• 0

    posted a message on Returning to Map Editing... need help!

    Hey all,

    After a two year break, I've decided to pick up where I left off on my map - but a lot of things have changed with the editor since and a lot of things are broken on my map. I don't even know where to start to fix some of these things... are there any seasoned vets around that have some free time and willing to take a look to help me out? I'd greatly appreciate it!

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Anyone else have Timer Windows Break in 1.4.0?

    @DogmaiSEA: Go

    Nope, it looks like my SC2 is broken. Everyone else that plays the map sees the dialog window/text fine. I went and checked out Desert Strike and I don't see the text in that dialog wave count down yet everyone else does. So... something on my client is broken up! *sniff*

    Posted in: Triggers
  • 0

    posted a message on Anyone else have Timer Windows Break in 1.4.0?

    @SouLCarveRR: Go

    Here it is, it worked perfectly fine before the patch :(

    Thanks in advance for helping.

    Timer Window 1

    Timer Window 2

    Posted in: Triggers
  • 0

    posted a message on Anyone else have Timer Windows Break in 1.4.0?

    My timer window appears to be broken. It creates the timer window, but it's empty (no title or time) and I've tried literally every trigger in the Timer group to try to get it to work, yet nothing happens. Anyone else have their timer window broken in the new patch?

    Posted in: Triggers
  • 0

    posted a message on Battle.net Lobby Issues - Someone pleaseeeee help!
    Quote from SouLCarveRR: Go

    @GrimmySnarf: Go

    Force all alliance properties in games with triggers for all players.......

    I do that, and it all works fine so long as the players get into the game fine and stay in the game. For example, if I start a 3v3 game, and everyone stays in and plays, the two computer players treat each other as enemies just fine. But if I start a 3v3 game and one person randomly drops, suddenly it seems like my player 13 treat player 14 as enemy trigger fails to run and I don't know why. It's in a separate trigger under map initialization than my set alliances trigger.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Battle.net Lobby Issues - Someone pleaseeeee help!

    Edit: Solved ... I think. I had to remove the two computer players in the Map -> Player Properties so that only the user players were defined in there. Kinda sucks since I used the names of the computer players in the triggers, but no big deal so long as the map works now. Will update if it doesn't.

    So I have a DotA-style map that I have publicly released and have been running into a very random issue where my two opposing computers fail to treat each other as enemies. Sometimes one will work and the other one doesn't. It seems to have to do with a player dropping out of the game after the countdown finishes. It definitely does it when I add AI players to the map, but I'm guessing that's another issue altogether. The AI issue doesn't concern me as much as the players dropping or something else that is going on. The map works fine 1v1, but I ran into an issue today when the map started as 2v1, one player dropped just as the game started and suddenly the one of the computers treated the other one as non-existent.

    Here is my setup:

    All my cannons/buildings/etc. that are pre-made when the map launches belongs to Player 13 and 14 - and all of my triggers are setup that way too for the unit spawns.

    I have two global variables, Team 1 (Players on team 1) - Player Group and Team 2 (Players on team 2) - Player Group. I also have an array for PlayerInLobbySlot, Integer, 6. I initialize the map by assigning the PlayerInLobbySlot[1] as Player 1 from Players on team 1, 2 as player 2 on team 1 and 3 as player 3 on team 1. 4-6 are players 1, 2, and 3 on team 2. That seems fine since the units spawn properly for everyone, they start where they're supposed to start, etc. In my set alliances trigger, I add player 13 to team 1 and player 14 to team 1 and tell all players on team 1 to treat each other as allies, players on team 2 to treat each other as allies and player 13 and 14 to treat each other as enemies. I then run several if/elses to check if a playerinlobbyslot is playing, and if they are I assign the allies/enemies properly.

    But for whatever reason, if someone drops from the game or something else occurs (I don't know since I'm having a hard time replicating it) player 13 and player 14 sometimes don't treat one another as enemies. Has anyone else run into this situation before? Am I setting something else up wrong?

    For my player properties, I have 1-6 as any color, terran race, user control. For 13 and 14 I have control set as Neutral (Computer). In my game variants, I have max team size set to 3, and player attributes only list players 1 through 6 with team none and controller default open.

    If anyone can help I would be thrilled, it's clearly affecting the map as some people try to play it and it doesn't play the way it should. I've combed through all my triggers and setups trying to see if I missed something, but now I'm thinking it's something I setup in my player properties and game variants that's messing something else up.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Map of the Week [Waiting new system before complaining]

    aWhat is Party on Outhouse Protectors?

    Party on Outhouse Protectors is a custom 3v3 Multiplayer Online Battle Arena (MOBA) Starcraft 2 Map (published in US) with a twist. In addition to controlling a hero filled with skills and enhancements, each player controls a builder that allows them to instantly construct buildings that will add units to their spawn waves. This gives Party on Outhouse Protectors a Tug of War aspect to the map, adding another dimension of strategy and fun to the standard MOBA formula. Players will be able to spawn a variety of ground and air units from Void Rays to Ultralisks while trying to counter their opposing team's units.

