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    posted a message on [Demonstrate]1.5 alpha hidden feature - Creep Engulfment
    Quote from Zolden: Go

    Like a foam bubbles, like this: Ф Like there is only one creep layer, and different creeps push each other with a force decaying with a distance from creep source. It's the most natural way, and is probably easy to implement on a code level, so it won't affect the perfomance.

    Theoretically, yes. But in fact, time matters and things get much much more complicated to handle. There are lots of situations where a creep source can get circled by another source, so what happens to it? Does it get swallowed by the new creep source, or does it repel it? I can't even imagine how much of a pain it would be to manage 16 types of creep sources (one per player) and how they interact with each other. It's not only a matter of geometry (checking distance, tracing the tangent, and whatever), it's more a matter of WHEN it happens, who has the highest priority in which case, and what this priority changes.

    The creep, as it is now, picks the next tile it should spread to at random (when it's expanding from a tumor you just placed). It makes it even more complicated to predict how a creep source will spread, so if you're looking for a specific shape (let's say a creep source forming hexagons, or 2 creep sources forming a Yin-Yang symbol), it would just be a nightmare to create.

    Posted in: General Chat
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    posted a message on True-to-Lore mod

    @TheHolyArk: Go

    Yes I checked the wiki a few weeks ago already, for a map I'm working on I needed a few Zerg names... You're right about the Leviathan, but the "big queen" is basically just a slightly edited queen with scripted routines. Maybe the fatty model could be used for a heroic unit of some sort... About Torrasque and the others though, sadly they're from SC and BW, not from SC2, so they don't have their own model that we could use as it is in the editor. Just making standard units bigger with a change of tint is not enough in my opinion to make them look like heroes. It would be best if they each had their own custom model and animations, just like Nova is different from a ghost and Raynor & Tychus are different from marines/mercenaries...

    Posted in: Map Suggestions/Requests
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    posted a message on The Last Hour

    Another update, and this time it's a video!

    Embed Removed: https://www.youtube.com/v/6yhehUf5Tzo?fs=1

    It's probably not showing the best part of the game (the first 10 minutes are not the most intense), but I wanted to show the concept instead of going into details. The best way to make up your mind is still to search for the map on BNet and play, expect something similar to Left 2 Die in terms of gameplay.

    Oh and by the way, thanks to the first players who added this map in their bookmarks, and anyone who helped it raise from the bottom of the BNet pit straight to page 2 in just a few days (*COUGH* while I was playing Diablo 3 *COUGH*)! That's really unexpected for an alpha version, I appreciate it! :)

    Posted in: Map Feedback
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    posted a message on [Demonstrate]1.5 alpha hidden feature - Creep Engulfment

    Quick question about creep engulfment... Does it affect structures in any way (like a behavior applied to them, making them slower in training or attacking units)? Is there anyway to check if a building is engulfed via triggers, or even data?

    Quote from Zolden: Go

    What about multiple creeps? Can we have some different creeps with different textures on one map?

    The issue is not only about adding multiple layers of creep, I think... The problem is to know how different creeps would behave between each other. Assuming they're managed as layers, which creep is on top of the others? And if 2 kinds of creep collide on the same layer, how and where do you split them? Creep spreads dynamically, which makes it even harder to know exactly where (and when!) a creep should start/stop spreading while in contact with a different creep.

    If you want multiple creep sources, it would basically end up the same way the collisions between units work: a unit has a "push priority" setting in its parameters to decide who's to be pushed away when 2 units collide. When their values are the same, the force applied is equal for both. While it's obviously a very interesting feature for creep, it's also not worth the time and effort. Too few people will use it, most of them will not use it properly so it would also be a concern (for performance issues) on low-end computers.

    I don't think Blizzard will ever make it happen, because they don't need it for neither the campaign nor melee. It wouldn't make sense in the storyline either if there were different kinds of creep: Zerg broods don't have their own creep, it's the same for everyone.

    Posted in: General Chat
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    posted a message on It's Out
    Quote from Taintedwisp: Go

    @zenx1: Go

    They are going to add PVP, and a few other things and patch for those 3 years.

