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    posted a message on Map of the Week: Rodrigo's Idea

    @ProzaicMuze: Go

    what rodrigo said, and i said you got the wrong end of the stick with some of your points, the rest, i agree with you

    @MaNtEc0r: Go

    the trouble is, you are talking one week of promotion, then just some text on a loading screen. i'm not saying it wouldnt work, like i said i wish it would, but i think you need more than that. remember, the more maps you make popular through this 'map of the week', the more users you take from the actual map of the week itself

    i think one idea to back the whole thing up would be almost it's own mini community to support it. website, forum etc - that would then start creating some proper advertising

    Posted in: General Chat
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    posted a message on Map of the Week: Rodrigo's Idea

    just thought i'd give my 2 cents

    first of all, the idea is genius, but it's certainly going to be insanely difficult to get to work.

    second of all, i'm not agreeing with all this proziac guy is saying either, he's pretty much got the entire wrong end of the stick with some of his points and doesn't seem to understand what you are trying to do entirely, as you are most certainly not breaking rules, just bending them.

    my opinion is that it won't really work because even if you did get a 'map of the week' map to the first page, people will be playing say for example, banana cheaters, for week 1. so say for example you now go into week 2 and replace banana cheaters with nexus word wars. you've got 2 big situations. people who liked banana cheaters are now thinking.. umm where is that game i liked? so will you have banana cheaters uploaded by yourself for them to play as well? if so this will drag people away from map of the week, but not necessarily enough to get some games of banana cheaters going, so what good are you doing for the games once they are no longer map of the week? a little more exposure, sure maybe, but not much else. the fact of the matter is that people play the games on page one not only for the reason of them simply being there, but they are fun and the majority of casual players enjoy them. if doesn't matter if they have bad terrain or poorly constructed triggers, they are fun, so they are played, end of story.

    the only way to fix getting games a decent amount of exposure is to get some good advertisement going or for blizzard to swap it back to some sort of hybrid wc3 system.

    but all being said, i would love to see this idea given a chance, and i would support it as you are very cleverly taking advantage of the current pile of shit system blizzard have given us, so good luck to you.

    Posted in: General Chat
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    posted a message on Using Variables in Conditional Branch

    If you right click and add a new condition you can then double click each option which will bring up a new window. From here you can select the 'variable' radio button.

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #41: Tofu Arena Contest!

    @Keyeszx: Go

    a little more luck than judgement there i must admit! but i could actually look to improve it further by adding the exact locations of the tops of the trees and maybe some of the rocks, my main trouble was trying not to over-do the fog due to it probably causing lag on lower end pc's.

    thanks for the kind words though!

    -----------------

    i've taken a look at everyone else's and here is my feeback as well:

    @Scbroodsc2: Go

    loving the first one, the little subway bits with the beacon at the bottom is great :D second one is great when zoomed out, you really captured the feel of the ship well but i can't help but think it lacks a few of the 'hull' textures, as most of the game will be played from a zoomed in perspective. third one is pretty good but due to you trying to keep the theme very much realistic it does end up a little bland i think.

    one main criticism of all your maps is the beacon placement though. i have a feeling this won't matter anyway as the tofu team will give them all some of their own ideas but it might be worth taking a look at the tofu example map and copying how they did the beacons on that one.

    @Telthalion: Go

    brilliant as always, great use of lighting and the terrain objects. one thing that i think will be a shame though is your pretty much flawless texturing. I just can't see them being able to use much more than a select few textures in the final map which will mean having to simplify your map, who knows though, maybe they'll find a way around it ;)

    @ktilkath: Go

    good solid map layout, but i can't help but think the doodads are a little random in places. i would maybe just look to use a few of the same doodads but size them and rotate them differently.

    @GePanda: Go

    really liked this one actually, i thought the blueish lighting of ulnar (i think) and the red of the water really went well and looked almost psychedelic. i liked the generator usage next to the pipe and the vent as well :)

    @Kingcrab09: Go

    if this were a contest, you sir, would be the winner

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #41: Tofu Arena Contest!

    well, due to the extension i thought i'd give a larger one a go. and I've tried to implement a second level and an event as well.

    first off, it's meant to be a CTF map as that's my fave type of game, but you can obviously use it for whatever you feel like =)

    the idea behind the map is that two forces are fighting in a sort of destroyed temple area. above the arena is a number of floating islands that can be teleported to. and every 2 mins (or insert your time here) the temple gods get angered by the presence of the teams and 3 ghost templars come out onto each of the stone pads. they then will focus some energy and teleport everyone on the floating islands into the middle of the lower map. the pads on which they do the energy focusing thing could then also be some sort of aoe damage possibly.

    voila!

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #41: Tofu Arena Contest!

    thought i'd have a go at a 1v1 map since it was quite small which i thought, in some ways, was more of a challenge... and I don't really have too much free time atm :D

    Posted in: Terrain
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    posted a message on The Assassins

    here's a couple of ideas for non-wads for you:

    1. make a camera that is a top-down view, and make it follow the player's unit. then make sure the unit is always at the bottom of the screen and the camera turns to always match the facing angle of the unit. that way the player would be unable to see 'behind' his unit. could be a bit sick inducing though depending on the turn speed lol
    2. make the camera any view you want and follow or not, but add an invisible 'cone' that comes out from the units facing angle. anything in the cone becomes visible to the player, anything out of it, invisible to the player, you could even add 'Peripheral vision' by creating larger cones with transparency levels

    hope that helps =)

    Posted in: Project Workplace
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    posted a message on Possible bug when assigning a unit to a global unit array and running a 'unit clicked' event

    @Renee2islga: Go

    Hey man, sorry I missed the help!

