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    posted a message on I know, it's done to death, but bridges.

    @BasharTeg: Go

    Wait, so there's actually a working bridge in the editor!?

    Posted in: Triggers
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    posted a message on [Release] Catalyst

    @TheAlmaity: Go

    Besides the glitches, the game's perfect as is. All I can do is fix those and publish it, then, like, advertise, or schedule tournaments, or something.

    If anyone wants to help me with that at all, jump in the "tank battle" channel, on EU, and/or add Asday.253@EU, and I'll be insanely happy to discuss it with you.

    Eiviyn, if I make changes and republish, should I include your CC in the credits, or just your name?

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    @playlessNamer: Go

    I've been a bit hasty, I suppose, and pretty much copied your map, but without all the frills, and hopefully with a lot less lag, and maybe a bit more emphasis on tactics and micro. It's done, just a couple bugs to iron out.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst
    Quote from playlessNamer: Go

    Catalyst live? Where? Imo its the best custom Map so far! But it couldt never release its full potenzial. Think u make some mistakes. Big mistake was the new terrain for the more Player version. Why? And the entrances of base was strange, specially with that function to build own cannons after destroying the enemies one. Very bad feature imo!

    I just would see more vehicles, aircrafts, more weapons, items, ....up to 100 Heros like Dota! ok, not so big but this way.

    Like i said, imo the best custom till now. The reincarnation of Battletanks, HOW COULDT THIS MAP FALL SO DEEP??? I cant understand it! This is the only Map where i like the shitty charakterless SC-Universe. This is exakt the map i wanna see with the Starcraftunits! Mech, Tanks, aircraft and not stupid mass lings wanna destroy ur base, so better defend it omfg!

    just crying fans 2cent...

    No, in maps like this less is more. Everything has a role, and everything is useful. The walkers can tank like mofos, the banshee family are excellent point damage dealers, carriers are brilliant support, the hellion family can put out the third highest damage in the game, at literally any point on the map they want to, and the tanks can refit to fend off any situation in under a second.

    There is literally nothing you can add, that wouldn't make something else redundant, or be redundant in and of itself, which is a bad thing.

    Besides the glitches, Cata1 is absolutely perfect. So long as you fit well, and upgrade at the right times, you can beat anything with anything, with good control. It's so good.

    Hence me setting up the "tank battle" channel. I want people to play with, 'cause there're so much more avenues to explore.

    (Infact, in most maps, less is more. Say you have marines, tanks, ghosts, and shrikes, and you need to kill bunkers. Your marines defend your tanks which kill their marines, but the shrikes outrange tanks, and ghosts can take out marines fairly well if you keep them alive. Everything is needed, and nothing is redundant. Let's say you add some other mech, and give it an ability to decimate marines, with high damage and health. Suddenly, tanks are redundant, 'cause you can kill the marines with the mech. The shrikes are redundant, 'cause the mech can outlive them. The ghosts are redundant for the same reason the tanks are. The marines are redundant, 'cause they die so easily. (Hint hint, by the way.))

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    I'd love it.

    Posted in: Project Workplace
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    posted a message on I know, it's done to death, but bridges.

    In the developer commentary for Portal2, the opening has some interesting coding trickery, to save on processor time, or something.  Basically, when you're being shifted about, your actual character is in another room, and moves around that, then your camera is placed in a relative point in the actual moving room.

    This made me think about bridges, and attacking around them.  Having a marine on top, and a zealot down below, the zealot shouldn't be able to attack the marine, but can (as far as some thread I read implies).  What if, upon a unit entering the top of the bridge, their actual unit was moved to a room elsewhere on the map, and a fake unit projected onto the bridge top?

    I haven't put too much thought into it, but this would prevent units under the bridge attacking the ones on top of the bridge. Unfortunately, it also prevents vice versa, which is a shame, 'cause sieged tanks on a bridge sounds like the coolest thing I've ever heard.  (Also, pathfinding issues, etc.)

    Anyone got any thoughts?  It sounds like something interesting to use as chewing gum for the mind, I think.

    Posted in: Triggers
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    posted a message on Spawned building is created off-center.

    Wow, that was easy.

    I'll report back on the next round of testing.  :3

    Posted in: Triggers
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    posted a message on [Release] Catalyst

    @Eiviyn: Go

    It most certainly was.

    We played together a couple times. Me and Idster showed you the "fortress build".

    Posted in: Project Workplace
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    posted a message on Spawned building is created off-center.

    Bump.  (Is that allowed?)

    EDIT:  Wow, literally seconds after, I worked it out.  I create the bunker before I remove the viking, for some clever reason I liked at the time, and thus still do now.  The bunker can't be placed on top of it, though.

    So I need to ignore placement.  Any particularly easy way to do that?

    Posted in: Triggers
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    posted a message on Give owning player minerals on death.

    @DrSuperEvil: Go

    Forgot to show that bit. Scrolling down a bit further reveals the relationship boxes. Unticked ally and self.

    Posted in: Data
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    posted a message on Give owning player minerals on death.

    @DrSuperEvil: Go

    Location: Player

    I'm assuming that's what's making it work.

    I'm not sure if I was clear enough, but this works perfectly, and has no need for any clevery with effects, just a dummy, and I like simplicity.

    Posted in: Data
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    posted a message on [Release] Catalyst

    Hey, not to spam or anything, but me and my buddy on EU are literally the best players of Cata1 in the world. IN THE WOOOOOORLD. =P

    It was pretty much the first custom game I played and liked, and when it came back, I was creaming up some pies. Good times.

    Now it's died again, which is a MASSIVE shame. I set up a channel "tank battle" on EU. If you could join that (you can auto-join channels on login in options -> battle.net I think), if you enjoy the game, I would very much appreciate having people to play against again.

    TL;DR, join channel "tank battle".

    Thankuu. <3

    (Also, hi Eiviyn.)

    EDIT: Well whoops, didn't realise that post was old, I just got here through a search on something to do with weapons.

    However, the point stands! I want some awesome players to compete with/against, and I want some newbies to help out.

    Posted in: Project Workplace
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    posted a message on Give owning player minerals on death.

    @DrSuperEvil:

    I don't quite know what you're replying to, but here is what I have.

    http://k.min.us/iR6uc.PNG

    That's the death response section I assumed you recommended, and the effect at the bottom (mahreendummy) is a damage effect for 0, doing nothing. Without an effect there, the behaviour doesn't happen, and the player isn't charged the -1 minerals they were meant to be.

    Posted in: Data
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    posted a message on [Solved] Event for a unit's training building dying

    @Asday:

    In the end I just used "unit training progress reaches "cancelled", and ran the actions for any cancelled unit type, 'cause there's only actually tanks being trained on this map.

    Posted in: Triggers
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    posted a message on Give owning player minerals on death.

    Quote from playlessNamer: Why u want no triggers? I have this in my map too with triggers and it just work perfekt.


    Because in your map, in large battles, it lags, due to the network traffic. I'm making a fairly similar map. The fail time for my unit dies trigger is already going past 2ms, so adding an executing trigger for every single marine death would be fairly terrible.

    @Tobin751:

    As above.

    Quote from DrSuperEvil: Use a buff with a Combat - Modification - Death Response - Effect what uses a Modify Player effect and set Combat - Modification - Death Response - Relationship to disable ally or self.


    This worked but I modified it. For a behaviour to take effect, you need an effect for it to trigger, so I used my dummy effect that I use elsewhere in the map, and gave the behaviour a technology resource cost of -1 minerals. Thank you very much DrSuperEvil.


    Ok, I can't get the forum markup to work for some reason, I apologise.

    Posted in: Data
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