    I wouldn't have said it better... Don't forget SC2 was released 2 years ago already, and people are still playing AND modding it. Three years is not much, considering Blizzard games are usually so well done people end up playing them for 10, if not 15 years. PvP in Diablo 3 will surely make the whole experience different, in the mean time players still have time to get their characters to the maximum level and to get the best gear they can. The achievements (*COUGH* when they're not bugged like "level up the blacksmith" *COUGH*) are hard enough to obtain so that you'll need to play the game multiple times in order to get them all. Not that the game will be any better if you get all the achievements, but at least it should keep you playing D3 long enough before PvP arrives... Bugs and features will get fixed weeks after weeks, I wouldn't worry about it. By the time you'll get bored of PvP and co-op games, the expansion will be there.

    Posted in: Off-Topic
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    posted a message on True-to-Lore mod

    I once started a mod for BfME 2: RotWK (it was called the ), basically making units production 10 times faster than it's supposed to be. It was amazingly fun to play, though the AI was kind of stupid (it might be the same in SC2 because the AI is based on timings and the size of attack groups).

    I think it's fairly easy to do the same with SC2, giving over-exaggerated firepower to some tier 3 units (battlecruiser, carrier, broodlords) and training "cannon fodder" units (marines, zerglings, zealots and such...) much MUCH faster. You'll probably have to increase the population limit as well, the idea though is to keep the upgrades as they are originally, to somehow maintain a little bit of order among the chaos (and besides, it should make the game a little more interesting than just rushing like crazy with a massive pack of zerglings, eventually ending any game in less than 5 minutes). You could probably add heroes from the CC/Nexus/Hatchery, though the Zerg race doesn't have any yet besides the Queen of Blades (until HotS comes out)...

    Posted in: Map Suggestions/Requests
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    posted a message on Melee map name request + suggestions

    And what about the shape of your map? Have you ever considered a name related to the ring/circle/halo in the middle? I'd start with Ring of the Heavens or something similar, because the ambiance is kind of celestial... Altar of the Stars, Ethereal Portal, The Origin, Point Zero (Gardens), The Ring from Eden, Eden Summit,...

    About balance and terrain, I don't see the point of this little path surrounding one of the bases. Unless this base is gold, no one would ever risk going there. Either that, or you should remove the rocks on the ramp, and mirror the whole base so that the ramp is on the other side. I would probably also add a curtain to cut in half each dirt path next to the Xel'Naga towers. You could add more density to the foliage and limit its placement only to grass bits, leaving the roads clean (except a few spots). Some bushes and rocks placed at random could be nice as well, it will somehow break the (pathing) symmetry without making the map unbalanced. Maybe a few arches, ruins, and animals could also be placed away from the center ring. Probably not my best idea but it's worth testing...

    Posted in: Map Suggestions/Requests
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    posted a message on Return to mapping?

    I haven't left mapping and I'm also playing Diablo 3... My characters are still in Act I (except the Demon Hunter), so I still haven't beaten the game. I'm trying to get a maximum of achievements so the game lasts longer, I found out playing each classes at the same time is actually making the game funnier (sharing your items between your characters makes a lot more sense in that case). So far the game is good but I can't help but play SC2 from time to time, either just to relax or to have fun with my friends who haven't bought Diablo 3 (yet?). I'm not editing as often as I used to do a few weeks ago, but it still happens. The same happened approximately a year after the release of SC2, I think a lot of us just got bored of it so they needed to do something else in between. Summer is coming as well, I'd rather go out than stay at home clicking like crazy for hours to level up my Witch Doctor.

    Posted in: Off-Topic
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    posted a message on It's Out
    Quote from Taintedwisp: Go

    @Mozared: Go They must be planning an Expansion

    ...Yup!
    http://www.gamersbook.com/scene/news/diablo-3-to-get-first-expansion-pack-three-years-after-the-initial-release-of-the-game/
    (this page is getting old, but still, I've read the news pretty recently somewhere else and it looks like they're working on it)

    Quote from Taintedwisp: Go

    Also I think its official Error 37 has became a meme :D lol.

    ...Yup! (bis)
    http://knowyourmeme.com/memes/error-37
    http://knowyourmeme.com/memes/subcultures/diablo

    Posted in: Off-Topic
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    posted a message on Midi Sound Imports?
    Quote from zandose: Go

    No idea. I think i remember that in Warcraft 3 you needed to somehow put the midi into mp3's. But don't take my word for it.

