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    posted a message on Hero Battle: Trial of Zeal [+Trailer]

    On a side note: anybody know how i can add spoiler tags?

    FAQ

    There is a button on the menu labeled Perks, what’s that?

    It’s a feature I will be releasing once the main elements of the game have been balanced. Something along the lines of a talent tree, basically a customization menu.

    Where can I lookup hero abilities?

    I don’t have a website or even a blog for this map. However I’ve made an in-game database of somesort that includes everything you need to know about existing heroes as well as helpful strategy tips to use with/against them.

    Can you add more heroes?

    Sure. I will be adding new heroes every so often. Once HOTS comes out next month I will be constantly doing this. The current hero selection menu will also be updated when I exceed its limits.

    Bugs?

    I have tested this map with a group of friends. We may have left out some bugs but I am sure we have found the major ones. I will be happy if you could report any bugs/glitches that you found here.

    Posted in: Map Feedback
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    posted a message on Hero Battle: Trial of Zeal [+Trailer]

    Embed Removed: https://www.youtube.com/v/LSOEiv7-Cqs?fs=1

    Enter the Trial of Zeal to join the ongoing gladiatorial conflict between the Corrupt and the Pure. Battle with unique heroes and defeat the opposition!

    This Map is available in: ALL SERVERS, including CN

    Hey there sc2mapster! After a year’s worth of development my hero arena has finally been released thanks to the support this site has given me. I intend to make this thread a place to leave feedback and discuss/develop my map further.

    Following the footsteps of the hero arena genre, Trial of Zeal is best described as a gladiator arena, pitting team versus team duels minus the leveling or item building. In addition, most projectiles in the game can be dodged or blocked through the use of obstacles.

    This Map is featured in the Arcade Highlight as of June 21 2013!*

    Embed Removed: https://www.youtube.com/v/fl_luDRo128?fs=1

    Bound by Team Health

    ToZ strives to differ from other arenas through the inclusion of a Team Health. This special health depletes when a team’s hero takes damage. It also decreases periodically if the opposing team controls more Beacons than your team does. All damage, no healers required. While the Team Health stands and as long as there is at least one member of the team alive, injured heroes revive over time.

    Go for the KO

    To win a game you need to take down all opposing heroes. However the twist is, all of them must be downed together within a time frame since heroes revive after a period of time. In order to accomplish this goal players will need to cooperate bursts and perform target switches to down all opponents together before a revive occurs. There are a couple ways players can achieve this, but they can also opt to deplete the enemy Team Health to zero to prevent revives.

    Are you ready?

    Posted in: Map Feedback
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    posted a message on [UI]A sample map for Customized Health Bar

    Looks great! Is there any way we could attach the unit's name on top of the bar too? And maybe the unit's icon if possible.

    Posted in: General Chat
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    posted a message on Set Race for Lobby Teams
    Quote from Taintedwisp: Go

    @Zolstice: Go

    yeah go to player properties, then for example

    if its 4v4, set player 1,2,3,4 to terran, and players 5,6,7,8 to protoss

    I believe player numbers are now accurately matched with their Lobby counterparts.

    thanks!

    Posted in: Miscellaneous Development
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    posted a message on Set Race for Lobby Teams

    Hey, just wondering if theres a way to set a player's race depending on which Lobby team they are on? e.g Team 1 is Protoss and Team 2 is Zerg. Been playing around with game variants and cant seem to get the settings i want. thanks.

    Posted in: Miscellaneous Development
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    posted a message on [Solved]Modified unit with attachments, 2 problems.

    correct me if im wrong, but didnt the bobbing problem only started occuring with patch 1.5? i am having a similar problem and would appreciate if someone sheds light on how to fix this.

    Posted in: Data
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    posted a message on Transferring old maps to 1.5 galaxy editor.
    Quote from Exaken: Go

    @Zolstice: Go Not in EU.

    ah my bad. im from SEA so its applied already.

    Posted in: General Chat
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    posted a message on Transferring old maps to 1.5 galaxy editor.
    Quote from Doubleclick123: Go

    The patch has been applied?

    yeap. patch 1.5 is live.

