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    posted a message on Profile Questions

    Well, actually I have a couple more questions here and I would appreciate it if anyone answers.

    1. How do I actually upload a map and give description on it at my profile? Is it by going through Repository authorization? Are these 2 separated issues or together?

    2. How do I show image/Video files here? (Not showing the links, but the image and videos itself.) I've tried copying and pasting the URL given by the imageboard but it didn't seem to work.

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on Custom Map Review Panel

    If you guys ever need a SEA player. I can play in NA also though, but will be kinda laggy for me..

    Posted in: Map Review
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    posted a message on Project Support Group: Alpha/Beta Testing Archive

    Sounds interesting, I'll give it a go. My timing is at GMT+8, but since I am not working until probably mid September i have all the time in the world. This is a 3v3 tug of war map which focuses more on lane control in order to win rather then other line wars where you spawn creeps to counter another creep.

    Map

    Tactical War (Alpha) (SEA server) Needs someone to help me host in other servers

    State

    Alpha, just published publicly onto BNET SEA today.

    Project Info

    http://www.sc2mapster.com/forums/resources/project-workplace/25114-tactical-war-sea-server/#p1

    Any slight help would be greatly appreciated. Criticisms are very welcome. Thanks

    Posted in: Project Workplace
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    posted a message on Tactical War - SEA Server

    I have just finished my map and I need some testers to help me. Its a tug of war style map with an emphasis on map control and tactics. If any are interested, PM me at SEA server or at sc2mapster to coordinate. My in game name is onslaught. Just released on SEA server

    Objective and Gameplay

    -Keep your Planetary Fortress alive while trying to destroy your opponents.

    Resources

    -Created every 30 seconds. - Gaining more map control will give you access to more resources patches in the map

    Towers

    - All Towers cost 0 food. - Towers are meant to be expandable, to be used both offensively and defensively. -6 Different tower techs to mix and match. Currently around 17 towers available

    Units

    - Currently 11 different types of units, each with its own custom ability. - The path that units takes to opposing PF can be manually controlled.

    The game is designed as a new type of Tug - Of - War map with focus on tactics and Map control rather then just spamming troops that counters each other.. Towers can be used for both attacking and defending. Players need teamwork in order to get the best tower combination to get control over 3 lanes.

    Players are also able to control where their troops spawns and are able to move their troops through different lanes while moving to their opponents PF.

    Resources can only be gotten when they spawn throughout the whole of the map every 30 seconds. So, the more lane control the team has, the more resources they will be able to gather.

    Here are some screenshots. I need a video editor to help me, apparently, fraps lag on my laptop, so the video is kinda choppy...

    A show of the selections of all of the towers - 1 http://i.imgur.com/DVBo1.jpg

    Lane control will enable you to collect resources safely. http://i.imgur.com/aHZUD.jpg

    Able to change the direction of creep spawns as and when you like http://i.imgur.com/08o1Y.jpg

    Creeps can also help you gather resources. Used in tandem with lane changing direction http://i.imgur.com/UcYUL.jpg

    Use towers defensively with creeps to secure your lane control http://i.imgur.com/cEzjO.jpg

    Offensive Tower placement to attack PF without getting hit http://i.imgur.com/XWjBP.jpg http://i.imgur.com/IPSEr.jpg

    Salvage Towers when they are not needed to replace them quickly http://i.imgur.com/ywNne.jpg

    Hmm it seems that there are only links, how do i show the pictures here?

    Posted in: Project Workplace
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    posted a message on Looking for testers in SEA server

    I've published the map in SEA server and am looking for people to help me publish it in another server. For those in SEA, please play it and give me your comments. Its a 3v3 map. Thanks

    Changed thread location to Project workplace as it seems a more appropriate location

    Posted in: Map Feedback
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    posted a message on Looking for testers in SEA server

    I am not really sure where to post this. Map feedback or Map reviews, so I apologize in advance if its wrong

    I have just finished my map and I need some testers to help me. Its a tug of war style map with an emphasis on map control and tactics. If any are interested, PM me at SEA server or at sc2mapster to coordinate. My in game name is onslaught.

    Objective and Gameplay

    -Keep your Planetary Fortress alive while trying to destroy your opponents.

