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    posted a message on Getting map played

    yes i understand that im ok with dealing with it, i enjoy making maps, but i just dont know how to get games played outside of my friends. my post was more me asking for a suggestion on how to get a game started to be played?

    Posted in: General Chat
  • 0

    posted a message on Getting map played

    @EternalWraith:

    ill just give up because i live in give up america. (always sunny quote :)

    im not giving up at all, im just saying i hate the system blizzard has in place now with the custom maps.... !

    Posted in: General Chat
  • 0

    posted a message on Getting map played

    Well after working for a while on my map, it seems to be impossible for anyone to enjoy it after the time spent making it. I am considering not making any more maps because no one will play them. Any suggestions would be cool, The game is a CTF game, with 2 bases and 2 players per team, you pick 3 units to micro. Basicly you have 1 tele in your base that your team can only use that gets you out in the middle of the map. You can only score when your flag is at your base, you gain vision on the player with the flag as well. The units you can choose are all with customized abilities. All units are given 100 energy and thats what all abilites cost. Its Called CTF Capture the Flag Teams! If anyone is interested in trying out a CTF game that is fully working and still in the begining stages then check it out!

    Posted in: General Chat
  • 0

    posted a message on Multiplayer Lobby

    Ok so this is what i did to fix the lobby teams not being easy to work with in the triggers.  Basicly, clear all player properties of starting locations, change to random, and use triggers.  Game varrients should be used only to show the amount of teams, like 2v2 or 3v3.Then player 1 is host and who ever joins can be moved around as freely as they would like.  This is my solution for a 2v2 to make a player group the 2 players that were allied in the lobby. then always This is a Shared starting point.  Hope this helps anyone...
    2 global player group variables
    Team 1
    Team 2

           
    Start of Game
        Events
            Game - Map initialization
        Local Variables
            currentPlater = 1 <Integer>
        Conditions
        Actions
            General - For each integer currentPlater from 1 to (Number of players in (All players)) with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Player currentPlater is giving player 1 Non-aggression) == true
                        Then
                            Player Group - Add player currentPlater to Team 1
                        Else
                            Player Group - Add player currentPlater to Team 2
            Player - Make all players in Team 1 treat each other as Ally With Shared Vision
            Player - Make all players in Team 2 treat each other as Ally With Shared Vision
            Camera - Pan the camera for player (Player 1 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
            Camera - Pan the camera for player (Player 2 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
            Camera - Pan the camera for player (Player 1 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
            Camera - Pan the camera for player (Player 2 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning

    Posted in: Miscellaneous Development
  • 0

    posted a message on Lobby teams don't match map team definitions

    Ok so this is what i did to fix the lobby teams not being easy to work with in the triggers.  Basicly, clear all player properties of starting locations, change to random, and use triggers.  Game varrients should be used only to show the amount of teams, like 2v2 or 3v3.Then player 1 is host and who ever joins can be moved around as freely as they would like.  This is my solution for a 2v2 to make a player group the 2 players that were allied in the lobby. then always This is a Shared starting point.  Hope this helps anyone...
    2 global player group variables
    Team 1
    Team 2

           
    Start of Game
        Events
            Game - Map initialization
        Local Variables
            currentPlater = 1 <Integer>
        Conditions
        Actions
            General - For each integer currentPlater from 1 to (Number of players in (All players)) with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Player currentPlater is giving player 1 Non-aggression) == true
                        Then
                            Player Group - Add player currentPlater to Team 1
                        Else
                            Player Group - Add player currentPlater to Team 2
            Player - Make all players in Team 1 treat each other as Ally With Shared Vision
            Player - Make all players in Team 2 treat each other as Ally With Shared Vision
            Camera - Pan the camera for player (Player 1 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
            Camera - Pan the camera for player (Player 2 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
            Camera - Pan the camera for player (Player 1 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
            Camera - Pan the camera for player (Player 2 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning

    Posted in: Miscellaneous Development
  • 0

    posted a message on sc2 lobby teams problem

    Ok so this is what i did to fix the lobby teams not being easy to work with in the triggers.  Basicly, clear all player properties of starting locations, change to random, and use triggers.  Game varrients should be used only to show the amount of teams, like 2v2 or 3v3.Then player 1 is host and who ever joins can be moved around as freely as they would like.  This is my solution for a 2v2 to make a player group the 2 players that were allied in the lobby. then always This is a Shared starting point.  Hope this helps anyone...
    2 global player group variables
    Team 1
    Team 2

           
    Start of Game
        Events
            Game - Map initialization
        Local Variables
            currentPlater = 1 <Integer>
        Conditions
        Actions
            General - For each integer currentPlater from 1 to (Number of players in (All players)) with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Player currentPlater is giving player 1 Non-aggression) == true
                        Then
                            Player Group - Add player currentPlater to Team 1
                        Else
                            Player Group - Add player currentPlater to Team 2
            Player - Make all players in Team 1 treat each other as Ally With Shared Vision
            Player - Make all players in Team 2 treat each other as Ally With Shared Vision
            Camera - Pan the camera for player (Player 1 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
            Camera - Pan the camera for player (Player 2 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
            Camera - Pan the camera for player (Player 1 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
            Camera - Pan the camera for player (Player 2 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning

    Posted in: Miscellaneous Development
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