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    posted a message on new zerg unit ideas, can a good modder help?

    If you want something simple just to be there as a base model do as SoulFicher suggested, modify the texture. I don't feel like digging up the link but if you find one of the mods, DrSuperEvil, he'll be in the data section, he has a link to a tutt that teaches you how to modify units texture using GE. It's really quite simple but might take a few re-do's to actually understand what it is you're doing.

    I actually tried doing exactly what you want using the TextureSelectbyID method previously mentioned, I seemed to have got a few errors when trying to use the critters, but it could've been something I did, I just gave up because I had more pressing matters to attend to.

    GF&HL

    Posted in: Art Assets
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    posted a message on Team Placement for Melee Maps

    Awesome. Thanks taco for your prompt responses. I think it might be better for me to use triggers any how 'cause it'll give me more control/options. I'm just ignorant to the ways of triggering. I would like to have a custom UI open up first to allow players to vote on certain options, so again it'll in the end be easier to use triggers.

    Posted in: Melee Development
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    posted a message on Team Placement for Melee Maps

    First of all,ty to the mods who tried answering this in pm's for me. I was wondering if there was a simple way to ensure the teams on melee are as you want them to be. IE it's a TvB(Left vs Right actually) style map and I can't seem to get the players start locations be on the appropriate sides. I have start locations 1-3 on the left side and start location 4-6 on the right side. No players start location is set to random except neutral. And team placement seems to be correct. I'm sorry for the PM i've tried searching but all I find is how to do it with triggers, which seems unnecessary for what I'm trying to do.

    I'd think it'd have to do with the game variants or attributes I just can't seem to figure out how to get it to properly work. Zelda showed me a real simple trigger to accomplish this, but I don't want to use triggers. What's you'r guy's opinion? I'm thinking that if I do go with the trigger route, at least it'll allow me more control of how the teams are set up.

    Posted in: Melee Development
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    posted a message on Rate my load screen

    The last one you made is by far the best. The terrain is much prettier and easier on the eye. I'd highly suggest having a pro-terrainer around here pretty up your map some. That way there is artistic consistency/detail.

    One thing I'd do is have an epic battle be playing out in the picture as well. It looks like you used the editor to take a screen shot. Find a way to set up a camera that will show you that view, in game. And place some units around the map that way you can open up your map real quick, have the camera already focused where you want it and not have to wait for an epic battle to play out, 'cause you already placed some units on the map. Now get a quick screen shot of that, than revert everything back to a playable state. I hope you understand my mouth words.

    Posted in: Artist Tavern
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    posted a message on Starcraft 2 Data Manager Discussion

    So how come every time I download it there's no .exe file. It'd be nice if the README file explained more thoroughly how to use the program. This is really frustrating me so I'm just gonna stop for now and do it the old fashioned way. Looks promising though, kudos.

    Posted in: Data Assets
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    posted a message on [Footprint] structure with custom footprint don't snap to build-grid

    Well to my understanding you can't duplicate footprints, it's all bugged up. And I see your problem with not wanting to use the current ones. My best suggestions would be to use the 2x2 (Doodad) because only a few doodads will be using that.

    Posted in: Data
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    posted a message on [Footprint] structure with custom footprint don't snap to build-grid

    Well I'd reset the footprint to it's parent that way to get rid of anything you might've accidentally done. But I just opened GE to check it out and I was able to do as you wish. All I did was open Layers + than selected Placement Apply under Layer left the Set as (None) and clicked Define Sets and flagged Block Vision, OK, OK and it tested perfectly fine. Again try just resetting and doing it again.

    Posted in: Data
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    posted a message on [Footprint] structure with custom footprint don't snap to build-grid

    So if the only thing you want to change is the flag "block vision." I'd assume that in game it only refers to the units "Movement: Pathing Footprint". So why not make the "Movement: Pathing Footprint - Placement" the original 2x2 footprint. I'd think that would work with no issues.

    Posted in: Data
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    posted a message on holy...

    That is freaking awesome!!!!!! It's like a natue version of Sims. I have to get that game, I bet it'll be trippy as hell.

