At this point I'd settle for a Tug map that doesn't involve 999999999999999999 units per side turning it into a chugfest. Anyone hoping to make a half-decent improvement over Nexus Wars needs to deal with that issue in their mechanics. Uncontrolled auto-spawning = waves of 88 billion units = 0.25 FPS = not fun.
No, interns don't just get coffee (at least in my experience). They're actually there to learn, as well as to establish valuable industry connections.
It would depend on what department you intern for, though, as Progammer said. Also, the interns those studios do take are generally university students, so once you start going to college you can definitely look into that and be sure to get your advisor on board and let them know what you want to do.
Oh, and intern spots for top studios tend to be EXTREMELY competitive. Don't be afraid to cast a broad net - you may very well end up getting turned down for every studio within 1000 miles, but get offered an internship on the other side of the country.
You should be able to "sort of" do it with triggers. Place a very thin "region" along each border of the map.
Then you'll need a trigger for each region. Let's say you have a map that's 200 units wide-
"When Any Unit enters <West Border>"
"Move unit instantly to (Position of Triggering Unit with X offset +199)"
For the east border, -199. Similar concept for the N/S borders.
However, this is hacky and really only works if you're using a fixed camera perspective and don't care about being able to conduct combat between units on opposite sides of your "border".
If you want them to be grouped up, you can place them all in a unit group, then use the trigger action "Wait until <all units in unit group> become idle". This will prevent them from continuing on the path until the whole group has reached the destination area.
Well, assuming you've got the ShapeMoneyBag actor set up as a unit, you could put one of 3 different behaviors on it depending on which color you want it to be.
Then in the Actor events for Gas Canister Glow, you could do...
Behavior.Violet.On
Create
Behavior.Violet.On
SetTintColor <R,G,B>
Set <R,G,B> to the appropriate values for your color, and add the same set of events for the other colors.
Creating an actor based on behavior application is really powerful. When placed in an actor's events, it'll cause *any* unit affected by the specified behavior to have that actor attached to it. You can also set it to auto-scale to a certain extent (great for spell effects that might be used on a variety of targets).
Change <UnitName> to the name of the unit you want this actor to reference. You might need to change other similar references depending on what you're trying to do. It'll make sense after you experiment with it a bit.
I'm actually fortunate enough to be in a position where working on games pays the bills, but I still find myself mapping for fun when I have the time. Working on your own map comes with a really nice degree of freedom because you get to work on a lot of different aspects of it. You can switch to something else if you get frustrated, or just put it down and walk away for a while. You can't do that with your day job.
Getting into game design can actually lessen your enjoyment of games imo. You become supercritical and analyze every aspect without just playing and enjoying a game.
This is true to a certain extent. You do start viewing things with a more critical eye, but you also gain a greater appreciation for things that are done really well because you know just how hard that is.
It usually ends up being kind of a wash unless there's something really, horribly bad.
It's not that the map can't be complex. It just needs to have approachable complexity - easy to learn, impossible to master.
You should be able to jump in and have fun even if you don't necessarily understand all the rules yet. If that doesn't happen then, like you said, newbies will put off like PETA members at a butcher convention.
Long Answer: There are multiple ways to accomplish what you're asking for using slightly more complex methods. Which you choose will depend on what you're trying to do. Adding a Behavior (Data) that modifies unit damage by a % is probably the easiest unless you're doing some kind of crazy trigger-based combat handling system.
Well, if nothing else, it certainly looks cool. I've been hoping to see a good UT-style mod for SC2 for a while and this seems like it could fit the bill nicely once complete.
LUA is used for the WoW interface and for a number of other big ticket games. It's a good language to pick up if your goal is to be a Designer. Honestly, the SC2 Editor is a great example of the kind of tools you're likely to use in such a role. Designers aren't expected to be code ninjas.
You don't really need a strong knowledge of stuff like C + + unless you're planning to be a Technical Designer or Software Engineer. Of course, it certainly can't hurt to know more than you need to if you've got the interest/passion to do it :)
And if you have no prior experience, I totally agree with the suggestion of starting with TI-BASIC.
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At this point I'd settle for a Tug map that doesn't involve 999999999999999999 units per side turning it into a chugfest. Anyone hoping to make a half-decent improvement over Nexus Wars needs to deal with that issue in their mechanics. Uncontrolled auto-spawning = waves of 88 billion units = 0.25 FPS = not fun.
