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    posted a message on [Blizzcon 2011] Blizzard DOTA Info

    I think they did exactly what needs to be done. Everything I HATE about dota seems addressed in this. I'm really looking forward to playing the game.

    also, "skill" should never be determined by how many item spreadsheets you can memorize.

    Posted in: General Chat
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    posted a message on Exceedingly Simple Mechanic - Quick question

    @peranzormal: Go

    Thanks for the quick response and for pointing me toward the right forum

    Posted in: Map Suggestions/Requests
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    posted a message on Exceedingly Simple Mechanic - Quick question

    I wanted to try out a simple trigger but I do not know the sc2 trigger syntax well enough to make it.

    If a unit gets a kill then increase it's damage/health/shields/Yscale 1%

    Would anyone care to explain how to do this?

    Posted in: Map Suggestions/Requests
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    posted a message on Randomized Map Generator

    Also, if anyone knows a good guide to learn how to create a randomized map generator I'd love to see it.

    I just noticed a topic in the tutorial section requesting the same thing. There was no responses to the request, should the request have been posted here instead of the tutorial forum?

    http://www.sc2mapster.com/forums/resources/tutorials/6955-request-random-map-generator/#p2

    Posted in: Map Suggestions/Requests
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    posted a message on Randomized Map Generator

    Has anyone attempted a random map generator system similar to something like the old school C&C games? Randomized maps seem like they'd be fun for melee.

    Posted in: Map Suggestions/Requests
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    posted a message on Examples of Custom Lighting

    one example of something I've been trying to do is something like the original Gears of War lighting. Many people considered the game to look drab overall but I enjoyed the higher contrast desaturated look of it. The whole game had more of a horror feel to it and the games that came afterward comparatively looked like a bright lively cartoon so I couldn't get into the "impending doom of humanity" feel of it. I can't seem to get it to work quite like what I am looking for.

    Posted in: Miscellaneous Development
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    posted a message on Social Melee FFA - defeated enemies become allies

    @Keyeszx: Go

    Something simple could be done to fix that like if a unit attacks an ally it EXPLODES! or does no damage, or something.

    Posted in: Map Suggestions/Requests
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    posted a message on Social Melee FFA - defeated enemies become allies

    @Ateo88: Go

    I thought that would be pretty sweet too. It'd take more work and custom UI but it would be cool. I'd like to know if anyone is up for this idea enough to help me make it.

    Posted in: Map Suggestions/Requests
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    posted a message on Examples of Custom Lighting

    I enjoy messing with the lighting editor and I would like to see some examples of some mood lighting the community has come up with. If you would be so kind, please post a pic and the lighting values -I would love to see and learn from what you've created.

    Posted in: Miscellaneous Development
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    posted a message on Social Melee FFA - defeated enemies become allies

    @Keyeszx: Go

    That is a good point, but the purpose of this map is to have actual people to play with/against when you have a party too big for matchmaking without getting stuck playing 1v1 obs against your friends. This is not aimed toward playing with random people.

    also, the food cap is going to stay at 10-20 (haven't decided yet) for the defeated/mercenary player and will be restricted to 1 squad at a time that fits that food count. Their purpose is to be a surgical strike/support team and the unit composition of the squads will be optimized for that purpose.

    and if you kill your "owner" you'll be out of the game too, leaving you waiting with your thumb up your butt till your friends are done with the match.

    • the squads will be batches of units that will show up all at once, I wasn't planning on having the mercenary base create individual units.
    Posted in: Map Suggestions/Requests
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    posted a message on Social Melee FFA - defeated enemies become allies

    @zeldarules28: Go

    oh, I guess I forgot to mention that this is a request. I don't quite have the knowledge of the new trigger editor to do what I want. Thanks for the welcome btw

    Posted in: Map Suggestions/Requests
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    posted a message on Social Melee FFA - defeated enemies become allies

    I love playing ffa games with friends but there is one problem: if you kick someones ass at the start of the game they're done. All they can do for the rest of the game is wait around till it's done. Beating someone right away is like kicking them out of the game, which is arguably a dick move considering how long ffa games last.

    In order to remedy this I have come up with a fun way to keep the defeated player in the game:

    If you defeat a player (destroying their last building) they become your ally and a building (mercenary base) is created in your base (near your start point).

    The defeated player's resource count goes to zero

    The mercenary base is owned by the defeated player and can be used to create a "squad" of units.

    The mercenary base provides the defeated player with resources over time (2mins and 1 gas per second? idk yet)

    The squads available for purchase depend on the conquering player's buildings

    The defeated player can only have one squad operating at a time (using food provided by the mercenary base) and if most of their squad units die, they can suicide whats left and create a new squad at their mercenary base.

    The details will be ironed out by play testing the game

    I'll come up with what units the squads have once I hear from someone who thinks they can make this game, but I can say that the squad units will be the same as regular units in the game.

    Posted in: Map Suggestions/Requests
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