    Posted in: Off-Topic
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    posted a message on GOKU - Development thread

    I highly suggest learning the Texture Select By ID method of swapping textures. It's easy as all get up, especially if you're able to make those abil. I seen showed off in the firebat goku series. Once you understand what and why, it's just a matter of switching a few things. It aint like it's an hour long process or anything along those lines. Again highly suggested.

    On a side note, I really like how "flashy" your firebat goku abilities were. You should definetly expand on that. I like the idea of having these freaking amazing looking spells in a high paced pvp or something. Although make sure the spells are week so they aren't as stronge as they look.

    Posted in: Map Feedback
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    posted a message on The proper order to watch Star Wars

    pre·quel [pree-kwuhl] -noun a literary, dramatic, or filmic work that prefigures a later work, as by portraying the same characters at a younger age.

    World English Dictionary prequel (ˈpriːkwəl) -n a film or book about an earlier stage of a story or a character's life, released because the later part of it has already been successful

    Encyclopedia prequel a literary or dramatic work whose story precedes that of an earlier-written work. For example, Lillian Hellman's play Another Part of the Forest (1946) portrays the earlier lives of the characters she first wrote about in The Little Foxes (1939).

    se·quel [see-kwuhl] -noun 1. a literary work, movie, etc., that is complete in itself but continues the narrative of a preceding work. 2. an event or circumstance following something; subsequent course of affairs. 3. a result, consequence, or inference.

    World English Dictionary sequel (ˈsiːkwəl) -n 1.anything that follows from something else; development 2.a consequence or result 3.a novel, play, etc, that continues a previously related story [C15: from Late Latin sequēla, from Latin sequī to follow]

    www.dictionary.com

    Posted in: Off-Topic
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    posted a message on Has anyone ever thought about making Ghost?

    Can't you edit the size and everything of the health bar under the unit tab in data I believe it's an UI option? I'd think if there was no flag to remove it all together, setting the size to 0 might work. Not a solution, just a direction.

    Posted in: Map Suggestions/Requests
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    posted a message on Element Tower Defense

    Firstly, chiquihuite is that how you spell the spanish "boogyman" I believe it's pronounced 'ka-koo-ee?"

    And I guess since I complained a little I'll try to give some suggestions. I really like how you guys made it for up to 8 players and made it more of a survival mode. I think expanding on the competitive side of it will really help. But there needs to be a way to add player interaction, so you don't only have to counter what the current and next wave's are but you'd have to keep an eye on the other players as well and see what elements they are focusing on. Tossing around some ideas in reguards to that seems like a good direction. Perhaps when you kill an element boss, it sends miniature's of that boss as the next wave for all players. So if one of the players is focusing on darkness, and based off that you decide to go for light, that way you'r mini boss' will hopefully wreck havoc on his dark towers, or something along those lines.

    Maybe instead of making the levels completely set from the start, make them so they are influenced by what elements are purchased. So have a general tree that's used as the underlying back bone but have it so it can branch in direction, and those branches would favor or not favor certain elements based off of what elements were chosen.

    P.S. Please take everything I say as just constructive criticism. I really enjoy the game, the work you guys put into is amazing and truely inspireing.

    Edit: Oh and one thing, there should be a way to select single player mode. And make that so it's 100 waves instead. I understand wanting to keep it at 50 and keep the game time short for popularity reasons but it'd be nice to have something for those players who don't play with other players.

    Posted in: Map Feedback
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    posted a message on Element Tower Defense

    Awesome map Karawasa. I remember when you came out with this on WCIII. There were only two reasons I bought War3 and that was simply to try out the editor(which I hated) and to play YOUR map. Definetly gave me hours of enjoyment. As a matter of fact when I no longer had a computer capable of running WIII I spent many days playing the flash game based off of you ELETD(or I assumed it was).

    Now I'm glad to have a Starcraft version of it because SC is where my heart lies, but some constructive critiscism(sp) would be that it just feels like "once you've played one ELETD you've played them all." Now I do play on random mode to change it up a bit and force me to try different tower combos but it's just the same ol' same ol'. No offense of course, this is just my feelings on it.

    Posted in: Map Feedback
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