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    posted a message on Combination of ARTS and RTS

    Interesting. Got hooked when you mentioned natural selection, had played with the thought of doing something similar for some years now. But never came around to it. I have thought alot about its design though, but the actual making... im studying so dont have much time anymore. Made a bunch of maps though.

    Let me give you some tips though: I assume you want two race sides, like zerg and terran?(or protoss aswell) Throw the hero idea out the window. Scrap it. Its an outdated model and thought process that is still stuck in your head. You said you thought about making them start with the basic unit again when they died, then what sense would a hero make?None. People want to dominate someone else, sc2 doesn't ahve heroes, and people play it. Spells, economy etc. is okay though. Maybe make heroes, but only if that is were the game is going, dont force the game into a hero game from the start.

    Take blizzard for example, they're making their new moba, and don't have any gold farming. You can argue all day why blizzard is so dumb lately, but they're on to something, you can't copy to get to the top. You need to find a new niche. Add heroes and you will always be in the shadow of others.

    Keep it pure. What is the pure core of this idea? Take natural selection again. A platform, maybe a ship, two sides gaining ground on each other, a fight between economy for later strength and here and now power, but later weakness, and the winner is decided on skillshots and multitasking. Thats it. Thats the core. Go from there, not kerrigan, not heroes, you work your way up, from the roots, not the leafs. If you dont, it will come across as cheesy, as clunky, unfinished, as if its lacking something, it maybe even look incredible good, but after 2-3 games people will just not want to play another round. And they don't know why. To avoid that you have to find the interesting core first, instead of the superficial. Thats my experience through the years.

    Well I would be interested in working with you, but honestly terrain and game design is the only things that interest me, and which I have time for.

    Posted in: Project Workplace
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    posted a message on running an idea

    Incredible, incredible basic game idea. I bet right now you are in the 'feel' phase of your idea, you know what kind of feeling you would get from playing the game you want to make, but you're unsure exactly 'how' it has to be, to create that feeling. And this is not the answer yet. Keep digging.

    Also, alot in a map is terrain and ambience feeling, aswell as abilities stuff etc. Not just the overall idea. An idea can be simple, like this one of yours, but still be incredible good if done interesting. Which means, noone can give you feedback on your idea alone, since the outcome depends entirely on the guy making the map, and not the idea itself.

    Posted in: General Chat
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    posted a message on Loading several maps - campaign.

    Hey,

    I've had a break in mapping for about a year, and I remember walking into a lot of problems when I wanted to make my own campaign. Tried to search for the answer, but mostly just novice advice popped up.

    So let me ask you, its still not possible to do multiplayer campaigns right?

    What about single player campaigns?are there easy bank scripts, that allow me to chain hundreds of maps together?(since thats what i wanna do) I want a base, and then different places to do quests. The places being other maps.

    thanks in advance.

    Posted in: General Chat
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    posted a message on Sudden Error message

    what structure could that be?How do i find out?Remember, I didn't change anything to create this problem, the game was working for months and bugged by itself due to an patch .I have therefore no idea where to search and what to change, and even if i find the bug, i probably wont recognize it as a bug. Since I use the editor in a step by step basis, and then know what works and what doesn't. But a change like this, i cannot solve.

    Posted in: Data
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    posted a message on Sudden Error message

    I've returned to my map after a break, and when i played it, it displayed 2 ingame error messages that I haven't seen before:

    "[3/15/2013 8:16:17 PM] Warning: XML: GameData\ActorData.xml(3,5) : Unable to find parent ConstructionRefundActorDefault Source: C:/Users/Bjarke/Desktop/Formation - deaf - hard kopi i.SC2Map Scope: CActorModel [3/15/2013 8:16:17 PM] Warning: XML: GameData\ActorData.xml(6,5) : Unable to find parent ConstructionRefundActorDefault Source: C:/Users/Bjarke/Desktop/Formation - deaf - hard kopi i.SC2Map Scope: CActorModel"

    It has come without any change from my part, likely from the recent patches and hots. How do i repair this?or how do i simply deactivate the error message?Since the msg is actually the annoying part, haven't found any other actual errors in the map.

    thx

    Posted in: Data
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    posted a message on [Library] N's Talent System

    The most recent 2.04 patch might have bugged this talent system for me.