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@Keyeszx: Go
No, interns don't just get coffee (at least in my experience). They're actually there to learn, as well as to establish valuable industry connections.
It would depend on what department you intern for, though, as Progammer said. Also, the interns those studios do take are generally university students, so once you start going to college you can definitely look into that and be sure to get your advisor on board and let them know what you want to do.
Oh, and intern spots for top studios tend to be EXTREMELY competitive. Don't be afraid to cast a broad net - you may very well end up getting turned down for every studio within 1000 miles, but get offered an internship on the other side of the country.
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@themaster2012: Go
You should be able to "sort of" do it with triggers. Place a very thin "region" along each border of the map.
Then you'll need a trigger for each region. Let's say you have a map that's 200 units wide-
"When Any Unit enters <West Border>" "Move unit instantly to (Position of Triggering Unit with X offset +199)"
For the east border, -199. Similar concept for the N/S borders.
However, this is hacky and really only works if you're using a fixed camera perspective and don't care about being able to conduct combat between units on opposite sides of your "border".
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@Norvegia: Go
If you want them to be grouped up, you can place them all in a unit group, then use the trigger action "Wait until <all units in unit group> become idle". This will prevent them from continuing on the path until the whole group has reached the destination area.
0
@admielke: Go
Well, assuming you've got the ShapeMoneyBag actor set up as a unit, you could put one of 3 different behaviors on it depending on which color you want it to be.
Then in the Actor events for Gas Canister Glow, you could do...
Set <R,G,B> to the appropriate values for your color, and add the same set of events for the other colors.
Creating an actor based on behavior application is really powerful. When placed in an actor's events, it'll cause *any* unit affected by the specified behavior to have that actor attached to it. You can also set it to auto-scale to a certain extent (great for spell effects that might be used on a variety of targets).
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@SymphonyXXXX: Go
The actor event you need to change is-
Change <UnitName> to the name of the unit you want this actor to reference. You might need to change other similar references depending on what you're trying to do. It'll make sense after you experiment with it a bit.
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OneTwoSC made a pretty awesome video tutorial that will get you about 75% of the way there. Check it out-
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I'm actually fortunate enough to be in a position where working on games pays the bills, but I still find myself mapping for fun when I have the time. Working on your own map comes with a really nice degree of freedom because you get to work on a lot of different aspects of it. You can switch to something else if you get frustrated, or just put it down and walk away for a while. You can't do that with your day job.
This is true to a certain extent. You do start viewing things with a more critical eye, but you also gain a greater appreciation for things that are done really well because you know just how hard that is.
It usually ends up being kind of a wash unless there's something really, horribly bad.
0
@Maknyuzz: Go
It's not that the map can't be complex. It just needs to have approachable complexity - easy to learn, impossible to master.
You should be able to jump in and have fun even if you don't necessarily understand all the rules yet. If that doesn't happen then, like you said, newbies will put off like PETA members at a butcher convention.
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I'm pretty sure you can't do percentage armor reduction in Data. We ended up having to script it in Ele TD.
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Whoa...nice. That summonable projectile bouncer thing is even more impressive 0_o
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@EightLeggedJ: Go
Short Answer: No
Long Answer: There are multiple ways to accomplish what you're asking for using slightly more complex methods. Which you choose will depend on what you're trying to do. Adding a Behavior (Data) that modifies unit damage by a % is probably the easiest unless you're doing some kind of crazy trigger-based combat handling system.
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@ibebusiness: Go
Well, if nothing else, it certainly looks cool. I've been hoping to see a good UT-style mod for SC2 for a while and this seems like it could fit the bill nicely once complete.
Keep on truckin'! :)
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@silvermage: Go
There aren't any official details yet. I'm pretty sure the second that info's available it'll be on the front page here.
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@TacoManStan: Go
LUA is used for the WoW interface and for a number of other big ticket games. It's a good language to pick up if your goal is to be a Designer. Honestly, the SC2 Editor is a great example of the kind of tools you're likely to use in such a role. Designers aren't expected to be code ninjas.
You don't really need a strong knowledge of stuff like C + + unless you're planning to be a Technical Designer or Software Engineer. Of course, it certainly can't hurt to know more than you need to if you've got the interest/passion to do it :)
And if you have no prior experience, I totally agree with the suggestion of starting with TI-BASIC.