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    posted a message on Good Number of Doodads for a Map

    It depends on the doodads in a part. Waterfalls will cause lags in groups of 300 in one screen; even on good computers. I think Mozared said something with 1000 per player for the whole map, but that doesn't meaning anything for one screen or lags.
    I think you shouldn't go over 150-200 doodads per screen.

    Posted in: Terrain
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    posted a message on I'm bored out of my mind

    If you are really bored I would suggest you to support this. ;P

    Posted in: Off-Topic
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    posted a message on Zelda's Crazy Idea #3: Minecraft in starcraft?

    Ironically I've tried it a few weeks ago, but it lags horrible and it stop generating a map at nearly 80k blocks.

    • cough* tried inofficial servers? *cough*
    Posted in: Map Suggestions/Requests
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    posted a message on Newbie Wednesday- Ideas?

    Actually I meant zeldarules. ;P

    But I worked with functions a little bit and they're quite useful for gigantic projects when you have many functions that are similar.

    An example:
    In a story-realated RPG map you will use the players name very often. So you can create a function of return type Text, add two Parameters and for actions you will only need the Return action. Change the parameters types to Text and then we modify the value of the return action.
    Choose Combine Text and for Text 1: Combine Text again. Declare the new Text 1 as Parameter 1 and the first Text 2 as "Name of Player" (maybe you could add a additional parameter for the players integer). And finally the second Text 2 to Parameter 2.

    If you really want it more detailed I could write you a tutorial; maybe you can give me an additional sample if you have something in mind.
    But with Presets I havn't worked much.

    Zanryu

    PS: How did "Combine Text Multiple" exactly works?

    Posted in: General Chat
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    posted a message on Newbie Wednesday- Ideas?

    If you really out of ideas make a walkthrough at the tutorials subforum here on mapster and show the people how to use a single tutorial for their own purposes.
    You could easily grab a single and try to make various stuff from it.

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    Gates of Darkness

    Nothing else to say. The destroyer hero I had was poorly weak. "Hasn't been updated" from the author. Still think, that the units which can be buyed are more powerful than the heroes. I saw it last week, too. Author hero with mercenaries: level 37. Everybody else with heroes only: level 24

    Corruption RPG

    Yeah it's a beta map, but there are some thing that won't fit to the rest. I don't know if he read through the Starcraft saga. The most I have to say have been said in the map. Lack of hero classes. The caster-class wasn't good balanced and a melee unit!? No mana for spells and the spells were unbalanced, too. The item drop chance was extremly low.
    Maybe the slow motion gameplay is fit for this kind of game, but it wouldn't be for the regular custom gamers.

    Heavy Iron

    The laggiest map ever... and with the most trigger errors.

    Will see how many maps I will have to play at this night.

    Posted in: General Chat
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    posted a message on Project Factions (now with Promo)

    Okay. Because of the lack of interests I've started the project.

    If anybody wants to join as a designer,hero or whatelse, he can PM me.

    Also if anybody wants to add a hero (preferred that the hero is based on himself) he can also PM me.

    Edit: I also added a picture how the first hero will look like.

    Posted in: Project Workplace
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    posted a message on Weekly Terraining Exercise #42: Celebrate Good Times
    Quote from Thingumabob: Go

    Is that supposed to represent a club? What's with the stiff out-of-place medieval guy?

    That's just the test dummy hero. In later progress he will look different.

    Posted in: Terrain
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    posted a message on Project Factions (now with Promo)

    Never heard but I'll look into it.

    Edit: Okay, I've tried it but it wan't something I've had in imagine. The damage of the zombies was ridiculous high so it force me to play with other players.
    Though of something with more foes but less damage in the first minutes.

