Bounty is an FFA game that supports up to eight players in a battle arena. One person is the 'Bounty' at all times and has a number of bonuses and buffs to power him up. Everyone else is teamed up against the Bounty. The goal for the Bounty is to gain as many points as possible through killing the other players OR be the last one standing. The goal for the other players is to kill the Bounty, and the person that kills the Bounty becomes the bounty.
Bounty is an awesome mapmaker that supports up too 9,001 awesomeness at once. As one person, "Bounty" is everywhere at all times and has bonuses and buffs to mapmaking. Everyone else loves Bounty. The goal for Bounty is to get as many people to test your map as possible OR to be a popular map. The goal for the non-Bountys is to outdo Bounty, and the person to outdo Bounty is Bounty.
(sorry that's just what I thought of when I read your post)
To add to your point. I'll be really impressed OP manages to make three races worth of starcraft 2 quality models, spells, ect. And of coarse, the more races you add, the harder it is to balance.
I'm not saying don't do it, I just think this sounds a little ambitious right now, and naturally I would hate to see it fail.
Here are the changes, additions, and updates to the StarCraft II Editor in the Heart of the Swarm Beta so far.
Preload Info dialog for defining game data, asset files, and banks to be preloaded in-game. Available from Map/Mod menus in all modules.
Added color preferences for text preview display.
Renamed Arcade Info dialog to Battle.net Info. This info is now available for non-arcade maps as well.
New SC2Interface files:
Mods can now optionally be saved as SC2Interface files as long as they don’t have any data which affects gameplay.
Mod gameplay/interface status can be checked using the Mod > Mod Status window.
Export Locales and Import Locales commands available under Map/Mod > Locales sub-menu. These can be used to export and import localized text to and from text files.
Dependency dialog includes a display of the full dependency chain resulting from the requested dependencies. Dependency reference checking and validation now accounts for the full chain properly in all cases.
Dependency dialog no longer allows Multi mods to be used in conjunction with Story mods. These are designed to be mutually exclusive and could cause a variety of problems in game when combined.
Added toolbar button size preference.
AI Module
Attack Wave Graphs window available from Data menu, for visualizing attack wave cost/supplies vs time.
Cutscene Module
Added Cutscene Frames. Cutscene frames are dialog items you can play a cutscene in.
New Properties Added:
Animation Element:
Right-Aligned: Animations can now specify that they always end at the end of the block.
Weight: The blend value for this animation block.
Director Node:
Reverb: The reverb to set while playing back the cutscene.
Auto Destroy on End: When disabled, the cutscene will not be destroyed when it ends, but instead it will pause on the final frame.
Sound Node:
Non-Seeking: If enabled, causes the sound to not change its current time when the current time jumps.
Speaker Mix: You can now set and animate the speaker mix values.
Fade Node - Priority: Allows you to specify the priority level of a fade when multiple scenes attempt to control fade.
Terrain is now automatically imported when starting the Cutscene Module.
Active Light Nodes will now search for a light suffixed with "_Low" if graphics options are set to Medium or Low.
New icons added for all node types!
Added "Time Follows Edits" mode under the edit menu that causes the timeline cursor to always follow the edited block.
Sound Improvements:
Added Sound Group Nodes: These folder-like nodes allow you to add sound nodes to them then set properties for all sounds inside the group at once.
Volume and pitch properties are now treated as multipliers instead of absolute values.
Setting sound index to -1 now causes it to pick a new variation each time it plays.
Sounds now properly fade out after their blocks end
Sounds can now specify Active Shots.
Value changes that represent less than 0.1% of a difference no longer create new keys in auto key mode.
You can now add multiple cutscene filters when playing back a cutscene.
Cutscenes are now played back in Replays.
Data Module
Added the Data Navigator Window. This new window visualizes how objects are linked to one another.
Each tab in the Data Editor now remembers its own view mode.
Model Preview Panes now animate with the model's default animation, making effects easier to identify.
New data types: Herd, Herd Node
User Type fields defining user links can optionally specify a required user type
Added Select in Palette command.
Added F2 support for renaming objects.
“Show Advanced Values” is now “Show Basic Field Labels”. Instead of hiding advanced fields, it adds “(Basic)” to the name of basic fields and sorts them to the top.
