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    posted a message on [TDF] Team Death Fight

    @yukaboy:

    15 min from now ill host

    Posted in: Map Feedback
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    posted a message on Playing newly created map at 2 hours from now!

    @doite:

    15 min from now ill host!

    Posted in: General Chat
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    posted a message on Playing newly created map at 2 hours from now!

    TDF Team death fight - Check http, underneath for more info
    http://forums.sc2mapster.com/player-zone/map-review/14660-tdf-team-death-fight/#p7

    Posted in: General Chat
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    posted a message on [TDF] Team Death Fight

    @yukaboy:

    Haha sure! Map played at 2.30 your time, and 22.30 my time. In other words 2 hours from now

    Posted in: Map Feedback
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    posted a message on [TDF] Team Death Fight

    @yukaboy:

    I do like all those and haha i like the choosen name for them all! Ill look into this! At 21.00 (its 20.03) ill host a game with as many people thats interested. If anyone is up for it your very welcome!

    Posted in: Map Feedback
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    posted a message on [TDF] Team Death Fight

    @yukaboy:

    Hmm! Thats not a bad idea! Though i do have balance as my main focus in this game (Therefore not likeing maps like the original Zone Control)
    But by choosing i eliminate the risk of this since.. well since its not my choice anymore=)
    Question about heroes though: Die = Losses him for ever? Die = Gets a new random one? Die = Spawns again?... Ill think this though! Good suggestions mate!

    Posted in: Map Feedback
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    posted a message on [TDF] Team Death Fight

    Hi!

    Just finished my first map, Team Death Fight, which is somewhat similar structure to Zone Control. Though alot of difference and in my opinion alot more balanced. Map is entirely built from scratch, so i have not taken anything from Zone Control.
    1. Team based - Your in team with one other (4 teams in total)
    2. Custom made units
    3. Lanes
    4. Bases - With the advantage of a passage that makes the opponents unable to storm and surround the base
    5. Both melee and ranged units
    6. No hero, for the sake of balance
    7. Midd area battlefield
    8. Special effects added - for more feeling to the brutality of all the 1000´s of units dying
    .. Etc etc etc

    Please do try and se what you think
    Regards, Doite / Axle

    Posted in: Map Feedback
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    posted a message on Trigger spawns

    @yukaboy:

    And its up and published!

    Name: [TDF] Team Death Fight

    Have it a try =)

    Posted in: Triggers
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    posted a message on Map Lobby

    @doite:

    That is if 2 friends join the same party.. they should get in the same team since player 1 and 2 are in the same team in game. But as a i explained they, when joined, come in diffrent teams.. Later ingame they apear in same team, but the players in their team from lobby ALSO gets allied.. Its just very confusing.. I want them to be in same team if they are in same team in game

    Posted in: Miscellaneous Development
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    posted a message on Map Lobby

    Hi,
    Ive just created a map, its published aswell, and it seems to have some problems. I want player 1 and player 2 to be in same team, same as player 3 and player 4, and so on. (2v2v2v2) And ive set alliance, the trigger way, "set player 1 and 2 to be .. ally with" and so on. And then ive set game attributes so that ive locked colors and put player 1 and player 2 in team 1 and so on.

    My problem is that player 1 is in team 1 and player 2 gets in team 2... Also even if they are in different teams they still are allied.. but thats another problem, i still want player 1 and player 2 to be in the same team (Lobby wise)

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on Shotgun sound

    I wonder if its possible to add a custom sound ingame. Example: take unit... Spectre! Spectre has a period time (Time between attacks) of 2 seconds. Is it possible to add a shotgun sound to this so it shots, at time 0 and reloads at time 1 then shoots again at time 2(Obviously). Actully i dont wonder how to add a reloading sound at one, since the sound it self can be 1 seconds long, shot+reload, but i wonder how to add a custom sound to my map, and what option in data editor i should modify to select this sound

    Please use simplified ways to describe since im not very good at this =)

    Thanks in advance

    Posted in: Data
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    posted a message on Unit stack (You will understand)

    Hi,

    Ive modified a unit (Civil Male) that stacks on each other, what i mean is that they can walk though each other, and since the map ive created is self spawning and triggered to move to a certain area they all stand "on" each other. I am fully aware of that this is probably just a "CLICK" option, but the data editor is not really my area of expertise, so please simplify your answors (Ex. choose civil boxer, click there, then choose this)

    Thank your extremly much in advance for your help!

    Sum: I dont want them to be able to stand "in/on" each other, instead (like all regular units) i want them to have their own standing area..

    Posted in: Data
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    posted a message on Unit score!

    @TheAlmaity:

    I thank you for this! The error of the trigger does not effect the game. Its probably some kind of "i cant count that unit as a kill.. but i still want to" thing!

    Posted in: Triggers
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    posted a message on Unit score!

    @uiasdnmb:

    Thats INSANE how good you are! Thank you very much, works perfectly!
    Though i thought it was due to the killing of the main base of the enemy that gave an error becouse of the fact that the building makes the player loose and destroys all other units for them. But it wasent. Im still going to use this though, but a question. In game, if i were to upload this to battlenet, do players se the same errors as i do or is that just for me when i test the map?

    Posted in: Triggers
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    posted a message on Unit score!

    Hello,

    Im in the last part of creating my map and need some help if someone wouldnt mind. Im quite [Probably very] noob, so if its not to much work please explain simply.

    I want to add that if the player kills 1 ENEMY unit he gets +1 kills to leaderboard and as a count (Since its used to advance to next spawn.. Ex 120 kills= new spawning units)
    I **HAD** this trigger:

    Currently i have this Trigger:
    Unit dies
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) > 0
        Actions
            Variable - Modify Player kills[(Killing player)]: + 1
            Leaderboard - Set Leaderboard item text at column 2 and row (Killing player) to (Text(Player kills[(Killing player)]))

    Which made +1 for EVERY unit killed, even own units and allied units. (Not good)
    SO I changed it to this (Current) condition:

            (Owner of (Triggering unit)) == Enemy

    I chose the present value of Player relation (Ive tried all, and ive tried != allied units, !=ally, etc aswell)
    What the current one does is to NOT give a +1 when killing your own units or allied(player 2), and gives +1 when killing player 4 (enemy).
    BUT does not give +1 when enemy kills me and does NOT give +1 when i kill player 3 (enemy..) Its just very very very bugged... Please please(!) help!

    .........
    The other fix i would like to ask for help with is relative to the other one. When killing structure(buildings) i dont want players to recieve +1. Only regular units.

    Thanks in advance!
    Doite

    Posted in: Triggers
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