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    posted a message on [LoadingScreen] Hell vs Heaven

    I'm pretty sure the concepts of "hell" and "heaven" are sufficiently abstract that it wouldn't give you the same problems as "satan" and "jesus".

    As for the pic itself, that's cool, but I don't think the two sides are distinct enough - any chance of making the "hell" side more orange so it contrasts better?

    Posted in: Artist Tavern
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    posted a message on Before you flame Blizzard. . . again. . .

    @Varine: Go

    If it's so sub-par, then why has it received a virtually unparalleled (among RTS) reception worldwide? Why is it *the* RTS of e-sports?

    Map-making isn't the only facet of SC2. Am I fully satisfied with things as they are? Of course not. Does that make it a "sub-par product"? Absolutely not.

    The campaign is awesome. By far the best RTS campaign ever made IMO. The editor, for all its flaws, is incredibly powerful. The fact that people even compare it to tools like UDK (Which costs money if you use it on for-profit projects) is pretty impressive, given that it's essentially an add-on to a game that's well worth the $60 *just* for the campaign and multiplayer.

    Just because the part of the package that's most important to us as mappers has substantial flaws doesn't mean the game itself is junk. If you're going to criticize, at least QQ about something legitimate (like the lack of proper support for alternate game modes within a single map). By all means let the constructive criticism fly, but mud-slinging isn't going to win you any sympathy from me.

    Posted in: General Chat
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    posted a message on Eat Who, Brute?

    Yeah, the data module is not very user-friendly, but I find the effort is well worth it. There's almost no limit to what you can actually do in there once you learn to weave the "spaghetti" into a tapestry of noodley goodness.

    Posted in: Map Suggestions/Requests
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    posted a message on Before you flame Blizzard. . . again. . .

    I'm glad someone finally presented a well-worded, positive post on the subject.

    Seriously, you guys all spend months and years on your projects. You can't appreciate that Blizzard's a big ship that takes time to move?

    Ideas are cheap. Implementation is costly and time-consuming. You guys as map-makers and, essentially amateur game developers, should understand this better than anyone.

    Anyway, my schedule tends to be pretty up-in-the-air, but I'm all for trying to spend more time offering assistance in the help sections and feedback in the project section. Thanks to PM for trying to give the community a shove in the right direction :)

    Posted in: General Chat
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    posted a message on Eat Who, Brute?

    Man, this actually sounds awesome. You should seriously consider doing the GUI triggers and recruiting a data guy to flesh out the towers.

    I know the data editor takes a long time to learn, but the trigger module is extremely user-friendly even for folks with minimal scripting experience.

    Posted in: Map Suggestions/Requests
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    posted a message on Wait for the Good or play the Bad?

    @SouLCarveRR: Go

    I dunno, I always get excited when he makes a video.

    Posted in: General Chat
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    posted a message on Wall of Waterfalls? { developed }

    @JuvialsRequiem: Go

    Send an actor event to play their death animation

    Posted in: Triggers
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    posted a message on Increasing Radius on Rain Emitter Doodad?

    @Quelex: Go

    You can get a lot of mileage out of increasing its scale. Not sure if that'll be enough to cover the whole map with just one, though.

    Posted in: Terrain
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    posted a message on You're sheep

    You had me at 'hyperbole'.

    Posted in: General Chat
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    posted a message on [Solved] Can you speed up morph via triggers or behaviors?

    @LordSora: Go

    Oh awesome. I'll have to check out Rate Multiplier Array - I hadn't messed with it previously.

    Posted in: Triggers
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    posted a message on [Solved] Can you speed up morph via triggers or behaviors?

    @LordSora: Go

    I believe you could use a Behavior that changes the unit's "Time Scale" in the Modification field. As far as I know that speeds up everything, including morphing. Just be careful when using it in combination with effects you *don't* want sped up.

    Posted in: Triggers
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    posted a message on Bounce effect? Help plz

    @DarlD: Go

    Have you already checked out this tutorial?

    http://www.sc2mapster.com/forums/resources/tutorials/22121-triggers-implementing-a-physics-engine/

    It should help clarify the process of setting up physics for a ball.

    Posted in: Triggers
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    posted a message on Is it legal to have a C&C mod?

    @Nebuli2: Go

    I'd think it'd fall under "fair use" as long as you're not profiting from it.

    Posted in: General Chat
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    posted a message on Search Area Specific Unit Exception

    @FoxyMayhem: Go

    There isn't a field for that. There's just one for "Validators". You need to use the dropdown menu at the top to go to the "Validators" tab. Once there, you can create a new Validator of "Unit Type". You can then plug your Unit Type validator into the Validators field on the search effect. It helps if you look at the Validators which are already in that list as they'll give you a good point of reference.

    It's a hard concept to wrap your head around, but once you grasp it it's extremely powerful.

    Posted in: Data
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    posted a message on What is a Good Amount of Abilities for a Hero?
    Quote from TacoManStan: Go

    Ability 1: Incinerate. Does large damage at single target, and "burns" the target, dealing damage every second for 3 seconds. Instant cast.

    Ability 2: Fire Storm. Does AOE damage at the target location. Works similarly to Psi-Storm. Leaves all units "burnt", dealing damage over time. 1-1.5 second cast time.

    Does the burn stack?

    Quote:

    Ability 3: Flame Beam. AOE around caster. Does little or no damage, but increases fire damage done to the afflicted units by 25% fore 4 seconds.

    What happens if I take this as my first ability? Isn't it pretty useless without the other fire nukes? This mechanic sounds better suited to an ultimate or as a passive side-effect (like for example, making burnt units take X% more fire damage or X% per stack if it stacks).

    Quote:

    Ability 4: Lava Skin. Melee units will take 25% damage they dealt. Instant cast, unlimited duration but drains energy.

    The hero's kit makes him sound very caster-ish. Do spellcaster heroes in this map tend to tank a lot of melee damage?

    Quote:

    Ability 5: Burn. Deals very small damage. Leaves the target burnt, disabling their ability to attack or use abilities for 2 seconds. After 2 seconds, the unit takes "afterburn" damage.

    Cool.

    Quote:

    Ability 6: Seismic Scorch. The ultimate ability. (Map is Seismic Square. All ultimates start with "seismic") Creates a crater of fire at the target location. All units in that area suffer massive damage, and are burnt badly. Any units on top of the crater are damaged every 1 second for 6 seconds.

    Beefier version of Ability 2. Could use something to "set it apart". Maybe collapse Ability 3's effect into this one?

    Quote:

    Ability 7: Steam Pack. Gives the caster a "steam pack", or jetpack. This allows the caster to be an air unit for a duration of time. The mover stays as ground, and so does the plane array. The height of the unit is increased a bit (for visuals). The unit then becomes similar to the colossus, where it can move and see above cliffs, however it can only be attacked by air attacks.

    Death from above! :D

    Quote:

    So that is it. Is 7 too many? I don't think so, as the burn and lava skin aren't really damage abilities.

    7 isn't strictly "too many" as long as it's all intuitive, but you don't want to add more abilities just for the sake of adding more abilities, either. You always want to ask yourself: "What role in the hero's kit does this serve? How does it help them do their job better? Does this ability's role overlap with one of the hero's other abilities? Is this something that makes the player feel smart for using it correctly?"

    And a whole slew of other questions that will vary depending on the exact nature of your map.

    Posted in: General Chat
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