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    posted a message on The StarCraft X team

    StarCraft X is an altered standard melee mod with additional units, abilities and upgrades as well as the KoTH +obs system (custom King of The Hill and observer system). Testing so far has been with both high and mid-level players and shows a more varied, entertaining metagame. We’re seeing epic macro, intense micro and hilariously soul destroying cheese with new strategies and tactics constantly emerging.

    While the standard melee concept remains intact and official updates are implemented, we have freed the game from the commercial limitations of those who created it. We’ve had our wicked way with StarCraft 2 and we’re loving it! The additions and changes are geared around new builds and tactics both cute and epic and we’re also seeing some great stuff we didn’t expect.

    Regular testing and adjustments took place throughout the development of the beta. At the moment we’re racking up testing hours with high level players (an enjoyable process with the KoTH + obs system.) In the meantime we’re taking a step back to the development stage. We see this as a good time to enhance our team and increase our skill set. This will open up more possibilities for further polishing SC X. We aren’t just getting a team together to finish one mod, we’re excited about the future.

    In terms of future projects, we like things based on standard StarCraft 2 play and will endeavour to create an authentic StarCraft feel in our work. We are interested in custom campaigns, multi-player or otherwise, and maps that reflect standard micro mechanics. Choosing a map or mod to design is not a decision we take lightly, we'll be looking into it as we progress with SC X.

    There are plenty of projects out there but this is more than a project, it’s a team and if we can get the right people, we can create some great things. StarCraft X is published and being played succesfully. Work on it will not fade away and nor will future projects. We are serious about finding motivated, enthusiastic people to work with but don’t feel like you need to be a pro to get in touch. The Galaxy Editor is a learning experience and we’ve all been learning fast.

    The SC X team:

    DeliCious - Balance and dynamic development

    Theinen - Trigger and Data development

    SaltyDog - Publishing and Terrain

    We are looking for:

    3D design, texture artist

    Yes, every project wants a 3D artist. The workload here is light. As much as we’d love to see fresh new models in SC X we have the more realistic desire to alter some current ones along side a few of our implemented upgrades.

    Trigger and Data development

    Theinens Data and Trigger work is very strong but extra input in this field is always welcome. We are especially keen to find someone who has good Galaxy Language knowledge. We are also interested in altering the melee AI.

    Testers

    Observing high level matches is key to balancing the mod. It takes a couple of games and some Q+A to get used to the new additions but once players start to see the new tactics available, fun inevitably ensues. We are canvassing for high level players to test the map but mid to low players are always welcome to obs or play. We host sessions regularly and the mod is public If you are a diamond + player or know one who may be interested, contact us.

    If you fit any above details or feel that you can contribute in any way and want to be part of this, give us a shout. If you have you own project or responsibilities outside of the StarCraft universe then don’t let that put you off, we are well organised and used to working around those things.

    Contact us.

    [email protected]

    Team page

    The mod is applied to popular melee maps, just search “SC-X” in custom maps (EU) to play.

    Posted in: Team Recruitment
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    posted a message on Light Editor refuses changes?

    @Chroyst: Go

    Quote from Chroyst: Go

    Auto-updating the game shows active changes just fine, but as soon as the light settings window is closed, all changes revert to the same seemingly random states

    Bumpage, been having this problem for ever, still no solution, anyone solved it ?

    Posted in: Data
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    posted a message on Map testing.

    I am currently making a 3 player co-op vs. AI progressive base defence/story map. Scripted co-op vs. AI maps that are nicely terrained/polished are few and far between at the moment.

    I can't get my attack waves balanced without frequent testing. It's near impossible to find even 2 players willing to map test on the EU servers at the moment. If anyone knows of an area of the mapping community dedicated to testing please let me know. If you want to help me test, I would be very grateful - SaltyDog #901

    (please redirect if I'm in the wrong forum)

    Posted in: Map Feedback
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    posted a message on Implicit cast.

    I made this function for converting a player to a point. http://imageshack.us/photo/my-images/804/convertplayertopoint.jpg/

    I then made this function for converting a player to a unit group (the only difference is that the 3 parameters are unit groups, not points and whether or not they have default values set makes no difference.) http://imageshack.us/photo/my-images/6/convertplayertounitgrou.jpg/ This second one doesn't work - when I try to save I get the trigger error 'Implicit cast not allowed referring to the 'return [unit group]' triggers.

    What is an implicit cast? Why is it only effecting the second function if they are so similar?

    EDIT-SOLVED: I had the return type set to point, [email protected]

    Posted in: Triggers
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    posted a message on Share parameters between parameters.

    I have written a function (action definition) for sharing out three parameters randomly between three other parameters. So 1, 2 and 3 shared between A, B and C repeatedly would give you:

    ABC

    132

    ABC

    312

    ABC

    123

    ABC

    321

    ABC

    132

    You get the point. I am using this in a 3 player co-op vs. AI map to make the targets for attack waves random but prevent one player from being 'picked on'. So the target for attack waves is random but for each 3 attack waves, every player will get hit. The basic function run in a trigger to display the numbers 1, 2 and 3 as text tags works just fine.

    Here is the trigger

    Variables:

    "A" (point)

    "B" (point)

    "C" (point)

    Actions: [point#] = actual point value of player start location

    :::{Share function} Share [point1], [point2] and [point3] between variables "A", "B" and "C"

    :::Set target for attack waves to "A"

    :::N/A

    :::Send attack waves

    :::::::::::::::::::::::::::::::::::::::::::::::::::::::::

    :::Set target for attack waves to "B"

    :::N/A

    :::Send attack waves

    ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

    :::Set target for attack waves to "C"

    :::N/A

    :::Send attack waves

    :::{Share function} Share [point1], [point2] and [point3] between variables "A", "B" and "C"

    .......and then three more attack waves, etc. etc.