Fixed size arrays are now edited as one control for each array entry rather than using a list-based UI.
“Show Default Values” is now “Sort Fields By Source”. Instead of hiding default values, it will sort values in the order: Active Document, User Mod, Blizzard Mod, Core Mod.
Added field hint tooltips to dropdowns for enum type fields.
Structure sub-fields now properly display composite field hint tooltips.
Many new field hints added for Abilities, Actors, Effects, and Units.
Overview Manager
Jump To Instances command in context menu for jumping from function definition to corresponding calls.
Show Global Links Only option in View menu for seeing global trigger elements directly in the Used By links.
Terrain Module
Diamond region shape
Diagonal Selection option in Tools menu for selecting objects and terrain along the diagonal grid
View option for displaying normal/upgraded creep, under View > Show Terrain > Show Creep Upgraded
Units marked as Initially Hidden will use an alpha fade effect in the editor display
Palette existing objects lists now include a Group filter and column, and context menus for Add To Group and Remove From Group
Water palette now includes a Height slider for adjusting the height of the current water template
No Fly Zones now have three color states: Normal (no overlap), Overlap (hard radii overlap), and Warning (only soft radii overlap). For best pathing performance, avoid the Warning state.
Foliage density maximum reduced to 2.0 per cell. Anything larger than this significantly impacts game performance.
Added "Force Occlusion Hide" to placed doodads, which forces doodads to be transparent if units are behind it.
Trigger Module
Preview button for previewing sounds directly from parameter dialog
View history navigation, including Back and Forward commands, available from View > History sub-menu
Explorer view for seeing global elements referenced by the currently selected element, available under View > Show Explorer
Smart group display, which opens a second group only when an element is explicitly viewed via double-click or View Selection command. Toggled under View > Show Groups.
Libraries defined in the active document are now shown in the Triggers list rather than the Libraries list. The Libraries list will only contain read-only dependency libraries.
Elements can now be dragged and dropped from one library to another. This will include updating all usage of those elements in the active document.
View option for setting default input focus on search fields vs lists, available under View > View Options > Default focus On Search Fields.
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Here is my entry. Its a simple but challenging mission where one needs to get 10,000 minerals :D
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Your just big balls of cells, just like my dog and Obama. (and cells are big balls...)
Your just a really really big ball
EDIT: but "life sucks" has no more, or less, truthfulness then saying "life is awesome."
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Bounty is an awesome mapmaker that supports up too 9,001 awesomeness at once. As one person, "Bounty" is everywhere at all times and has bonuses and buffs to mapmaking. Everyone else loves Bounty. The goal for Bounty is to get as many people to test your map as possible OR to be a popular map. The goal for the non-Bountys is to outdo Bounty, and the person to outdo Bounty is Bounty.
(sorry that's just what I thought of when I read your post)
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http://www.sc2mapster.com/forums/general/general-chat/46018-hots-update-list/#p1
*glares at zelda*
And these updates aren't specific to 2.0.2
EDIT: Or maybe your link is wrong? I don't think you mean to have two links to the same place.
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@Monkalizer: Go
I would probably click the bottem left corner or the top right corner every time.
So whats the difference, besides more work for blizzard?
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@Taintedwisp: Go
To add to your point. I'll be really impressed OP manages to make three races worth of starcraft 2 quality models, spells, ect. And of coarse, the more races you add, the harder it is to balance.
I'm not saying don't do it, I just think this sounds a little ambitious right now, and naturally I would hate to see it fail.
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@SoulFilcher: Go
My wife for hire!
Yes.
@OP:
Random is the only way to play.
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@Gorandor: Go
I'll need more specifications on the size and quality of the reward cookie. Also how will shipping be handled?
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Hmmm a beta key eh?
Maybe me and a modeler friend will whip up a nice little cloud texture/cliff set. Maybe some rainbows... maybe some unicorns.
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Steam -> Good
Windows Live -> Don't Even Look at
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I know, Troy. [Insert creepy references to your life here]
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Hows this? Feels really cramped.
EDITORS NOTE: (This is kinda crappy)
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@Cybrok: Go
Hmmm... Sounds interesting. (and easy :D)
Post the map?EDIT: Nevermind found itIs this it?
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@Taintedwisp: Go
50 bucks he isn't 11 years old, and that he has a beard.