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    posted a message on Pylon Texture refusing to swap

    Awesome, thank you, I'll look into that!

    Posted in: Data
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    posted a message on Pylon Texture refusing to swap

    I've noticed someone mentioned setting the textures to "generic" instead of "main". Does that mean "generic.diffuse" instead of "main.diffuse"?

    Posted in: Data
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    posted a message on Pylon Texture refusing to swap

    That'd be stellar!

    I'm also wanting to, down the road, modify textures myself, so this will be super useful.

    Posted in: Data
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    posted a message on Pylon Texture refusing to swap

    Know of a tutorial for that?

    Posted in: Data
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    posted a message on Pylon Texture refusing to swap

    I've swapped textures on half a dozen models using this great tutorial: Your text to link here...

    But the pylon texture refuses to swap. I've quadruple checked the method. Anyone have a suggestion about how else to go about it, or what's holding it back?

    Posted in: Data
  • 0

    posted a message on Location of hero unit barks, cinematic dialog in MPQ?

    I'm trying to extract some warfield quotes, and they're hiding from me! Anyone know the MPQ and file path?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Raze the Cabinet: Why you [trigger editor, modeler] may want to join us!

    UPDATE: All positions filled. Thank you SC2Mapsters!

    Posted in: Team Recruitment
  • 0

    posted a message on Raze the Cabinet: Why you [trigger editor, modeler] may want to join us!

    Announcing:

    Raze Banner

    To finish filling out the skill sets for our Rock The Cabinet submission, our team is seeking:

    • Interface & meta progression trigger editor
    • Modeler

    Drawing lead developers from:

    OneGoal Icon TheCore Icon Tutorial Central SC2 Icon

    Starbow Banner

    RAZEing the Cabinet

    Our mod has been in production for 3 months, and has reached its playtesting and refinement stage. With data editors, designers, quality assurance, and many play testers, and sheer fun, we believe RAZE is on its way to winning the competitions.

    Production and Marketing Strengths

    We have :

    • a pre-existing support bases to draw support from.
    • excellent visibility, due to the popularity of Starbow on the viewership metrics of Tutorial Central.
    • good media production and skilled writers.
    • a proven track record with several successful projects such as Starbow and The Core.
    • foster a fun development atmosphere.
    • a strong post-release schedule to keep the mod growing after the contest.

    Gameplay Strengths

    • RAZE emphasizes depth through emergent mechanics, rather than breadth. Breadth is alienating (think things like a huge burden of knowledge MOBAs require.)
    • RAZE offers gameplay that accessible and full of spectacle, making it especially attractive to a casual audience.
    • RAZE ties into the lore to deliver moments and powers players have always wanted. Yes, you can fire the carrier’s Planet Cracker down from orbit, and yes, it is way more cool than that mothership-stopping mission in WOL.
    • Blizzard mentioned DOTA in their Rock The Cabinet announcement video. RAZE’s team-based gameplay and insane hero powers invokes the best parts of DOTA while avoiding the genre’s worst dynamics.

    The Game Basics:

    • Raze brings out the best 2v2 aspects of SC2, emphasizing skirmishes and accessibility. Is is definitely an Action RTS
    • It focuses on small armies, BW quality micro, and devastating abilities.
    • Raze takes the elite forces of Warcraft III and combines them with the unhindered design of DOTA and the deep micro relationships of BW. Unlike all of these games, Raze is "Arcade", with no long lists of items or drop tables to memorize. The experience is concentrated and visceral.
    • Average game length is 25 minutes, with back and forth action from the beginning. Battles break out across the map, as players bombard each other with airstrikes, summon elite troops, or unleash game-changing ultimates.
    • Raze uses basic macro and economy elements, emphasizing player choice rather than robotic timing. Mechanical skill is used during battle, where the victory is secured in plasma fire, acid spines, and siege strikes. This shows player skill in a way that is more obvious to spectators, giving more of those cheer moments.
    • Raze avoids the toxicity of power-snowballing mechanics that plague MOBAs and many RTS titleset; overcoming this poisonous mechanic has been a huge success of the development cycle so far.
    • Is designed to be played across many types of maps, allowing mapmakers to help drive innovation and keep the experience fresh.

    Want to learn more? Hit us up for a game. Contact information at bottom.

