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    posted a message on Twilight archon merge help. (solved)

    no, the map works just fine, its when i copied it over to mine that it broke. but i fixed it, i changed the multi merge map's extension into .SC2Mod and used it as a dependency on my map, and now it works, thanks for making it.

    Posted in: Data
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    posted a message on Twilight archon merge help. (solved)

    on my map, i have a regular archon, a dark archon and a twilight archon. i'm trying to make it so only 1 dark templar and 1 high templar combined can make it. and i have no idea how to do this. i have tried DrSuperEvil's multi merge system, but when i copy it over to my map it doesn't work anymore. if you know of another way to do this, or can tell me how to get the multi merge system working on my map, i would greatly appreciate it.

    Posted in: Data
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    posted a message on how to make units not respond to commands (solved)

    thanks so much Chiquihuite, that was easier than i thought. it was Uncommandable, i guess i never saw it before.

    Posted in: Data
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    posted a message on how to make units not respond to commands (solved)

    i want to add an ability to the dark archon which you cast on an area, and all units affected will not respond to commands from the player for a certain amount of time. i am pretty good with the editor and i know how to make area of effect spells that apply a buff, but i dont know how i would do this. i would prefer to not have to use triggers, as i am not that good with them.

    Posted in: Data
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    posted a message on What custom map should i make.

    @Trieva: Go

    thanks, and i will read that when i get the chance.

    Posted in: Project Workplace
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    posted a message on What custom map should i make.

    @SoulFilcher: Go

    yeah, it would be really hard to make, i'm not so sure about it anymore.

    this is really funny, i was thinking of maybe adding a fourth race with idea number 4. and i decided if i did it would be critters because there is a lot of them available. and yeah, buildings would be little harder but there is a lot of nature doodads. so yes, i'm interested in hearing you idea's

    Posted in: Project Workplace
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    posted a message on What custom map should i make.

    @SoulFilcher: Go

    yeah, i kinda thought number 2 would be similar to yours. i haven't had the chance to play yours, but it sounded like you pick one of the 3 races, then in-game you pick a faction. where with mine you just choose from one of the 9, and none of the 9 have any of the same units.

    Posted in: Project Workplace
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    posted a message on What custom map should i make.

    i'm pretty good in the data editor so i decided i want to make a custom map. it would follow most melee rules. but what units you use would be a lot different. the problem is, i have a lot of different idea's so i'm not sure which one to go with. that's why i ask you, of my idea's, which one would you like the most.

    idea 1: all-in.

    its where i basically add everything in the editor to the 3 races. meaning you would have all the units, like terran in the campaign, while still keeping it as balanced as possible. i will make large edits to the units so they all do something different and are all worth building.

    Pros: .a lot of variety per game. .all kinds of unit composition's, like: banshee and wraith, or scout and void ray, or swarm host and lurker. .the game will never get stale. .so so many possibilities

    Cons: .the amount of units per race might be a little overwhelming. .a lot of units will have similar roles. .the races might be less unique. .protoss might get left out because they haven't had the expansion yet. .things might get a little cluttered.

    Idea 2: Factions:

    its where i split each race into 3 races for a total of 9. they will have around 13 units each i will use a lot of custom models. they will all mostly have the same buildings but none of the same units. this will have a "i'm gonna use everything i see" mentality.

    the races will be:

    Terran: .Dominion .Confederates .Raynor's Raiders

    Zerg: .Overmind's Brood .Kerrigan's Brood .Infested Brood

    Protoss: .Aldaris's Fleet .Artanis's Fleet .Dark Protoss

    Pros: .over 100 different units. .lots of variety. .81 different match-ups

    Cons: .really overwhelming. .complete balance will be impossible. .the races will be a lot alike. .a lot of units will be very similar to each other. .it will take a long time to make. .the file size of the map might be too big to publish.

    Idea 3: Rebalanced Hots:

    i take basic hots and modify it to be more balanced. i also follow the "make everything worth building" mentality. i will not remove any units and i will only add new units if its absolutely necessary.

    Pros: .will be the easiest to balance. .will be similar to the regular game, so there is less to learn. .will take the least work.

    Cons: .will be a lot like One Goal .might keep some fundamental problems that hots has. .less freedom for me.

    Idea 4: DellronCraft:

    i start from scratch and make everything as fun as possible. this give me lots of freedom, i will still keep the 3 races, but i will completely change them. there are somethings which i find fundamentally wrong with sc2 (like larva injects for example), things like this just aren't fun. so i would try to make it really fun, and will also work really hard to keep the race's themes.

    Pros: .i have the most freedom .only interesting and fun units .races keep their themes .would be the game that we want

    Cons: .might be really imbalanced at the start. .will have the highest learning curve.

    all idea's follow the "make everything worth building" mentality.

    it will have map rotation using maps from blizzard and the community.

    i have posted balance threads on battle.net that were well received, so i don't doubt that i can balance the maps.

    i will listen to what everyone has to say and will hold polls whenever i want to make a change

    so everyone, thank you for your time, and telling me what one you want will be of invaluable help.

    Posted in: Project Workplace
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