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    posted a message on Perfection of Armistice

    Well, I definitely got some exploration time! The map does look good and diversified. Stay in one corner doesn't give the player any idea how the rest of the map is. But I can olny imagine the trouble of moving a Thor around. To solve the camera issue I guess you just have to move camera bounds a little bit away from map border.

    For the tips and artifacts, maybe I'm just used to the way Blizzard explains things in the campaign. Even when I plan things for a map I usually try to make it Blizzard style. I got the feeling of a "mysterious thing" going on, but then no tip popped up, nothing happened and I got a little confused, no big deal.

    Now the Obelisk doesn't look that hard to get. Isnt it a better idea make Psi Hunters and Scouts require separate buildings? Unless it is lore-related, if this is the case keep it the way it is. One tip for the Obelisk requirement interface: it looks "cleaner" if players see only one line for the requirement, like "Templar Archives, Dark Shrine or Fleet Beacon" than 3 spearated lines with "OR" between them.

    Posted in: Map Feedback
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    posted a message on Community Project #2- Data Thread

    I know its a potential lag source, but this way a Pylon can searhc for others to form the link. Your way they would simply shut down and I don't see a easy way to make them power up again unless you make them search constantly for power. You can't use the Power User behavior to turn off the Power Souce behavior because the Pylon powers itself, you have to turn its own Power Source behavior off so that it can become unpowered.

    EDIT: Making the power area larger would result in less Pylons/Power line structure, less search effects, less lag. In my opinion if they are going to be that restrictive there must be an advantage to balance it.

    Posted in: Data
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    posted a message on Perfection of Armistice

    I just played your map as Protoss. There are a few things I have to say about it. You have a good map idea there but there are many points that need improvement.

    First, the map is just too complex. Pathfinding and planning is terrible because large units can't move past many areas and even air units have their problems. The extreme height variation brings a lot of weird situations. Also don't let the camera get that close to the borders cause its possible to see under the terrain in many points.

    I used the tutorial mode. I could use a lot more help than that, but its ok I was alone in the map I wouldn't get killed anyway. The credits tip appeared twice. I had no idea what all those artifacts would do. I brought 3 of them to that shrine thing but apparently nothing happened, maybe its related to multiplayer? You should create tips to better explain how artifacts work. I saw no point in destructing lots of rocks just to attack a Terran base inside (there was a beacon but it disappeared doing nothing).

    Now for the protoss race. The Fusion Obelisk is the requirement for 2 different units. In order to have Fusion Scouts a player has to go all the way building Twilight Council -> Dark Shrine -> Fusion Obelisk if the player is not planning to use Psi Hunters its a waste of time and resources just to get Scouts.

    Resize the Obelisk placement model to be the same of the final model. The Psi Hunter is a final tier unit, still its not that great. In my opinion it shouldn't come into play that late in the game. Some overall interface details need improvement, like a proper icon for the Psionic Targeting upgrade and for that mysterious artifact thing (you can use the one you used for the Psi Hunter's ability).

    Keep working man! Let's show what the community can do for this game!

    Posted in: Map Feedback
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    posted a message on Community Project #2- Information Thread

    I can help with data and some interface such as icons, wireframes and even some texture works.

    Posted in: Project Workplace
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    posted a message on SC Expanded: melee mod

    @Zetal: Added you on MSN and SC2. I'm going to check your map.

    I really need ideas for Zerg and Protoss. Terrans get lots of options and factions because I got many ideas from the campaign. I don't want to wait for HoTS to include more options.

    Posted in: Map Feedback
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    posted a message on Community Project #2- Data Thread

    @DrSuperEvil: I'm working on it, a test actually, but I'm almost finished.

    EDIT: The power source system does not allow temporary power sources. A unit is or isn't a power source. It seems I'll have to implement the idea from scratch. But I already made power lines to depend on a central structure.

    EDIT 2: Found a way to make it temporary. The only problem right now is that clustered Pylons can power each other when the energy chain is broken. :/

    EDIT 3: Fixed the problem. Play the attached map to check it. Only needs visual effects.

    Posted in: Data
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    posted a message on Community Project #2- Data Thread

    I think the starter building should also be in that list, so that it will be possible to start a melee map with this race. Just pick an unused building and give it the ability to train Droids.

