• 0

    posted a message on Issues with file sharing. Windows/Mac

    You have the answer right there. You are missing a required mod file or it is in the wrong folder. All mods must go in the mods folder inside your Starcraft installation folder.

    Posted in: Data
  • 0

    posted a message on I'm new here.

    Welcome to mapster. We have a tutorials section and a wiki up there in the top menu where you can find descriptions of what each field does, and examples for many of them.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on [Showcase] SoulFilcher's models

    @DrSuperEvil: Go Yeah, probably, that's why I didn't bother making a death model for it.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] SoulFilcher's models

    @nolanstar: Go Yeah. I believe this one will show up later.

    @DrSuperEvil: Go When they added the new skins for marauder, roach and stalker, some extra models were added for this version, the placement and warp in effects, but no unit model. So I took the warp in model and made the unit from it.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] SoulFilcher's models

    I just salvaged another unfinished model.

    Posted in: Artist Tavern
  • 0

    posted a message on [REVIEW] Nova Covert Ops

    What would you expect from a mini-campaign centered on Nova? A pulitzer? It didn't even change the status quo for anything beyond Nova herself. The infiltration mission looks awesome, but mission mechanics are meh. You activate lasers and only get a brief stun? How about mission failure right there or at least a massive kill team coming for you? (I recently bought Mark of the Ninja on Steam so my infiltration mission standards are high for the moment)

    The use of Gorgons was nice but could have been made more interesting. The final boss thing was purely to use recent engine changes that allow it, giant boss mechs always feel unstarcrat-ish in my opinion. The best thing about this third pack is probably terrain and all those nice doodads, that it is possible to extent that opinion to the whole campaign.

    To make things short: a campaign centered on a shallow, uninspired character requires a whole lot of extra writing work so as not to be a shallow, uninspired campaign. And they failed that. Mission mechanics range from SC2 average to quite good.

    Posted in: Map Review
  • 0

    posted a message on What does my reputation mean

    Highest is probably DrSuperEvil. Lowest is anyone with zero since it can't go negative.

    Posted in: Off-Topic
  • 0

    posted a message on Roach/Ravager model size

    @l3monsta: Go Open the dependency list. File -> Dependencies. Add Void Multi (Mod) and remove Void (Mod).

    Posted in: Melee Development
  • 0

    posted a message on Roach/Ravager model size
    Quote from l3monsta: Go

    it doesn't have the Roaches ability to morph into a Ravager. I find it odd that if I look at the Command Card buttons, the evolve to lurker/evolve to Roach is not there like the game adds it dynamically. Does anyone know why it is done this way? It seems the zergling/baneling evolution is not done this way..

    Dependencies. You set it as an extension mod so multiplayer data will always be used, but you didn't add it correctly in the dependencies list, so you can't see those buttons.

    Posted in: Melee Development
  • 0

    posted a message on [Ask] What is wrong with my PC

    @EDHRIANO: Go You got a new one after 3 years and think it is bad? LOL In the third world I live in you can't even contact the manufacturer directly and the store will only give you a new one within the first year, and only if a technician says it was not something like energy spike.

    Posted in: Off-Topic
  • 0

    posted a message on SC2 Campaign Unit Design
    Quote from DrSuperEvil: Go

    Planetary fortresses are good if you can put a wall of SCVs behind them to repair them. Unfortunately in the WoL campaign they were not so useful because Kerrigan would use razor storm that would kill all the SCVs.

    That is why I attacked her first with my Banshee raiding party. She wastes razor swarm on them, you withdraw with minimum damage (repaired by Sci Vessels) and then she attacks your wall of PFs and tanks, unable to use the ability again before you send her back licking her wounds. I managed to hold the lines until the very last minutes this way.

    Posted in: General Chat
  • 0

    posted a message on SC2 Campaign Unit Design
    Quote from DarkKazoie: Go

    In light of Blizzard's announcement that they're redesigning many of the multiplayer units, I began to think about some of the units that were campaign exclusive, specifically Tal'darim units, as my current project focuses on the Tal'darim, however I am also curious on the community's thoughts on other units from the campaigns, such as:

    Terran: Spectres, HERCs, Vultures, Goliaths, Diamondbacks, Predators, Wraiths, Hercules, and Science Vessels. I have questions such as if you think they can co-exist with available units, what their niche is and any changes you purpose to differentiate them from similar units.

    Zerg: any thoughts you may have on the idea of strains being available to research, (Ex, you can chose to research Swarmlings or Raptor Zerglings at the spawning pool) and also the possibility for Infestors being able to morph into virophages to create infested Terran buildings.

    Protoss: I have a plan to separate the Protoss by factions, potentially having each faction available to play as at some point.

    Have you ever played my Expanded extension mod?

    Posted in: General Chat
  • 0

    posted a message on Units move faster than intended

    @Bareleon: Go The real time clock change started in LotV and it affects all maps, it is not a matter of settings.

    Posted in: Data
  • 0

    posted a message on Units move faster than intended

    What you're seeing is the conversion from game time (editor) values to real time values (in game). The units are not faster.

    Posted in: Data
  • 0

    posted a message on Roach/Ravager model size

    If you remove the upgrade model change and set the standard unit model to be the upgraded Roach, then it should use that model's scale and never the original one. Undo the actor scale changes if you haven't already. Extension mods do have some perks, but in this case Blizzard's balance data would have to change the same fields you do to cause this issue, and I doubt that is the case.

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