    Basically the attack wave does not send, if I set the target manually to a fixed location like one would normally then it sends fine.

    Here is the function: (Sorry for huge pic but I can't find an option on this site for uploading files, perhaps someone can enlighten me) http://img94.imageshack.us/img94/2453/sharefunction.jpg

    Posted in: Triggers
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    posted a message on Am I going insane or is there no pause game trigger?

    seriously? I can find one other person who's thought this and he got no replies. Am I crazy?stupid?blind? That aside, is there a pause game trigger?

    Posted in: Triggers
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    posted a message on Terran Tarmac doodad broken

    Terran Tarmac can be found under props. It's a Decal-style doodad in that it paints onto the terrain, you can find it at the corners of the roads in Metalopolis. For some reason it's invisible when I place in in the Terrain Editor. It's visible in game but obviously I need to see it in the Terrain Editor to get the correct variation, location etc. Can anybody shed any light on this?

    EIDT: SOLVED - Yeah, it turned out it was an issue with all Decal textures, I played with the graphics settings in preferences and height settings of the doodad and it's fixed now, thanks.

    Posted in: Terrain
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    posted a message on Attack waves and difficulty attribute.

    @Karawasa: Go

    Thank's <<noob

    Ok that solves it, thank's Terhonator. I removed the Liberty Story dependency because it caused nexus' to spawn without Chrono Boost and Orbital Commands to loose Calldown Mule ability. Any ideas on how I can have the campaign mod activated and stop it messing with my primary structures?

    Posted in: Triggers
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    posted a message on Attack waves and difficulty attribute.

    @Terhonator: Go Wonderful! however, I get a page full of text in my browser when I click the map file link. Perhaps you can explain further in this thread.

    Posted in: Triggers
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    posted a message on Attack waves and difficulty attribute.

    I have been using the 'add unit type to attack wave' trigger with the sections ('(0)(0)(0)(0)') for adding amounts of units relative to game difficulty. There are ways of altering player difficulty but that is relative to melee AI (very easy/easy/normal/hard/very hard/insane). I can find nothing in game attributes or triggers to set the campaign difficulty relative to the 'add unit type to attack wave' trigger (casual/normal/hard/brutal). I want to be able to set difficulty in the game lobby and for that to effect the trigger I mentioned. Can anyone help?

    Posted in: Triggers
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    posted a message on Rock colour

    @DrSuperEvil: Go

    The tutorial looks great, nice work. But there is only one standard Zealot model. I have many different sized rocks, and many different variations for each size. The editor changed all my rock textures to, what looks like the Mar Sara colour, in one go. Surely I can change them back just as easily without having to edit each individual model.

    EDIT: It seems that adding the Char Rock texture to my texture set (which was copied from Haven) changed the lighting and rock doodad textures. For now I'm reverting back to standard haven in order to decorate but the last part of the map I will make is going to require Char textures so if anyone can help, let me know.

    Posted in: Data
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    posted a message on Rock colour

    While this seems like something that should be posted in the Terrain forum, it has more relevance to Data Editor knowledge. Standard rock doodads such as 'Rock', 'Rock large', and 'Rock Giant' plus many others have varying textures relative to the terrain texture set they are placed with. This way the same standard rock sets can fit in with the large variety of environments in the terrain texture set selection.

    I recently added some Char textures and both Char cliff sets to a Haven map and all of my rocks have turned a red-brown colour. This looks very bad against the grey rock and green grass of Haven. I have looked through the Data Editor and can't work out a way of fixing the rock texture on my map, there must be a way.

    Can anyone help?

    When you double-click a rock in the Terrain Editor, there is a tab for 'Textures' containing a drop-down menu entitled 'main' with only one option 'default'. Perhaps I can add more options?

    Posted in: Data
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    posted a message on Super Mercenary Compound

    <<reply 337002>

    I had a crack at making the Super Merc Compound myself, thought i'd got it but nothing worked >:/ perhaps you could help me out reaper?

    Posted in: Triggers
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    posted a message on Super Mercenary Compound

    The Super Warp Gate is a very useful tool (it's a small warp gate with infinite free charges). What better way to warp in units using triggers than ordering an invisible warp gate to do it for you.

    I've just been trying to work out how to use the cool animations for summoning air mercenaries (they fly in seemingly from outer space, coated in flames). I can't see any way of getting to them through triggers. There isn't an option to "issue order" with a Summon Mercenary ability and nothing in the effects section. Although I know the ability accessible via the Data Editor, that's a tool I currently have no time to decipher.

    Does anyone know of a user made Mercenary Compound equivalent to the Super Warp Gate? (a building that can call in mercenary drops for free with infinite charges) If not perhaps some kind soul could make one for the greater good ;)

    What I am trying to accomplish specifically is have several Hel's Angels (viking merc) summoned for an AI player at random points in a region, appearing with the summon animation from the campaign.

    Perhaps I'm going about this completely the wrong way?

    Posted in: Triggers
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    posted a message on Spawn zerg buildings (fixed progress)

    I am spawning zerg building that is under construction with the create units action. The progress of these buildings is fixed when they spawn (like a barracks that has had it's SCV killed). Anyone else had this problem? The buildings are spawning on creep. Of course when I use triggers to order a drone to build, the buildings construct normally. I have used the same triggers with Protoss buildings without a problem.

    Posted in: Triggers
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