After spending numerous hours, my map "Verdant Fray" is nearly polished. It's close enough right now though to enjoy it :)
For those of you who have played World of Warcraft, this map can be best described as being similar to Arathi Basin. The layout of the map is 3 main bases on the north and south ends of the map. The middle is a lower terrain area detailed to simulated that of an ancient temple ruins. The ruins consist of 5 islands. The players participating are separated amongst two teams of 3 and must work together to capture as many islands as they can and be the first team to reach 5,000 points.
Also, players must also yield the realistic environment I have created to prevent their demise. First off, a constant day and night cycle will run throughout the match and only allow cloaking units to use their cloaking abilities at night. Next up is a randomly occurring flood that will slowly destroy units caught in the flood and reduce the movement speed of units caught in the flood.
In the end, I created an elaborate AI system for the Team Two players so players aren't forced to find 6 human players. Hoping this map catches on, this won't be an issue later on.
Is there a way to prevent units from certain players from entering a certain region but still allow units from other players to still enter the region?
I just ran the first ALPHA Test for Verdant Fray v1.3
Overall the test went very well. The AI performed as expected (with the exception of a few minor bugs). After I fix a couple of bugs and add a bit more AI functionality, I should get this patch live in the next few days
Now, I think it has something to do with a certain mechanism with my map. It appears to be occurring when the West and East islands are captured by Team Two, which triggers reduced training speed and cost. To achieve this, a unit (Gateway for example) that trains units uses the ability I made "Train Zealot - (Cheap Fast)" instead of the normal train ability. I've looked over the Ability "Info" and I can't see anything there that would cause any problems
I'm basically using this to narrow it down to just attacking units. It works for the most part, but eventually it begins to fail. I'm having a hard time figuring out why...
So I know I said that I was almost done programming the AI for my map on my last post, but I discovered I took a wrong turn. Also, I spent a lot of time to create a high-quality AI response for the map. It was very difficult none-the-less. Now, the AI is not quite done yet, but it truly is nearly complete. Once done, I'll be running a live test version called "Verdant Fray_AI Test". Anyone who is willing to test would be greatly appreciated if you could do so and provide errors and bugs.
I'll let everyone know when the test map goes live. It should hopefully be in the next few days.
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Hmm good idea. Now I just need to find a trustable guy from the EU Servers :P
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@BloodyOrange: Go
Yea :). I'm just curious because I've seen people say "when it is coming to EU?"
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Hey everyone,
After spending numerous hours, my map "Verdant Fray" is nearly polished. It's close enough right now though to enjoy it :)
For those of you who have played World of Warcraft, this map can be best described as being similar to Arathi Basin. The layout of the map is 3 main bases on the north and south ends of the map. The middle is a lower terrain area detailed to simulated that of an ancient temple ruins. The ruins consist of 5 islands. The players participating are separated amongst two teams of 3 and must work together to capture as many islands as they can and be the first team to reach 5,000 points.
Also, players must also yield the realistic environment I have created to prevent their demise. First off, a constant day and night cycle will run throughout the match and only allow cloaking units to use their cloaking abilities at night. Next up is a randomly occurring flood that will slowly destroy units caught in the flood and reduce the movement speed of units caught in the flood.
In the end, I created an elaborate AI system for the Team Two players so players aren't forced to find 6 human players. Hoping this map catches on, this won't be an issue later on.
You can watch the video here:
Enjoy!
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How is this done exactly?
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Info: http://www.sc2mapster.com/maps/verdant-fray/
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@Berrala: Go
Hmm, good idea, I'll try that
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Is there a way to prevent units from certain players from entering a certain region but still allow units from other players to still enter the region?
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I just ran the first ALPHA Test for Verdant Fray v1.3
Overall the test went very well. The AI performed as expected (with the exception of a few minor bugs). After I fix a couple of bugs and add a bit more AI functionality, I should get this patch live in the next few days
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@Excludos: Go
Ooh ok, my apologies. In that case, try playing with the water's "Texture Roughness" and "Mesh Roughness"
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I believe you also have to remove "Cliff Shoreline"
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Try "Unit Property", it gives you access to all available unit resources
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So I discovered that the IF Statement is working correctly, however this line of code stops working for some reason:
The code is found in this chunk of code:
Now, I think it has something to do with a certain mechanism with my map. It appears to be occurring when the West and East islands are captured by Team Two, which triggers reduced training speed and cost. To achieve this, a unit (Gateway for example) that trains units uses the ability I made "Train Zealot - (Cheap Fast)" instead of the normal train ability. I've looked over the Ability "Info" and I can't see anything there that would cause any problems
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So I'm running a trigger when any unit enters a region. This is my code:
I'm basically using this to narrow it down to just attacking units. It works for the most part, but eventually it begins to fail. I'm having a hard time figuring out why...
0
So I know I said that I was almost done programming the AI for my map on my last post, but I discovered I took a wrong turn. Also, I spent a lot of time to create a high-quality AI response for the map. It was very difficult none-the-less. Now, the AI is not quite done yet, but it truly is nearly complete. Once done, I'll be running a live test version called "Verdant Fray_AI Test". Anyone who is willing to test would be greatly appreciated if you could do so and provide errors and bugs.
I'll let everyone know when the test map goes live. It should hopefully be in the next few days.
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Try running "Start Campaign AI for Player" before all your AI commands