    What makes Party on Outhouse Protectors different?

    Party on Outhouse Protectors was built for casual gamers that want to enjoy the fun that MOBAs have to offer without the frustration and complexity that comes with many of them. The custom map simplifies some aspects while not penalizing players so harshly for dying, making room for more fun and a fast-paced battle.

    - Instead of items, players have the ability to purchase enhancements for their heroes without having to return to their base. These enhancements are simply a submenu on each hero, allowing them to build upgrade heroes while on the battlefield. In addition, enhancements avoid the complexity of formulas and the annoyance of managing inventory space. Each enhancement has three levels of upgrades and there are currently 10 different enhancements for each hero.

    - Players aren't heavily penalized for dying or feeding. This allows new players to ease their way into Party on Outhouse Protectors while seasoned veterans of MOBA-style maps and games will still be awarded for their excellent play. Players do not lose minerals when dying, and killing heroes are awarded 150 minerals per kill. Death times are not scaled based on levels, players will simply have to sit out 30 seconds, waiting for their hero to resurrect.

    - Party on Outhouse Protectors is designed to be fast-paced with games averaging 30 minutes to complete.

    - Adding another level of strategy to the map, Party on Outhouse Protectors allows players to build Vespene Geysers on four different locations of the map, each one awarding 100 additional minerals to every player on the team per spawn wave. This helps force hero fights as controlling these Geysers give an advantage to each team.

    So go search "Outhouse" on SC2 today and check it out! Help make it one of the popular maps on Battle.net.

    Posted in: General Chat
  • 0

    posted a message on Party on Outhouse Protectors Beta 1.0 Published!
    Quote from zeldarules28: Go

    @GrimmySnarf: Go

    Sounds fun :D

    Quick suggestions for this thread: Published where? (US, EU, etc..) You need screenshots Make a cool video so we can news you ;)

    Hey!

    Thanks I just wrote this post up fast just to get it out there. I'm doing a very detailed post on what makes the map different than other maps out there and why it's fun.

    It's published in the US and I'll be sure to update the post soon with screenshots and we're working on video content now. We're switching gears to get our website done so that we can help market the map. But a news on the map would be awesome so that we can get it out there, it's been pretty fun so far with everyone we've tested with! Thanks!

    Posted in: Map Feedback
  • 0

    posted a message on Party on Outhouse Protectors Beta 1.0 Published!

    What is Party on Outhouse Protectors?

    Party on Outhouse Protectors is a custom 3v3 Multiplayer Online Battle Arena (MOBA) Starcraft 2 Map (published in US) with a twist. In addition to controlling a hero filled with skills and enhancements, each player controls a builder that allows them to instantly construct buildings that will add units to their spawn waves. This gives Party on Outhouse Protectors a Tug of War aspect to the map, adding another dimension of strategy and fun to the standard MOBA formula. Players will be able to spawn a variety of ground and air units from Void Rays to Ultralisks while trying to counter their opposing team's units.

    What makes Party on Outhouse Protectors different?

    Party on Outhouse Protectors was built for casual gamers that want to enjoy the fun that MOBAs have to offer without the frustration and complexity that comes with many of them. The custom map simplifies some aspects while not penalizing players so harshly for dying, making room for more fun and a fast-paced battle.

    - Instead of items, players have the ability to purchase enhancements for their heroes without having to return to their base. These enhancements are simply a submenu on each hero, allowing them to build upgrade heroes while on the battlefield. In addition, enhancements avoid the complexity of formulas and the annoyance of managing inventory space. Each enhancement has three levels of upgrades and there are currently 10 different enhancements for each hero.

    - Players aren't heavily penalized for dying or feeding. This allows new players to ease their way into Party on Outhouse Protectors while seasoned veterans of MOBA-style maps and games will still be awarded for their excellent play. Players do not lose minerals when dying, and killing heroes are awarded 150 minerals per kill. Death times are not scaled based on levels, players will simply have to sit out 30 seconds, waiting for their hero to resurrect.

    - Party on Outhouse Protectors is designed to be fast-paced with games averaging 30 minutes to complete.

    - Adding another level of strategy to the map, Party on Outhouse Protectors allows players to build Vespene Geysers on four different locations of the map, each one awarding 100 additional minerals to every player on the team per spawn wave. This helps force hero fights as controlling these Geysers give an advantage to each team.

    We do want to mention that we're currently working hard on a very robust website to help build the Party on Outhouse Protectors player community. Please stay tuned, we plan on launching the site before the end of September. Keep your eye on www.playpoop.com for more information.

    Answers to commonly ask questions:

    Q: How come I'm not awarded minerals for killing an enemy unit?

    A: This is by design. Party on Outhouse Protectors doesn't want to penalize players that wish to invest their minerals into building structures to add additional units to their spawn waves rather than enhancing their heroes. We hope that players find both aspects of the map fun to do and teamwork comes into play where a teammate can concentrate on spending their minerals on structures while the other teammates focus on hero building.

