• 0

    posted a message on Reasons for leaving SC2 mapping

    There might not be an "official" model handler, but there are tools that work... near perfectly if I may add... Did you not see Helicopters in SC 2? Hah.

    Posted in: General Chat
  • 0

    posted a message on [Ability] Psionic Nexus

    I didn't see any other data assets like this so I figured why not post it up :)

    Posted in: Data Assets
  • 0

    posted a message on Reasons for leaving SC2 mapping

    I see it boiling down to 'how satisfied am I with my game?' I've coded a lot of things, C+ +, mugen, and SC2 to name 3 going from "start with nothing" to "full engine+editor." My C+ + work, while fun figuring out mechanics, etc. becomes cumbersome if you havn't played with the language long enough to invent your own mechanics to help you code sections easier (similar to creating functions in SC2). Also, when I see things I want them to be pretty, I'm a perfectionist. My coding work could constantly be improved, so I kept going back leaving the visuals to rot while still spending immense amounts of time creating this program. I passed along my stuff to friends to spread it around, but it wasn't great... usually it was forgotten after a week. Needless to say after I stopped coding, I wasn't very happy with the end result.

    MUGEN was a step in between. I could code an entire 2-D fighter from scratch, but using MUGEN language. So I had the freedom of freelance coding, with the structure and mechanics of a language built for games. Within a month or so of even hearing about the language I created the #1 most popular MUGEN character available. I really liked how this character turned out, but still... the visuals were lacking because I had to create a good chunk of the 2-D sprites on my own. MUGEN is free and (mostly) opensource so it was easy to spread around so others could play. I could reach a nice crowd of people with my MUGEN stuff, but not a huge audience.

    The Starcraft II Engine as my last example is probably what I like creating in the most. The game comes with an instant audience of 1.25 mil (if you talk all of BNET or something under 1/3 of that if you're just talking SC II), a full scripting language with many mechanics built in, and limitations of how impressive one can make a game is based on their knowledge of the language (but what isn't?). There isn't as much freedom as coding from scratch of course, but with the ease of making great visuals along with being able to focus on the mechanics of my game rather than of the language I'm coding it in, SC II definitely picks up the freedom chains' slack. For almost everything I've wanted to create so far, I've found a way. If this

    Embed Removed: https://www.youtube.com/v/0-xpwrBoTLQ?fs=1

    can be created in an editor made for creeps and Templar, I doubt a videogame company would look down upon you for submitting a map as a part of your portfolio.



    But just to sum it up, don't quit either one. Scripting from scratch is fun and so is SC II ;D
    Galaxy is just another language you can put down come that space on your resume that reads
    "Fluent Languages."

    Posted in: General Chat
  • 0

    posted a message on (Solved) Weapon Missile Firing From Strange Point

    Hmm, looks fine to me o.o

    Newayz, yea DrSuperEvil is right. Change the attachment points in the hydralisk attack that you gave the zealot (to maybe weapon attachment 05) and it might look more like what you want.

    Posted in: Data
  • 0

    posted a message on [Solved!] Creator is Dead

    Got it, changed the way I detected this completely. I decided to go top down. I used the parents to detect the children. Each parent applies a buff that makes the unit suicide on expire of the buff. The buff is reapplied before it can expire as long as the parent unit is alive to reapply it :) This method also came with a free 10 ft. leash for the kids, which helps the effect not be OP :)

    Oh & I applied a few validators ofc.

    Posted in: Data
  • 0

    posted a message on NA Map Nights
    Quote from Hobrow: Go

    I don't think that the streamster channel is for map nights, streamster is for tutorial dailys not gameplay. We have our own for EU map nights.

    I coulda swore I watched the last EU Map night on SC2Streamster *shrug*
    Then if that's the case we just need players.

    Posted in: General Chat
  • 0

    posted a message on [Solved!] Creator is Dead

    Decided to change the title since the enumerate area isn't working as I had hoped (yes I played with the values as you said) and now I'm looking for alternate ways of detecting if the Parent unit (creator) is dead.

    Open to suggestions :)

    Posted in: Data
  • 0

    posted a message on NA Map Nights
    Quote from Keyeszx: Go

    Maybe we should create a new NA map night thread since the op doesn't seem to be supporting it anymore.

    As soon as we get someone with access to the streamster we can get this rollin'

    Posted in: General Chat
  • 0

    posted a message on [Solved!] Creator is Dead

    So I have 3 units.
    A creates B who creates C.
    When A dies I want B to die. When B dies I want C to die. Basically I just want the unit to die if it's parent dies (or is farther away than 10 units).

    To get this effect I put behaviors on B & C with instant kill effects. I put a disable validator on both behaviors that is an enumerate area with the following values:

    http://img535.imageshack.us/img535/9133/1111cp.png

    This is the validator for B detecting it's parent (A), but the other validator is similar. CU1 & CU2 are the create unit effects.

    Right now the validators detect if ANY of my units are in range 10 of the child units (B & C) instead of only their own parents.
    So... why isn't this working? What am I not getting about Enumerate Area?

    Posted in: Data
  • 0

    posted a message on [Ability] Energy Absolution

    Video fixed (New channel, etc.)

    Posted in: Tutorials
  • 0

    posted a message on NA Map Nights

    @yukaboy: Go

    I didn't know we had one. I was watching the EU one a few minutes ago. How do we get access to the streamster? I don't mind streaming our play time.

    edit: The current sc2mapnight channel
    http://img844.imageshack.us/img844/4387/sc22011090218485254.png

    Where is every1!

    Also, the information on the first page is wrong... Aaaah *needs ability to edit first page post*

    Posted in: General Chat
  • 0

    posted a message on Has a m3 exporter been made for Blender?

    It might be a while before someone makes an exporter, BUT... you could import to Blender as .m3, export as .obj, and ask a friend to import into 3dsMax then export as .m3 for you.

    Posted in: Third Party Tools
  • 0

    posted a message on 1 a Ðay

    @ZeldaRules, you got me :p
    @TheAlmaity, I just liked how the Ð looked haha.
    @Every1, thank you for supporting. Hopefully others join in too to help complete this wiki :)

    & as stated, today I added Buildable. Let's keep this project rolling.

    Posted in: Wiki Discussion
  • 0

    posted a message on 1 a Ðay

    Starting with Queue, I will be adding one thing to the wiki every day whether it be a whole new page, or just filling in an unknown flag. Why? I personally don't use the SC2Mapster Wiki because it is so lacking even though I have the wherewithal to bring it up to par.

    Join me.
    1 a day is all it takes to fill the gaps in almost pro maps.

    Posted in: Wiki Discussion
  • To post a comment, please or register a new account.