    The Founding and Team:

    The concept was initially developed by myself after watching StarCraft 2 eight hours a day in the summer of 2011. A few month later I shared it with ItWhoSpeaks. We founded the OneGoal mod, and ever since have been developing the ideas and interactions for RAZE on the side

    In late 2012 we reached out to Decemberscalm, one of the primary developers for StarBow for his input. He’d become extremely frustrated with the state of micro in modern RTS games, and had begun experiments of his own. We began collaborate on RAZE shortly after, a month and a half before the $15,000 contest was announced. RandomFlyingTaco, the primary data editor for OneGoal, also joined a month later after seeing the mod in action.

    For us, RAZE’s appeal was how it took over-looked basic unit interaction and made them feel great: melee vs ranged, spell design, and unit control, pathing, and interface ,ect. The gameplay is rich and varied regardless of tech.

    Our design process is disciplined and refined. We hold our design criteria above our egos; nothing is left untested. And, our team is built around being open to criticism and revision; our moto is "Fail Faster" the mantra of professional game designers.

    The Prize and Beyond

    50% of any awarded prize money will be put into competition prize pools for tournaments run after the mod, including a map-making contest. The remaining 50% will be split among the developers. We have several volunteers who helped organize StarBow tournaments

    The mod will be promoted through Tutorial Central, run by JaKaTaK a SC2 tutorial youtube channel that received 60K views last month. His videos regularly reach the top of /r/starcraft, with top comments regularly praising how engaging and professional he is. In addition, between the fans of OneGoal, Starbow, and TheCore, we all have supporter bases to help this mod develop a following.

    A website is already well into production, which will serve as the hub with featured streamers, tutorial videos, forums, and more. We've have other confidential connections... they may play out to be big factors in the promotion of this mod.

    Be Excellent, Think Big.

    If you are interested in either position, message me. We'll look over your work, play some matches, see if you’re a good fit for the team, and answer questions you have about the mod.

    Whether it's adding your inspiration to the game's heroes through rendering, or designing and implementing an excellent meta-progression and menu system, we're looking forward to your input and it will be my pleasure to welcome you to the team.

    Coordination Info

    • Region: NA
    • Team works and plays together regularly, M-F, afternoons and late evenings
    • Contact Via: SC2Mapster PM, SKYPE ID psalm.of.fire

    (video slapped together by me to show SC2mapster a sample of gameplay while the real editors do their work)

    Posted in: Team Recruitment
  • 0

    posted a message on Relative anchor function without using player integer?

    I love you.

    Posted in: Triggers
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    posted a message on Relative anchor function without using player integer?

    I'm currently busting through some dialog tutorials when I came across something that's stumped me for a good while. The author posted images of the already made trigger elements, and we're supposed to recreate them to follow the tutorial. I cannot understand how to create this: Confounded Diag Function

    When I try to recreate this, I use the "Move Dialog Item" function. So far so good.

    I set may array selection and variables, 0,0 offset; so far so good.

    Then I get to setting the anchor. I have only been able to create 2 similar outcomes, but none exactly like that image.

    1. Use the function "Dialog Item Relative Anchor": Diag Item Relative Anchor

    It's missing the "center" portion that comes first in the original example, and asks for Player [integer], which does not exist in the original example.

    2. Use the preset "Center": Center Preset Result

    And here we have center like we want, but no reference to the array.

    What am I missing?

    <3

    Posted in: Triggers
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    posted a message on Reduce the Minimum Distance for Mineral Patches

    I think the title says it all. "Ignore Placing requirements" does me no good, because I still need a minimum distance.

    Posted in: Data
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    posted a message on Heart of the Swarm Models Import

    Thanks, Soul, I appreciate it.

    Posted in: Data
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    posted a message on Heart of the Swarm Models Import

    Oh, I didn't realize they work! So if extraction is easy, I'll get right on that, thanks for pointing me the right direction. If it's a pain, though, would you mind sharing a dependency?

    Posted in: Data
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    posted a message on Heart of the Swarm Models Import

    High guys, I'm hunting for the latest heart of the swarm models (that will run in the WoL editor, I know the viper and a few others won't). My many searches on the forum haven't turned up what I need. 1) Do you happen to know where some good ones are, and 2) if no, do you know how to extract them from the beta.

    We just need Mothership Core, Oracle, Tempest.

    Thanks guys, I wouldn't ask if I hadn't already exercised some serious google-fu with no results.

    Posted in: Data
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    posted a message on Fungal Growth made to Purge(duration based slow)?

    Thank you so much! How did I not know that. I always double click the entry field and I couldn't find it in the interface thingy that popped up.

    Posted in: Data
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