Maybe next time Blizzard will tell us that they're only looking for minigames if they're only looking for minigames. I should have made 'Flappy Mutalisk'....
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Last active Tue, Jul, 29 2014 11:38:55
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Jun 27, 2014Posted in: Map Feedback
I am unfortunately not allowed to update the map until the Rock the Cabinet contest has ended. I'm not sure when they are going to announce the top 5 or 10 finalists so it will probably be another week at least until you see a new version posted, possibly two weeks.
When other players leave you actually do gain access to their resources although they aren't shown in your HUD, but they can be spent. This is a bug that will be addressed, so use it while you can ;)
Jun 13, 2014Posted in: General Chat
I don't think we even know for sure if any maps actually did update past the deadline, but why should the rules not apply to everyone equally? I found a bad bug in my last sanity check but didn't have a chance to fix it before the submission deadline. I had a new build with a fix ready to go by 1 AM on June 1st but did NOT upload it because Blizzard very clearly said that would be grounds for disqualification.
Should following the rules be a competitive disadvantage?
Jun 12, 2014Posted in: General Chat
You provided a specific link to your game when you submitted your map (IE starcraft://map/1/214245). If THAT particular map is updated after May 31 at 11:59 PM PST you are disqualified, simple as that. Blizzard said you could make a separate (distinctly named) version of your map and update that if you wanted during the contest.
Jun 11, 2014Posted in: General Chat
Quote from Hookah604: Go
...Mission Frontier... thats the only map from the list which was recently made...
STARDRIVE was made public as an Alpha build on February 22nd, 2014, specifically for the contest.
Jun 9, 2014Posted in: Map Feedback
The Vespene Nebula is further along at the moment so I'll start with that destination. This is the new production structure that you can control - the Vespene Rig, shown in its starting state in the lower right, and almost fully upgraded in the center of the image. The structure changes appearance as upgrades are researched (vespene tanks added, condensation domes, refineries, etc) and the level of the raw vespene in the processing tank will rise and fall depending on how much it currently holds. Vespene Asteroids and Raw Vespene can be seen floating around the Rig.
Made some changes.
Jun 9, 2014Posted in: Map Feedback
I removed the mag mine ability at the last minute to clean up the BC command card a little bit... it may be coming back, or given to another unit or structure.
The missile barrage upgrade cost is so high because it affects all units with that ability, it is really very good if you have a few Missile Silos active though. The level 2 and level 3 silos need some work to make them better. Flamethrowers look really bad because they don't take unit height into account when firing so they probably won't be added, or if they are, it may be through a turret that appears on the walkable areas that will attack ground units (drop pod stuff) only. Other stuff mentioned seem to be bugs that slipped through, I'll fix them, thanks for the report.
While I'm here posting anyway, I have a bit of an update on version 2.1, which will be coming out after the Rock the Cabinet contest voting period ends. There will be two new neutral destinations that will function somewhat similar to the Stardock. One will be focused on mineral collection, base building and expansion, and the other on vespene extraction and refinement. The "Bonanza Cluster", and the "Vespene Nebula", respectively. I've been building some really cool and complex new units for these destinations and I'll post some screenshots soon. Lots of visual upgrades and base expansion structures, they are going to change up the pacing and difficulty of the game quite a bit.
I'm also playing around with having a few unique encounters that will only be available if certain conditions are met (like if you manage to defeat the Zerg Cerebrate, or to take out the Protoss Warpgate).
Jun 2, 2014Posted in: Project Workplace
I played Tessera last night (had to play solo, no one joined) and was very impressed with the multilevel stages, I was surprised that this kind of game could be made in SC2. The jumping was a little floaty and awkward at first but I was able to get it down within about 60 seconds and it became second nature. The SFX and music are great, and I love all the little animating touches on the UI.
The stages look a bit like a Holodeck that isn't turned on though, I'd love to see you continue development after the contest and create a more polished stage, although for technical reasons I could see why this may be difficult (FPS, LOS through complicated doodad shapes, etc.).
Jun 1, 2014Posted in: General Chat
Yes, thank you.
Since the second map file (the Tutorial) was included with the submission - does that mean I am also forbidden from uploading a newer version of the Tutorial to Battle.Net until the judging period ends?
May 29, 2014Posted in: General Chat
The submission form only allows us to upload a single file. How exactly would I include my primary map, and the standalone tutorial? I've been asking around Mapster for more than a month about this (not being able to link to the locked separate tutorial map) and no one has any idea, so I would appreciate you checking. Thanks!
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