    Posted in: Data
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    posted a message on Community Project #2- Brainstorming/Design Thread

    Very interesting. I'm reading the document and its awesome, I've already had some ideas about it. Gonna write them down here or I'll forget them.

    -Individual upgrades: Better stick to morph options like Zerg and leave upgrades as they are for the standard races. Other players may find difficult to know what they're countering if each unit of a single unit type has different abilities. This can become a serious issue if you give them many options.
    -Power line: I think it can be done. Effects and behaviors together can do pretty much anything.
    -Ideas for temporary unit models: Command Bio-Dome or Protoss Archive for "Town Hall". Hivemind Emulator or New Folsom Tower model for Power Line structure. Automated Refinery for Processing Plant. Use the A.R.E.S. model for some mech unit. Use that funny Super Crane Advanced model, it even fits the race back story as it looks like the cranes in the campaign mission.

    And my back story idea: Castanar was the Dominion's main lab for alien research. One of their research projects was to uncover the secrets of Protoss robotic brains, such as probes and Sentries. The Dominion wanted to improve MULES and other units for other tasks and even combat, and they were making incredible advances when Raynor got there. During the Hybrid rampage a prototype Droid went rogue and escaped, taking with him information on many research projects, unit schematics and a set of objectives: colonize empty worlds, upgrade all schematics to improve their performance and eliminate hostiles. Now this new "race" is on the loose, waiting to strike anyone on its path.

    Posted in: Project Workplace
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    posted a message on Some doodas critters as units

    Playing through the game and later checking models in the editor I found some interesting models that could be tweaked to be used as units. Not that I have any plans to use them. But just use your imagination and you may find a use for them. They only need to be cut out from the original models, and re-animated.

    Some of the models are:
    -that "Optimus" truck on the gas station from the first mission.
    -some of those xenomorph birds (great for zerg units), the models are called xenomoprh birds; drift seeker birds and hammer ray birds I guess.
    -even the normal birds, maybe for some cool spell effect?
    -that "Metroid" thing inside one of the tubes.
    -the sharks (space dolphins, anyone? lol).

    Posted in: Requests
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    posted a message on SC Expanded: melee mod

    Sorry, not on EU. But there's a downloadable version here.

    Here are some screenshots:

    Faction menu (outdated, showing only 8 factions) here

    Dominion uses its most terrifying weapon: the neural resocialization here

    Kel-Morian Miners drilling Mineral Fields to help SCVs here

    Infested settlement under attack here

    Colonists fighting the Zerg invaders here

    The mighty Laserdriil Tank against defenseless rocks here

    Reapers and their new ability to jump over anything here

    New unit: Glideling, it can jump over cliffs and other obstacles like Reapers here

    The Glidelings again. Nothing will stay between them and their next meal. here

    Chrono Boost being used on Photon Cannons. here

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    SC Expanded is a melee mod that gives players some tech-tree options. There are 3 maps published right now, just search for 'expanded agria valley'; 'expanded lost temple' and 'expanded abyss'. Players can select some units, upgrades and abilities avaiable for each race. Also, each race has a list of factions and players are allowed to pick one.

    I've been searching for feedback and I've made great improvements following players' opinions. I want it to be more balanced in the future and add more options whenever possible.

    Here's a short list of options avaiable now: -Terran players have 9 faction options. Colonists, Dominion, Infested, Kel-Morian, Mercenaries, Moebius, Rayor's Raiders and Tosh's Pirates. -Zerg players have 6 brood options. Aiur, Grendel, Hybrid Slaves, Jormungand, Surtur and Tiamat -Protoss palyers have 5 tribe options. Akilae, Furinax, Hybrid Adepts, Sargas and Shelak. -Terrans have 3 unit choices to make, and 3 upgrade/ability choices. -Zerg have 2 unit choices to make, and 2 upgrade/ability choices.

    Posted in: Map Feedback
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    posted a message on Map of the Week [Waiting new system before complaining]

    Great idea! I hope everyone unsatisfied with the popularity system will support it! I have maps but these on the list are way cooler than mine.

    Best wishes.

    Posted in: General Chat
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