    Posted in: Project Workplace
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    posted a message on Weekly Terraining Exercise #42: Celebrate Good Times

    I may be lazy but I've made a dancing scene in my current project, but it fits to the weekly's topic. ;P

    Posted in: Terrain
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    posted a message on Super Mario Bros. in SC II (need members)

    I've also made a Jump n' Run tech-demo called "Super Paper Hydralisk" based on Super Paper Mario for the Wii. That was kind of a good game.

    Without AD-controls I wouldn't have lags on Bnet. The map is uploaded in EU, too.

    Posted in: Project Workplace
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    posted a message on [Game Design] Teaching Players How To Play

    A good tutorial is better than anything or anybody else. But you should be careful with the mass of informations. Only give the players what they need at the right moment. Otherwise they will only get confused. Raise the amount the remember step by step and then each player can learn each system.
    And don't forget an option to reopen the tutorial. If someone wants to search for anything and he can't found it, he may get depressed and won't play your map again.
    Tips are also very important. Whenever a complete tutorial would be too much you can let a tip appear. I've seen many maps with a bunch of tips right at the beginning of a map, while choosing heroes or whatever. Nobody wants to read them, when they see 9 or 10 tips. The only thing I would think at that kind of moment would be: OMG, so many to read.
    Targets have to be as simple as much, but can have a huge background, which can be telled over transitions or else.

    Also you can do it like popular map and screw anything and make a simple map with only one target.

    Posted in: Miscellaneous Development
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    posted a message on Need Help Left 2 Die

    I think he wants to know how he can copy the L2D units into his own custom map.

    Posted in: General Chat
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    posted a message on Project Factions (now with Promo)

    Hey folks,

    I made a small promotion video for Project Factions.

    Embed Removed: https://www.youtube.com/v/wd679IYxZ2Y?fs=1

    You can choose between several heroes which are different in many ways. Some heroes have unique mechanisms and other have a unique play style, but all have a talent tree where you can choose you active skills and modify these through passive skills.

    Project Factions contains several game modes, which can change after fulfill some goals. The main focus will lay on PvE (Players versus Enviroment), where you have to defend yourself against incoming zerg waves. With the "Factions"-system you can forge alliances in the game with other players. When your command centre, which represent your city, get destroyed you can still respawn in friendly cities.
    When all nydus worms on the map get destroyed the harder PvE mode will start which will contains several bosses, but that is still under development.
    At every time you can choose to fight against other cities nearby. Your city will automatically produce marines and they will attack other cities. This system is also under development, but ready for testing.

    We have three ressources which accomplish different usages. The minerals will get mined through your SCVs and is needed for items in your Fusion Core.
    Each level you gain vespine gas, which is needed for your city defense and your marines.
    Deepseaoil (NYI) is scattered over the map and you have to leave your city to acquire this rar ressource. It is needed for high-tier-upgrades.

    Current features:

    • 3 full functional heroes
    • individuality through complex talent trees
    • maximum level at 30 (50 will be the maximum in the end)
    • rare mob spawns (they will get abilities and loot soon)
    • Faction-system which allow you to change alliances at any time you want

    Soon features:

    • Boss mobs in hard PvE mode
    • additional heroes
    • a possiblity to spawn as a zerg-friended player, when you have no city and no allies

    And I shouldn't forget the best thing. Everyone is called to send me hero concepts based on their own intents, the only requirement is to allow to use their SC2Mapster name, or a modified form of that, as the hero's name.
    You can also choose how much to want to work:
    Either you send me a full concept with detailed skills or just a permission to use your name as a way I want to. You also can choose about your model, which could be a SC2 Model or a WoW Model.

    I hope I could awake the interest of someone.

    Zanryu

    Posted in: Project Workplace
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    posted a message on [Revived!] Map Night
    Quote from Mozared: Go

    @RodrigoAlves: Go

    What Ahli said. 45 mins still seems too long to me; everybody had everything maxxed out by the 20 min mark or so, and by the 30 minute mark it was already just getting boring.

    It's nexus wars after all. Getting boring is part of the game design.

    Posted in: General Chat
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