    The issue still exists in SC2, you can't play imported midi files in their original format. Midi files require a bank of instruments in order to be played. It's the usual "hardware vs software" issue, your sound card can handle midi in native mode but the programs may not. You can try it yourself, just play a midi file in Windows Media Player (or Winamp I guess), then try to open it in VLC Media Player. VLC won't work because programs use their own bank, which may or may not exist by default (VLC won't use the same bank as WMP, to let users choose which bank they like the most). It's safe to assume SC2 can't play midi files because it was never meant to, the only formats the game is able to decode AFAIK are MP3s, OGGs, and WAVs. Don't use WAVs. EVAAAAAAAR.

    Posted in: Data
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    posted a message on The Last Hour

    Bumping the thread to upload some screenshots... It's not much but I'll also try to upload a video next, to show actual gameplay (I'll try to record between 5-10 minutes at random). Current version available on BNet has been updated in the last few days to include a basic AI for computer players (train units, send waves, protect allies) and a possible fix for the Megastructure objective.

    Posted in: Map Feedback
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    posted a message on Simple melee trigger

    You can also do the following:

    Events: Map initialization
    Conditions: None
    Actions: Set Default Melee Options For All Players

    This action enable the victory conditions as seen in melee maps, which are basically "if you lose all your buildings you're defeated" and "if you lose your CC/Nexus/Hatchery you are revealed to your enemies". The action is already in every melee map you create in the editor by default, among a few other actions (create default units, start the melee AI, give starting resources).

    Another alternative would be to do this:
    Events: Map init
    Conditions: None
    Actions:

    Repeat Forever [
    If - Number of Living Units in Any Units in Entire Map Owned by Player X matching (REQUIRED) Structure (EXCLUDED) Dead,Hidden with at most any amount = 0
    Then - End game in Defeat for Player X
    Else - Wait Y seconds
    ]

    Posted in: Triggers
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    posted a message on DIABLO 3 IS DOWNLOADING - Sry had to get that out.
    Quote from Doubleclick123: Go

    I'm gonna play monobattles to pass the time.

    The funny thing is it looks like the servers in SC2 are saturated as well. A few friends of mine were disconnected for no reason from BNet while playing custom maps a few hours ago, so I assume Blizzard is victim of its own success now that D3 is out... Hopefully they're already taking measures as we speak to improve the game, on the server side.

    Posted in: Off-Topic
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    posted a message on It's Out
    Quote from Forge_User_25606499: Go

    What's the situation with Diablo3 retail boxes around Europe / whole world?

    I had absolutely no problem finding the game in the store next to my home (I live in the countryside though, not living in a big town where people are probably more in a rush to get it). I went to the closest equivalent to Walmart we have in France, I was pretty sure to find it there. It was even sold for 47€ rather than 60€ when you get it online. There was an entire display filled with them right at the entrance of the shop, nobody can miss it.

    And by the way, the box itself looks really cool. I enjoyed the box for SC2 and this one is pretty much done the same way, I'd recommend getting the box instead of rushing for online stores / download platforms, really... I still haven't played the game though (I'm downloading the UK version right now because I can't stand French voices... I actually did the same with SC2 and I'm glad!), some friends are already feeling like the game is really oriented for casual players, compared to D2. Hopefully, they're wrong.

    Posted in: Off-Topic
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    posted a message on The Last Hour

    Hey guys,

    Somehow, one of my side projects (which I had no intention to put this far into development at first) is starting to look good enough to be played. I'd like people from EU to search for the map called "The Last Hour" on BNet (Tower Defense category, even though it's much closer to Left 2 Die than TD), and come back here to give some feedback.

    The map is still in alpha stage (terrain is far from being done, icons and descriptions might be messy, not every units/abilities are included, etc.) but most of the objectives are working fine, and you should be able to have fun with or without friends... I have already played with some friends of mine, but I'd like to gather more feedback and see what's fun and what's not, what needs to be clarified and what's good as it is. I'm also looking for ideas of buildings/locations/landmarks to add in this environment, even though I already have a list I might have missed a few things.

    The average length of a game is about an hour when playing alone (hence the name), you have 5 objectives to complete to win the game and you mustn't let important buildings/units/heroes die on the battlefield. These objectives are chosen randomly, the more you play the better! I'm also looking for more ideas of objectives (3 or 4 should be enough), so if you ever think of something just let me know...

    Have fun! :)

    EDIT: The map is now on page 2, in both the Most Popular and Tower Defense categories... Thanks to anyone who bookmarked it even though it's just an alpha test, and please keep spreading the word! ;)

    Posted in: Map Feedback
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