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    posted a message on How was the Custom Map Scene at this Point in WC3?

    I actually remember this. Around this time, you couldn't make custom abilities, import files, or convert triggers to JASS with the WE. You could only make custom units and items. DotA had custom abilities by extracting a file from the map, editing it in notepad, then re-importing it into the map with a third-party MPQ tool.

    I think the custom map scene for SC2 is much more developed than WC3 in the given timespan, mainly because a lot of us came over from WC3 and much of the Galaxy Editor is similar to WE.

    Posted in: General Chat
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    posted a message on Suggestions for screen recording system, anyone have any?

    I personally use Fraps and Virtualdub with the x264vfw codec. If I do any video editing, I use Adobe Premiere Pro CS5.

    BTW, if you're uploading 1080p video to Youtube, resize it to 1920x1072. Youtube's video encoder doesn't like resolutions that are not in multiples of 16.

    Posted in: General Chat
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    posted a message on [Youtube] Asian video - Do u believe on that?

    YO DAWG I HERD YOU LIKE EGGS SO I PUT AN EGG IN YOUR EGG SO YOU CAN HATCH WHILE YOU HATCH

    Obligatory.

    Posted in: Off-Topic
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    posted a message on [Youtube] Girl joins the Dark Force!

    DAAAAAAAWWWWWWWWWWWWWWWW So cute. ^_^

    Posted in: Off-Topic
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    posted a message on [YT Channel] IntoStarcraft

    @TheAlmaity: Go

    @wOlfLisK: Go

    Subbed. :3

    Posted in: Off-Topic
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    posted a message on StarCrap Trailer has been released!!!

    @Demonik420: Go

    This looks AWESOME. I subbed.

    Posted in: General Chat
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    posted a message on sniper triggers

    @Reaper872: Go

    I'm not 100% sure on this since I'm not very familiar with the data editor just yet, but it might be possible to do with the use of *lots* of upgrades. Since the physics is all in the mover object, upgrades could potentially be used to add or subtract values in the mover. Then it would all come down to adjusting the upgrade levels on the fly via triggers. This way, all the physics is calculated in the mover object resulting in that smooth projectile movement.

    Posted in: Triggers
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    posted a message on Where are the epic WC3 Mappers?

    I made the S3 Marine Corps. I already released the unprotected versions years ago. Not only am I making an SC2 map, I'm making videos talking about the whole process of it.

    Posted in: General Chat
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    posted a message on sniper triggers

    In a sense, I'm making a "sniping" map right now. I have a hero that fires bullets when you left-click, and it takes into account accuracy, recoil, and ammo. The bullet hits the first thing it touches, which was done with the data editor, and the accuracy, recoil, and ammo was done with triggers. It's not that hard if you know what you want to make.

    Posted in: Triggers
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    posted a message on Map design approach

    I would personally work on the core gameplay first. In the case of a TD, that would be the first level. Make one tower, one wave of enemies, and the terrain. If that single wave is fun, make another wave, another tower, and so on. Complex maps that work start out as simple maps that work, not complex maps that don't work. That's how I'm working on my map.

    Posted in: General Chat
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    posted a message on trying to give map purpose

    You're supposed to have a purpose in mind *before* you make something. Otherwise, you end up in the position you're in right now; you made something and you don't know what to do with it.

    Anyways, the only thing I can see this being used for is for a cutscene or a terraining tutorial. The small size and uneven layout don't offer much room for gameplay.

    Posted in: Miscellaneous Development
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    posted a message on My Little Pony: Friendship is Magic

    I watched a couple episodes. It didn't seem interesting to me. But it seems to me people are overly-obsessed with it. What's that word for "Narutard" but for pony-lovers?

    Posted in: Off-Topic
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    posted a message on Low resolution, low settings, choppy framerate gameplay trailers don't hold my interest.

    The comp I'm using right now I've actually built specifically for recording and working with 1080p video. I just want to make sure everyone understands that just because you can play at 1080p on Ultra doesn't necessarily mean you can record at that quality. When it comes to Youtube, 720p is still more than enough if that's all you can handle.

    But the important thing is that your graphics settings are as high as possible when recording. A trailer is meant to show off what you're presenting (in this case, a Starcraft II map). It has to *look* awesome, and *sound* awesome. If it looks ugly - whether it be from the low resolution, low graphics settings, or uninteresting gameplay video - people will be unimpressed and ultimately show no interest in the map you've made.

    As harsh as this may sound, it really doesn't matter what you (the maker of the video) think of the video. The only thing that matters is what the viewers think of it, because they're the ones who watch it in the end. I've received tons of negative/troll feedback on my videos over the years, but instead of ignoring it or telling people to not watch it if they don't like it, I accepted the raw feedback and strive to make my videos better. Now I have a lot of skill and knowledge when it comes to video editing, and a lot more people appreciate the work that I do.

    Posted in: General Chat
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    posted a message on Stoping Triggers for Players not present
    Quote from fattestcat: Go

    I currently have triggers set to spawn units for all players upon map initialization and on a 30 second timer. What i need to be able to do is have a way to stop those triggers from running if the player is not present. Any help would be greatly appreciated as this is kind of a major stonewall for my map.

    There are two ways you can solve this problem:

    1. Create a trigger that turns off the spawning trigger of a player that leaves.

        Events
            Player - Player 1 leaves the game with Any
        Local Variables
        Conditions
        Actions
            Trigger - Turn (Player1_SpawnTrigger) Off
            Trigger - Turn (Current trigger) Off
    

    2. Use an If/Then/Else action to check if the player is in the game.

        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Status of player 1) == Playing
                Then
                Else
    

    The condition is a "Comparison". Players -> Status of Player

    Posted in: Triggers
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