    Posted in: General Chat
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    posted a message on Transferring old maps to 1.5 galaxy editor.

    can someone confirm if the trigger action Portrait - Set Border Texture is working properly?

    I cant seem to set my own border texture after the patch.

    Posted in: General Chat
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    posted a message on [Videos] Why you lazy buggers gotta make better Terrain

    @Gorandor: Go

    yeap, they take awhile to make no doubt. Theres no reason to allocate that much time to map making unless its purely out of hobby IMO. it does get more attention than other modtools out there, especially seeing how wc3's maps have influenced gaming quite much by introducing game genres like Dota, and TDs.

    No push to make the perfect melee map here. Its sad how those elite melee maps that are professionally made for tournaments rarely gets Blizzard's attention. Only Taldarim Altar is user-made (with tons of blizzard 'fixes') and featured in ladder.

    Posted in: Terrain
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    posted a message on [Videos] Why you lazy buggers gotta make better Terrain
    Quote from Gorandor: Go

    Level Editor Rule #45: If you still find places to put rocks ... YOU HAVE NOT USED ENOUGH OF THEM!

    that looks... amazingggg. You should browse some of Team Liquid's melee mapping work. They have maps that are very2 beautiful aesthetic wise.

    ill give u a link towards their 'Map Art Thread'

    http://www.teamliquid.net/forum/viewmessage.php?topic_id=251461

    you have to admit the pics on the link above spark fire in any terrainer's competitive spirit.

    Posted in: Terrain
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    posted a message on Issue Order Trigger

    @Demon4231: Go

    I still recommend having intervals between each unit spawn tho. Would save you from having units stopping because they are blocked by other units. I believe polished TDs like Element TD from Wc3 for example (havent played the sc2 version) have used small timely intervals for the same reason.

    Then again, whatever works for you i guess. :D

    Posted in: Triggers
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    posted a message on [Videos] Why you lazy buggers gotta make better Terrain
    Quote from Mozared: Go

    @Zolstice: Go

    Not sure. Imagine a terran player is turtled up with his army on that extended high ground. Just look at how ridiculously vulnerable this leaves his natural to basically any attack from behind. It might be problematic for zergling counterattacks, but any kind of air or cliffwalker can just rape the mineral line so easily if you're that far away. Still though, it might not be a bad idea to add a ramp with destructable rocks right next to the geyser. This would keep turtling viable, but would ensure that, for example, a turtling Terran, couldn't just hug his top ramp all game long and defend his mineral line with turrets. Plus, it gives Zerg some options.

    As I see it, the siege tanks and towers would be placed on higher ground, while your ground forces will just need to guard the ramp towards your natural. T players would benefit here since A. they will be fighting on somewhat of a choke, and since they are all ranged, u get the idea. and B. the tanks/towers on the higher ground would be untouchable without high ground vision. Unless of course banelings/FF+Psi-Storm are used in play by the attacker. As a toss player, I would definitely do a Forge Fast Expansion in this map as I can abuse that extended high ground for mostly towers, while ground forces/buildings barricade an already narrow natural choke.

    I agree that an easy fix would be a second ramp towards the nat, preferably a larger one, covered by a rock.

    @Gorandor: Go

    I still see golds too. No hurt in putting golds unless you're planning for competitive tournament play. There are still 1v1 Ladder maps that have gold.

    Posted in: Terrain
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    posted a message on will d3 kill sc2?

    @Selfcreation: Go

    sc2 wont be killed. dont forget there are tons of people out there playing melee. Custom games shouldnt be killed... unless D3 has an editor :(

    From the looks of it, i dont think it will tho. D3 is somewhat like WoW in a sense that u look for equipment and use that to battle with/against other players. They even have a real money auction house planned.

    Idk if there will be a strong mod community for diablo 3.

    Posted in: Off-Topic
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    posted a message on Issue Order Trigger

    @Demon4231: Go

    just wondering. You are spawning these units with small intervals with loops right? not all at once? The clumping and pushing problem obviously happens if you create say 10 units instantly and order them around the map.

    With say at least 0.1 second intervals or more, there will be at least some distance between each spawned unit.

    Posted in: Triggers
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