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    posted a message on There is a Cow Level.

    That's awesome

    Posted in: General Chat
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    posted a message on Need some testers for my map

    Hello everyone, I have a map that I'd like to test out. I need a few testers from the NA region that would like to give my map a shot. Just a brief backround, it's a game that requires you to balance your offensive and defensive skills. The object of the game is to push your way through the enemies military bases and labratories, so you can stop them from destroying a power source that will blow up the universe (Represented by a time limit) It's still being worked on, but at the moment, it's a fully functioning game built for 4 people. If someone is willing to help, please post, or PM me. I'll be checking up every couple of hours. Thanks!

    Posted in: General Chat
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    posted a message on Can't test map?

    Earlier today, I found that my maps wouldn't run when Starcraft was up. Or maybe it was something with your account? Did you download the new patch yet? Just some ideas.

    Posted in: General Chat
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    posted a message on Area damage not always working

    I've got a question that has been bugging me for some time. In my map, the big boss dude has a huge area damage. However, the area damage only works if the unit takes 2 or more shots to kill. Just to clear things up, say marines have 5 life. The boss hurts 8, so when there's a bunch of marines, they should all die. But, instead, the boss picks them off one at a time, which makes the boss easy to kill and not as epic. Is there any fixes for this? Thanks!

    Posted in: Data
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    posted a message on New map that needs testing and feedback

    Hello there. I've just finished a beta of a map called Defend and Run. I've worked on it for a little bit, and I think it's looking pretty good. I know it can look alot better, but I'd like to get some general feedback on it. If someone could test it out, give some feedback, give some compliments (teehee), that'd be great. Thanks!

    Posted in: Map Feedback
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    posted a message on Having 1 buff acting at a time

    Littlefury here once again. In my map, I have a healing turret. This healing turret can be upgraded multiple times. The healing turrets use buffs to heal all allies in a 5 yard radius. The problem that I have is, when you build 2 healing turrets, if you build say a healing turret 2 next to a regular healing turret, both buffs will heal allies, which makes the game alot easier than it should be. What I would like to know is if there's a way to make it so if a healing turrets radius and a healing turret 2's radius interact, the healing turret 2's buff will be the only one that heals. (And then I could use the rule for future healing turret's as well) Thanks in advanced for all help.

    Posted in: Data
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    posted a message on Blocking a unit's vision

    I need help with a wall problem. I have a map right now that involves the use of walls. I want the wall to block the vision of all players (So they can't see the other side.) Thanks in advance for all help.

    Posted in: Data
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    posted a message on Both players press the dialog button

    Alright. The reason I asked this was becuase my map is set up so if player one is in game and player two is not, then it runs a different trigger that only requires player 1 to press the button. Same with player 2. What I'll try to do is, just sending the idea out there, is when either player presses the button, then a time limit will set. Maybe 30, or 45 seconds. Thanks everyone!

    Posted in: Triggers
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    posted a message on Both players press the dialog button

    Hello sc2mapster community! I have another noobie question 4 yea all. I've started to get a dialog system down, where if player 1 is in game and player 2 is not, then it turns on a trigger that says if player one presses the button, then the waves spawn. What I need to know is, how do I make it so both player 1 and 2 have to press the button before the waves spawn? I'm using if and or conditions, 'cause that's the only way I know how to use dialog items. Thanks!

    Posted in: Triggers
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    posted a message on Fun or Not ratings

    @Terhonator: Go

    Adding on to his comment, make them with tutorials :)

    Posted in: Map Review
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    posted a message on Will I get hated for this?

    I think that's pretty sweet if you ask me :P

    Posted in: General Chat
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    posted a message on Units are twice as hard?

    Alhough this is quite helpful, there is one problem. I want to set the handicap in "p1 and p2 area" to be 200, not for everyone. Becuase in this map, people work in pairs of two, or they go solo. Hence, this would still make it harder for everyone

    Posted in: Triggers
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    posted a message on Units are twice as hard?

    I'm trying to get all of players 9's units (AI) to have double HP. I just want it so if both p1 and p2 are in game, then it doubles HP of all p9 units in "p1 & p2 area".

    Posted in: Triggers
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    posted a message on Sc2 vs Wc3 Maps: What's wrong in recent maps.

    I think one of our biggest problems is that people are having trouble getting fresh ideas off their heads. You don't see a map life starbattle just pop out everyday from someone's mind. Also, I think we should have other players that don't map make tell some ideas that they have, for a bunch of people have a ton of ideas, or even demand remakes of games, and yet they don't want to go through all of the crap just to make a freaking game on starcraft that probably won't even get popular.

    I guess, all I'm trying to point out is, no matter what we do, what we make, or what we think of, they will all be similar. Eventually, after some time, (And when the popularity thing is sorted out <.<) people will look out for the maps that are most clean cut, and most fun to play. They don't care how hard it was to make, if it's complicated or simple, or even if there are a few bugs here and there. If the game is fun, then it's fun. What can you do?

    And also, it's not bad to think of new things, but it's not bad to copy games onto starcraft. As long as you give credit to past creators (Which, I think, is neccassary) then you can simply copy the maps over into the galaxy editor. The thing that pisses me off, however, is when people go and make the maps completely different, but copy the name and overall general idea, and don't give credit. That's crap. However, it only comes back to the point that as long as the maps are fun. people will play them. And I'm sure, that later on, people will begin choosing the most clean cut maps. That's when terrain, small bugs, and minor details will begin to be spotted, and noticed, and that overall ideas of a game will be, occording to the players, easy-peasy stuff, and that it should be expected of editors to make a perfect map. Since, however, there aren't many extreme map makers out there yet, there are few maps that show that type of extreme skill and patience. These maps will become normal eventually, just takes time.

    Posted in: General Chat
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    posted a message on Zombie defence development

    It looks very good. I wouldn't mind testing and giving feed back. Are you in NA or EU? Also, I love the epic music in the backround :)

    Posted in: Project Workplace
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