    Q: Why are there only 15 levels?

    A: We want players to feel powerful, quickly. Levels are scaled with the gameplay - as the battle heats up and there are more units on the map, heroes level quicker and staying on the battlefield becomes extremely important. We wanted to develop the map in a way that players aren't spending time in their base (unless to heal up) and out on the battlefield having fun.

    Q: Why are there no items or recipes?!

    A: Instead of items, Party on Outhouse Protectors has enhancements for your hero. Pushing "Y" will bring up the submenu to purchase enhancements, allowing you to stay on the battlefield where all the fun is. There are no recipes to Party on Outhouse Protectors as we felt that it adds a level of complexity that casual gamers don't enjoy. No worrying about which items to buy that will make your hero "powerful" - simply build them the way you want to based on the way you want to play the hero. Want to be aggressive? Invest your minerals into enhancing your hero's armor, hit points and Strength. Want to play strategically and use your abilities to win? Purchase Intellect and Energy upgrades to take advantage of your abilities.

    Q: Are there more heroes in development?

    A: Of course! We already have six more heroes in the works, but wanted to release the beta version of the map to work out gameplay kinks and unit balancing - as well as balancing the current nine heroes. We appreciate any and all feedback and suggestions we get from players.

    Q: No cloaked heroes or units?

    A: We feel that cloaked heroes takes away from the fun for a lot of people. While we are aware that many players enjoy playing a cloaked hero, we feel that having to worry about wards and getting ganked because a hero isn't visible... well, just isn't fun for some. We may consider down the road to add cloaked heroes based on the community's feedback, so let us know how you feel and we'll take it into consideration.

    So go search "Outhouse" on SC2 today and check it out! Help make it one of the popular maps on Battle.net.

    Posted in: Map Feedback
  • 0

    posted a message on Global Teleport within a region?

    I'd like to allow a unit to teleport anywhere on the map but within a certain region. I already have the teleport set and I'm assuming I need a validator, but does anyone know what validator will check to make sure the target location is within a specific region?

    Posted in: Data
  • 0

    posted a message on Learn ability costs minerals instead of points?

    Any way that I can set a learn ability to cost minerals instead of points? Thanks in advance.

    Posted in: Data
  • 0

    posted a message on (Solved) Why doesn't this increase damage taken ability not work?

    I'm trying to give one of my heroes the ability to "Mark a Target" so that it takes more damage for a certain duration of time.

    I created an ability with effect - target, did an effect of apply behavior, and did a behavior of type buff. For the buff behavior, I changed Combat - Damage Response + to chance 1 and Modify Fraction to 2. I also checked both Defender and Attacker Locations and neither is adjusting the damage taken. I want it to be effected by all types of damages including auto-attack, so I left the Require Effect Array empty.

    My target unit gets the buff just fine, so I know that's working, but it's not taking any additional damage.

    Thanks in advance.

    edit: nevermind, what I posted works (in case anyone ever needs it) - some random values changed for some odd reason when I did a new buff behavior.

    Posted in: Data
  • 0

    posted a message on Passive ability that randomly triggers a behavior?
    Quote from DrSuperEvil: Go

    So what I said meant nothing?

    What you say always means something to me. Hobrow's answer was exactly what I was looking for though :P

    Posted in: Data
  • 0

    posted a message on Passive ability that randomly triggers a behavior?
    Quote from Hobrow: Go

    You would have to do something like that:

    - Initial Behavior Duration: 0 Period: 3 Effect Periodic: Apply Attack Speed Buff

    - Apply Attack Speed Buff (Effect) Behavior: Attack Speed Buff Chance: 0.125

    - Attack Speed Buff Modification: Combat: Attack Speed Multi: 1.2 Duration: 3

    This works fine for me.

    That worked perfectly, cant believe I didnt think of that. Thanks!

    Posted in: Data
  • 0

    posted a message on Passive ability that randomly triggers a behavior?

    Hi all,

    I'm trying to create an ability for one of my heroes that randomly increases his attack speed by 20%.

    So what I did was create an ability of type behavior and then created a behavior that increases the attack speed. I then created a requirement for the behavior that the learn ability must be greater than or equal to 1 in order to use/show the behavior on the unit. That works fine except the unit has the increased attack speed 100% of the time, so I thought I could create an effect with a lower % chance and put that in for the effect-effect-periodic for the behavior and that it would only have the effect 50% of the time - but that's not the case. It seems to cycle randomly but as soon as the behavior drops off, it never comes back on. I even tried adding the effect on effect-initial and effect-refresh effect, but no matter what I try it won't come back on once it drops off. Can anyone help?

    I did set a period of 3 seconds, which is the same as my behavior duration - basically I want the increased attack speed to buff the unit for 3 seconds, drop off, and then randomly reapply itself with some % chance.

    Thanks in advance to anyone that can help.

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