Go

    My Feedback: Core Fight

    Not that much of a fan of tugs, but this one is really well made which is why I always want to play it on Map Night ;) Not much feedback to give, except that everyone just keeps blaming voidrays for being OP... Which I can assure you they're not. All you need is a counter...
    You might want to make the counter system more obvious somehow, since youre units deal damage to different attributes based on percentage, and some units have different attributes than in melee which is a bit confusing (Armored zealots and Light firebats :/ )
    Maybe you can also add more upgrades? I don't mean more building levels, but more global upgrades that affect all unit levels of a certain type, or affect everything (Like weapon and armor upgrades in melee, combat shield, blink, charge, upgrades like those), possibly also make some upgrades disable others (like its either weapons or armor, not both)

    I plan to add some kind of shop where you can purchase buffs for your units. But I don't plan to add them soon, maybe for version (4.0).

    Quote from Kueken531: Go

    Core Fight

    We were kind of in the lead in the beginning, then the other team started making archons and suddenly we were pushed heavily. For me personally, Archons feel a little strong right now. Not sure, though, they were just the thing I noticed first, when the game turned the tide ;)

    The problem is that in my tests, Protoss always seems to be quite underpowered. If you look at protoss kills over a game they always have about 1/4 less kills than the other races. Anyway I'll test if Archons are op.

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    Feedback:

    - Hex'd: I used to play this game in the beta. New battlefields are cool. When I played it in the beta, you could choose more than a single specialization, but now you can only choose one. I think you should go back, and allow players to choose more than one specialization, so you allow more builds. I think this game lacks at content. You should add some new heroes. Also it would be nice if you place some random items over the map to buff your hero.

    - Photon Cycles: How do you pass through the lines? I saw some people was going across them, but when I tried I allways got crashed against them. Suggestions: Add some random obstacles and buff items around the map. For example, you can add some buff item which will erase the paths around you for 10 seconds, and some kind of movable gigantic zergling that will follow you and can be looked into the paths.

    - Gates of darkness: Octahedron was funny. I think this game was quite too difficult. Maybe thats because some players left the game. There was some kind of cube helmet in my line (see replay). It seemed to be an item, but I couldn't pick it. Also, the map was too laggy. Maybe it was just someone with a bad computer. You can try why I did in the last version of CoreFight: remove doodads for players with low graphic settings (http://sc2mod.com/board/index.php?page=Attachment&attachmentID=454).

    - Blood maraton: This game is too random. You should make it more skill based. Supply depots should have a timed life, because there are some units which can't kill them.

    - Mafia: This game is sooooooo sloooooowww. You should speed it up. I was a mafioso, and I tried to kill someone two times with no result. Is it supposed to be like this?

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    New version for my map (CoreFight). I have made two important changes to improve graphics performance. Now you can reduce the number of doodads and weather effects by lowering your terrain and effect settings (thanks to Tolleder). Also, I have added a max timed life to all pathing units, in order to prevent large waves of units.

    • Doodads will be displayed depending on the player's graphic settings.
    • All pathing units will have a max timed life of 150 seconds. This should prevent late game lag.
    • Improved difficult AI performance at the begining of the game.
    • Adjusted some glossary entries.
    • BugFixes:
      - Added extra pathpoints so top and bottom ranged units don't get crazy when attacking the core.
      - Fixed Longbolt Missile attacking cloaked units.
      - Fixed strange behaviours on units when loading them into bunkers.
    • Balance:
      - Decreased Ultralisk II and Stalker II life.
      - Increased cloaking time of Ghosts and Banshees.
      - Decreased range of Warp Prism's abilities.
      - Decreased Ghost's attack damage.
    Posted in: General Chat
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    posted a message on CoreFight
    Quote:

    Pretty easy.

    :/

    New version 2.2 is out!! I have made two important changes to improve graphics performance. Now you can reduce the number of doodads and weather effects by lowering your terrain and effect settings (thanks to Tolleder). Also, I have added a max timed life to all pathing units, in order to prevent large waves of units.

    • Doodads will be displayed depending on the player's graphic settings.
    • All pathing units will have a max timed life of 150 seconds. This should prevent late game lag.
    • Improved difficult AI performance at the begining of the game.
    • Adjusted some glossary entries.
    • BugFixes:
      - Added extra pathpoints so top and bottom ranged units don't get crazy when attacking the core.
      - Fixed Longbolt Missile attacking cloaked units.
      - Fixed strange behaviours on units when loading them into bunkers.
    • Balance:
      - Decreased Ultralisk II and Stalker II life.
      - Increased cloaking time of Ghosts and Banshees.
      - Decreased range of Warp Prism's abilities.
      - Decreased Ghost's attack damage.

    Enjoy. :)

    Posted in: Map Feedback
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    posted a message on [Youtube] What is your current favorite song(s)?

    Evanescence - Thoughtless (Korn cover)

    Embed Removed: https://www.youtube.com/v/ALnvdOFKzDE?fs=1
    Posted in: Off-Topic
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