    Resources

    -Created every 30 seconds. - Gaining more map control will give you access to more resources patches in the map

    Towers

    - All Towers cost 0 food. - Towers are meant to be expandable, to be used both offensively and defensively. -6 Different tower techs to mix and match. Currently around 17 towers available

    Units

    - Currently 11 different types of units, each with its own custom ability. - The path that units takes to opposing PF can be manually controlled.

    The game is designed as a new type of Tug - Of - War map with focus on tactics and Map control rather then just spamming troops that counters each other.. Towers can be used for both attacking and defending. Players need teamwork in order to get the best tower combination to get control over 3 lanes.

    Players are also able to control where their troops spawns and are able to move their troops through different lanes while moving to their opponents PF.

    Resources can only be gotten when they spawn throughout the whole of the map every 30 seconds. So, the more lane control the team has, the more resources they will be able to gather.

    Posted in: Map Feedback
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    posted a message on How to make upgrade button dissappear
    Quote from littlefury916: Go

    I knew that. It still doesn't work even though the constant is 15 and the max level is set to 15. :(

    thats weird. I tested your code after i changed it and it worked. Do you want me to upload the edited version?

    Posted in: Data
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    posted a message on How to make upgrade button dissappear

    Your upgrade level is set to 1. Change it to 15 or whatever number u want and edit the constant accordingly

    Posted in: Data
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    posted a message on How to make upgrade button dissappear

    @littlefury916: Go

    Yup, i meant the attack speed upgrade. under Ability - info of the upgrading unit, did you set the info - button - requirements to restricted and set the requirements?

    Posted in: Data
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    posted a message on Upgrading an Upgrade?
    Quote from SouLCarveRR: Go

    @onslaughtbear: Go

    for the upgrade button you use

    make a trigger Trigger UpgradeHandler events Upgade training completed conditions Triggering Upgrage == MySpecific Upgrade ID actions train upgrade "other upgrade to level with it"

    Ive made an upgrade that actually didnt track its own levels it just keep incrementing all the values upwards.... which gets past the level limit

    Ah i see. thanks a lot

    Posted in: Data
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    posted a message on Upgrading an Upgrade?

    It appears that I am misunderstood. Its kinda confusing, I know. Sorry

    Edit: or your saying your limited to only upgrading like 20 things per upgrade? its something like this. and If i am not wrong, the max level you can have an upgrade is 100 (I know you can put more then 100). Any more then 100 and the upgrade will screw up. http://www.sc2mapster.com/forums/resources/tutorials/1370-data-accumulative-and-multiple-upgrade-with-queue/. Its at the 2nd page

    What I am trying to say is that. Under the upgrades tab at the data editor, Upgrade - Effects+. Only a limited amount of data can be stored inside there, thus limiting the number of stuff to be upgraded at once via a single upgrade.

    What I am hoping to achieve is that because of the limited amount of data that can be stored in an upgrade, is it possible to make an upgrade that simultaneously upgrade another upgrade. This should be more clearer... I hope

    Posted in: Data
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    posted a message on Upgrading an Upgrade?

    Hey, I am wondering if it is possible to upgrade an upgrade. My situation is that apparently, an upgrade can only take in a certain amount of upgrades data which is not enough for me.

    So i need to use 2 separate upgrades to store all my upgrade data which is not what I want as the player will need to spend 2x resources to upgrade.

    Is there anyway where the player clicks on the first upgrade and that upgrade upgrades the 2nd upgrade as well? (Yeah it sounds confusing..)

    Posted in: Data
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    posted a message on How to make upgrade button dissappear

    Its under requirements.

    Go to Show, put in these.

    Less then or equals to

    Count upgrade "speed team upgrade building completed"

    Constant (number of upgrades you want).

    Don't forget to set your ability to restricted also.

    Posted in: Data
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    posted a message on Validator to disable behavior

    Hmm I see what you mean. However the script is taking up more space then expected. Thanks for the help.

    Posted in: Data
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    posted a message on Validator to disable behavior

    Hi, I am trying to make a validator to disable a unit's behavior when it reaches a certain point. The movement for the unit is controlled by the AI. Which validator should I use? I've taken a look at the location validator but that didn't seem to have what I wanted...

    I know that another way to it is to use the point to disable the behavior via triggers, but I am trying not to do that as it is a lot more work then this

    Thanks

    Posted in: Data
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