    I've tested it before and it worked fine. But now when i change any data in the talent system, it wont save anymore and neither will it test. The most basic change creates this bug. For example, i have a clean import version of the game. If i test it within the map it works just fine.But should i change the number of rows from 3-> 4 for example, it stops working and wont test. Also, even though i revert the change with "undo" it still persists.

    It says: "Expected a return value". Line:1492 File:Generated "Expected a return value". Line:1517 File:Generated

    Is this something blizzard will fix with an update? Can i do something against it now? Will/can the modder do something or should i provide additional details?

    EDIT: I just wanted to say that the bug also happens in the example map which you can download here. So its safe to say that something has been altered in the system, so that the triggers don't work as intended anymore. Again, the talent system here does not work anymore.

    thanks

    Posted in: Trigger Libraries & Scripts
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    posted a message on Change background terrain via triggers?

    Hi, On space station maps, there are often debres, planets and other objects floating in the sky beyond the platform. Is it possible to change this background several times in a map with triggers? If not, how do you change it to one permanently in the editor beforehand?

    Posted in: Triggers
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    posted a message on Lagg due to doodads?

    I did indeed have many doodads with light(+omnilights) and moving doodads. (still 0 triggers though) I've reduced the stacked omnilights somewhat.

    Is there anyway of deactivating moving/lighting doodads after a while, when they aren't needed anymore? Or a 'pause' setting even maybe?

    thanks

    Posted in: Terrain
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    posted a message on Lagg due to doodads?

    @Fullachain: Go

    Animated like trees? What about lights? I mean those 'small blue light' etc. ones. Got atleast 200 of those.

    @DrSuperEvil: Go

    Pretty sure, since i haven't really started on that.

    Posted in: Terrain
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    posted a message on Lagg due to doodads?

    Hi,

    I went back to one of my bigger projects maps, but found a problem i don't think was as big before. Lagg. I don't think its caused by units, since once i've been in the game for 5 min, controling a lot of units is fine. Its the handling the editor thats the problem. Every time i remove or add a doodad, the editor lagg/thinks for about 4 sec. When i test the map, it needs about 3-10 min. to start up. (loading 178 mb) it says. My map is max size, and has approx 5500 doodads(+150 pre created units, that aren't important). This is a rather big problem for me, since good terraining is crucial in my eyes. So is it due to the number of doodads?Or is it maybe a certain kind of doodad that causes this? The map is cut up into a lot of segments, so players will only see a certain part of a time, and never go back to the old part. So i thought of maybe of something that "deactivates" the doodads around the map, and keeps those in a certain region "on". I don't know if this is possible. I just know that start up has to happen faster. Editor lagg is also not very nice.

    Thanks

    Posted in: Terrain
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    posted a message on Unit weapon - Duplicate sound problem

    Hi guys,

    Got a major problem here. I've never really duplicated many things, because i always found it confusing. But i needed a weapon attack for a preserver model, so i duplicated the 'Zealot - Psi blades'.

    Good, no. Now the main impact sounds etc. dont work anymore. I've tried to repair it by erasing the new weapon, and "resetting" the zealot weap, but it doesn't reset. It just dont wanna. So many sound copy double's are in the main weapon now. I could rant about how this is incredible unintuitive and a piss poor system blizzard has made, but i dont wanna. I just want it to work again.

    Thanks guys.

    Posted in: Data
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    posted a message on How to remove "Unit completed" notification in game?

    Hi, Well I want to know how to remove the united completed notification(left side of the screen), is it in data or in trigger? I know how to add artificial notifications and remove them again(in trigger), but no idea how im gonna touch the basic ingame ones.

    Thanks.

    Posted in: Data
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    posted a message on Summon Mercenaries - How to make local?

    Hi,

    I've got a problem where i've made my own mercanaries (based on merc compound) But i've noticed that the cooldown on my compound is activated when someone else uses theirs and vice versa. Does anyone know what I'd have to check or uncheck to make this local?So that everyone has their own mercenaries cooldown.

    Thanks

    Posted in: Data
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    posted a message on Rating system - remembering players.

    Hi,

    My question is pretty straight forward. I want to make a basic rating system like in starcraft itself, the math behind it won't be the problem, but how do you remember players in triggers? I aware that this should be somewhere here, but I couldn't find it.

    Thanks.

    Posted in: Triggers
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    posted a message on Ui - Talent tree?

    @Nerfpl That sure looks nice, how do you "install" it though? Just import the file and then how do i get it intro the triggers?

    Posted in: Triggers
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