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    posted a message on SC1 Units, where art thou???

    apparently you have to add campaign dependencies(?) or something like that in the editor in order to be able to use some of the SC1 units. There's screenshots showing units like the goliath and vulture, but I don't know if every SC1 unit is in the game yet.

    The front page announcements talks about this I think. Just scroll down a little.

    Posted in: Miscellaneous Development
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    posted a message on Anyone tried WASD online in phase 2?

    I played Crush Company in phase 2, and there was too much delay between me pressing the button and the character moving for me to want to play it again. I thought maybe it was so delayed because of how many triggers the game had to go through before activating the action; but reading some of these posts makes me think that maps with these kind of controls won't do so hot.

    Posted in: Miscellaneous Development
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    posted a message on Golem Map

    Your take on Golems is very interesting. I would not have expected for the terrain to be so diverse, but it seems to work.

    My question for you is, what is the purpose of the Dark Shrine? Also, will you be able to switch between your spawning golem types during the game? The only thing that I find that differentiates too much from the SC1 version is that it looks as though you can only have 4 players.

    The fighting area terrain too, I think, could be in more of an elliptical shape instead of a square one.

    One final, minor complaint is the special golem button. In the SC1 map, you had to use timing to get certain golems that required 3+ civs, but with this button it takes that feature away.

    Other than those complaints, I think overall it looks like you have spiced up Golems.

    Posted in: Project Workplace
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    posted a message on DNA Wars Boss Battle / Button Prompts

    Wow, this is just so crazy. The effects are awesome, and the abillities look well done. And you also figured out on your own how to create that ability similar to what the mothership had at one time that slows(?) and stops incoming projectiles. Nice job

    Posted in: Project Workplace
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    Here is an idea for a hero I thought up of for a popular sc1 AoS (i never posted this idea, however).

    The hero first starts off as 1 unit. What makes this hero unique is his specialty to break into multiple, weaker forms of the starting hero. So as an example, he starts off with 1200 hp, 50 dmg. He then breaks up into 2 weaker versions, each with 600 hp and 25 dmg each (these stats could be changed for balance). Then, if you want to go really crazy with this idea, have another ability that splits him into 3 even weaker forms.

    I think that he should be able to freely morph back into 1 whole unit.

    This is my hero suggestion

    Posted in: Project Workplace
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    posted a message on Terrain - small problem

    @Lennywing: Go

    The only thing I can really think of is to put more trees on the cliffs, add a few rocks here and there on the main pathway, and maybe add a few more textures to the path if necessary.

    Posted in: Terrain
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    posted a message on Mineral question

    @NecroSaint: Go

    I've looked into your problem, and it seems that you can't change the variable for starting minerals directly. The solution to your problem is to delete the 'melee - set melee starting resources' and create a new trigger to give each player the amount of starting minerals you want each player to start off with.

    Posted in: Miscellaneous Development
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    posted a message on Unit enters region - simple question
    Quote from HeroicPrinny: Go

    It doesn't seem like I can just make it "Enters 'Test Region'" either. It doesn't let me pick a variable region. I had to first "Convert Circle to Region" and then use my TestRegion as the "Center of Region", which seems to defeat the point of it being its own region... In any case, this event is failing to work.

    You can make a simple "[unit] Enters 'region' " event by opening up the menu of 'region: convert circle to region' and clicking on the value button and selecting the region you want to use.

    Posted in: Miscellaneous Development
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    posted a message on A revamped ramp [Terrain]
    Quote from XYZMuffin: Go

    so you just added rocks? O.o

    Well, that is what I found lacking from the sc2 natural ramps. Rocks. =)

    And thanks to Mozared for linking this in a thread put on the front page.

    @Aenigma: Yeah, I tried looking for more stuff to add to the ramp, but I guess I just looked over the shrubs.

    Posted in: Terrain
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    posted a message on A revamped ramp [Terrain]

    Hey sc2mapster community. I've have played melee and worked with the map editor in both sc1 and 2. However, one thing i've noticed is that 'natural' ramps don't look nearly as aesthetically pleasing in starcraft 2 than in starcraft 1. They look more like the man-made ramps with just a rough look to it. Because of this, I decided to find a way to revamp natural ramps in sc2.

    Here's an in-game picture I took of it Revamped Ramp

    After I did this, I noticed that because of the doodads I used, I was also able to make the ramp walking area thinner. I represented this by showing that you only need 1 unit (represented with the marine) to block of any units from walking all the way onto the top of the cliff (represented with the zealot).

    This may be beneficial to any melee map maker who wants to make ramps like in sc1, where only 1 well placed unit could keep others from coming up. The reason I say this is because ramps by themselves in sc2 require at least 2, if not 3, units to block them off.

    Note: The rocks I used to decorate the edge of the cliff at the right side of the image was just an experiment to make the cliff match the style of the ramp. These are not necessary at all.

    Posted in: Terrain
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    posted a message on Tutorial Request

    A tutorial explaining the components of abilities/spells, and where to find these components, etc.

    The reason I ask for this is because I have tried editing the Blink ability, but I don't know where to look for the cooldown so I can change the 10 second cooldown; also I want blink to be useable outside of the line of sight of the unit with the blink ability.

    Posted in: Tutorials
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