    That's really interesting actually, I understand why it was working with my condition now as well of course ;-) I should have known!

    Unfortunately I don't really have time for Galaxy right now as I work full time but it's something I may do in the future as I already know PHP and bits of other languages like Java etc so I assume it wouldn't be too hard. I think the trigger editor in the mean-time is a great way to do stuff, just using logic, I otherwise wouldn't be able to do =)

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Need help with my Tauren Outhouse

    You could simply duplicate another building and its actor and then just change the model to the Tauren Outhouse?

    Posted in: Miscellaneous Development
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    posted a message on Income System and Supplies

    to add to what b0ne123 has already said, your best bet is to calculate the minerals every second and store it in a global array, then every 60 seconds allocate the amount of minerals stored in the array. if you allocated once a second, baring in mind minerals are integers, it wouldn't be as accurate as using a global array.

    edit: and yea, this is not a data problem ;-)

    Posted in: Triggers
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    posted a message on Common Sense 101 (Team Recruitment Edition)

    personally i don't really think the title reflects what half of the guide is even about, and secondly, it really should be re-worded to include the phrase 'in my opinion' as you come off sounding pretty condescending and as if every sentence you write is a fact, which frankly, it isn't =)

    in regards to the guide not reflecting the title i do mean that in a positive way though, it has many good points for someone starting out map creating. e.g. trying to not get bogged down in creating terrain when really it's more about the mechanics and gameplay etc and i do generally agree with the point about only bringing ideas to the table. however, it does heavily depend on the situation. i think the poster above me (obliviron) has missed the point in all fairness, you are talking more about a team of like-minded _unpaid_ individuals coming together, he is talking more about a paid situation, for example, saying level design matters, he clearly hasn't seen a few of the high pop maps haha :D

    to make this guide a little more rounded i would probably include:

    good tips for starting out in general, team or no team!

    • try to start small
    • plan some ideas out before loading the editor

    points to re-word

    • the rest that 'dont really count' are actually a great place to start, but once you have a basic concept, leave it at that, once you've then completed a beta version of your game through triggers and data you can come back and 'polish' the map by looking at these points, because, they do count!
    • too many cooks dont spoil the broth necessarily, but the more you have, the more you DO need someone purely to lead, and in general, this person doesn't need data/trigger experience. he/she just needs to be very organised, which is why i don't always agree with your big two point. i do however think it is generally true as teams start out best smaller, and grow. so initially the project leader will need some skills in triggers or data editing
    • commitment is almost irrelevant in terms of hours per day. everyone is different, your main commitment is to how long it takes overall. if you dont think the hours needed divided by how many hours a week works out then try something smaller or tone down the idea into something more manageable - again, this is more a point about general game making as opposed to making a team.

    on a more negative note though, you really must tone down some of the stuff you say as it does just come off with you sounding like an ass. i mean the part where you compare you and your mates 'skills', it sounds like one of those cv's i sometimes get on my desk and almost die laughing at the utter bollocks people write on them to try and sound good. 'advanced' scripting, 'advanced' data editing, 10+ years experience - you really need to learn what modesty is.

    Posted in: Team Recruitment
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    posted a message on I need myself a new taco! (I need help)

    voila.. hah ;)

    Posted in: Off-Topic
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    posted a message on Possible bug when assigning a unit to a global unit array and running a 'unit clicked' event

    well i'm not sure if i'm going mad but I have a "fix?" for this!

    when specifying the event unit clicked, you add a condition checking that the triggering unit is in fact the same as in the event. confused? me too :P

    i'll copy the trigger in case anyone else stumbles across this:

    Events: Unit Selection - CityUnits[1] is clicked by Player Any Player

    Conditions: (Triggering unit) == CityUnits[1]

    Actions: UI - Display "enter city triggered" for (All players) to Debug area

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Possible bug when assigning a unit to a global unit array and running a 'unit clicked' event

    I say possible as I just can't understand how I could be the first person to come across this.

    What I'm doing is something (I think is?!) fairly standard.

    1. I've created a global unit variable and made it an array. 2. I've created a unit and assigned it to this array, position [0] for arguments sake. 3. I've created a trigger with the event: Unit Selection - Untitled Variable 001[0] is clicked by Player Any Player

    Now when I go in game I've got a variety of units that may or may not be assigned to variables and when clicking any of them (including the unit I actually want the event to apply to) it runs the trigger basically.

    Now here is the weird part, if I make the global unit var NOT into and array, and do the above. When I go in game it works as expected. I can click my unit and it fires the trigger and clicking other units doesn't do anything.

    I would post the map but it's not something I want freely available. However, if no one understands the bug or cannot help me I will gladly recreate the error in a new map to show you the bug.

    edit: did a map just in case it was my other code :P

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on An advertisement on this site.

    i rarely post on here but this post riles me so much i feel inclined to at least say something.

    first of all, +1 to mozared, and if something offends you can you simply NOT look at it, and NOT take any action from what it is tells you to do?

    it makes absolutely no difference what-so-ever whether I or you or anyone else does or does not get offended by advertising on a religious basis. religion is something you choose to be a part of and to suggest that someone should change something due to YOUR belief is immensely ignorant on your part. religion can be a great thing to so many people, but you, like so many others, turn it into such a bad thing.

    Posted in: General Chat
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