• 0

    posted a message on Strife Team

    30% revenue when divided between 3 people.

    I decided to put Strife Infection on hold. I have a team for Advanced Combat 2. Team is now full. If you are interested, I don't mind if you provide finished projects in the past, any details, screenshots, or videos to display. Advanced Combat 2 should take around 3-6 months to complete, which then I'll start on a new project.

    Posted in: Team Recruitment
  • 0

    posted a message on Strife Team

    Is there any other sites for recruiting Starcraft 2 mappers? I preferred working on this project as it's more exciting. Though if needed I'll get back to Halo CE Development, as mapping out a 3d environment would help my resume as-well.

    Posted in: Team Recruitment
  • 0

    posted a message on Strife Team

    --------------------------------------------

    Contact:

    --------------------------------------------

    Team Name:

    • Negotiable.

    --------------------------------------------

    Project:

    • Strife

    --------------------------------------------

    Roles:

    • Programmer- Triggers and Galaxy Script
    • Level Designer- Map Design, Texturing, Asset Placement.
    • Assets Specialist- Data Editor
    • Marketing Specialist- Logos, Youtube,..+
    • Compiler- Merge projects to one map.

    --------------------------------------------

    Standard:

    • Reach page 2. Focus on quality, not quantity.

    --------------------------------------------

    Objective:

    • Get a job in game design.

    --------------------------------------------

    About Me:

    I have experience in marketing flash games, music creation, custom sound fx, programming in lua script, actionscript 3.0, 2.0, Halo CE Script Language, 3d models, rigging, animation 3d/rendering, Photoshop cs5, adobe illustrator cs5, fireworks cs5, flash authoring tool, multilayer maps for Marathon, Doom Series, Halo CE, implementing Api's/score systems/player trackers, game maker language, sprites, texturing. Starcraft Triggers, upgrades, model adjustments or additional attachments, artificial intelligence for bosses, importing and other basic data changes, compiling assets from one map to another, in game cinematics, lighting.

    --------------------------------------------

    Project:

    "I want to see it." It's in private, I'll host a game with you.

    The current name of the project is Strife Infection, subject to change. In Strife, you play as a feederling whos goal is to eliminate Terran and Protoss, by infecting them. The early version of the map was corrupted, however popular amongst beta testers. I was thrilled to expand on it, creating a patch that destroyed the concept that once made it have potential to be on the 1st or 2nd page of custom games. This is when I decided to place it on hold, until I was ready to look for a team, to fill the missing elements of a quality custom map, with excellent game design.

    --------------------------------------------

    There are 5 roles, but you only want 2 to join the team?

    We will accomplice multiple roles, determined by proficiency. There will be no 2 of the same role. However assistance and modification is allowed within means of time constraint. The compiler needs a consistent map file, triggers, and data to copy. I don't want 2 versions of the data editor floating around. What is proficient is for everyone to do a quality job on their specified role, or roles. Ideas, concepts, and authorship is divided into those roles, and the map as a whole becomes the teams. We collaborate together, to hit the standard, and have fun doing it.

    --------------------------------------------

    Who fits best in the team?

    I will spend up to the month picking 2 people as needed. I prefer a week, as anyone else, but coming up with the perfect team composition is important. If I only spent a week grouping up a team, how can you expect me to perform on the map itself?

    --------------------------------------------

    What makes this map so special?

    I've come up with many ideas, and put them into practice. Never once in my life have I seen players "glitter" in excitement like Strife Infection. It sounds like the real deal. It is more of a gametype than anything, and having patched it, the gametype can easily be destroyed simply due to one persons ideas, or judgement, to enhance the game.

    When I first made the map, I thought nothing of it. It was junk sitting on my desktop. I made a joke to a starcraft friend saying "hey want to try this map out?". 1 turned into 3. 3 turned into 6. The next day I had full parties, no room for more. What happened is I never did pinpoint what made it fun and addicting. Although the answer is within me, I still need a team to implement it correctly. Discuss ideas and concepts, to give the map its true potential.

    --------------------------------------------

    Who will fit in best with the team?

    I will have people playtest the "destroyed version" of the map. I do not fear losing it, as its not the original concept. Someone taking this map will get no where. What it will do is tell you if this project is right for you. I want individuals who are interested, and motivated. The right people for the job are:

    • selfless
    • troll in a funny way, to make others laugh, not put someone down, especially for their hard work, great or bad.
    • You have watched the sun go up, then down, then back up, while working on a previous project, multiple times in your life.
    • You have finished projects, more is merrier, great or bad, to show. This can be for any game, youtube videos, more.
    • sense of humor is a must
    • At least 1 finished starcraft map, which you have assisted minimal 33% of the effort to create.

    --------------------------------------------

    Questionaire: You may say anything you want as an answer. Make sure to include the "real answer" aswell.

    (I may expand this later)

    1) Someone calls you a nub, what do you say?

    2) How do you view a project you are working on?

    3) Bob is in the game, with you. Bob decides to start killing your forces, when you are both on the same team. What is your reaction?

    4) You submitted a map, and the players don't like it, You spent a week making it. How do you feel? What action will you take to fix this?

    5) There is a bug which happens with a new unit put into the game. This bug has been patched 8 times, but still occurs. The new unit greatly adds to the fun factor of the map. How do we proceed?

    6) This time Bob is at it again, but he takes your little kitty and rips its head off. He heads out the door. What are your thoughts, reactions, moral, and do you say anything to him?

    7) List any achievements you are proud of. Forget what anyone else thinks of it in this forum.

    Posted in: Team Recruitment
  • 0

    posted a message on Cant publish my map any more

    Hehe. I'll tell you what the problem is. The programmer who made the map editor forgot to change the settings automatically for us, when we edit player properties or the varient, for the player, it will change 1, but not both.

    So for example, if you start a new map, change player 1 to color RED, race Zerg, then create a new variant, the programmer has code to automatically punch in the settings of the players, in that variant. So in the variant, you look at player properties tab, and player 1 is RED, ZERG.

    Now you go back, exit. You check out player properties from the editor, MAP>Player properties. You set the player1 to TERRAN, BLUE. The programmer made no code to change the "player properties" for us, in map>variant>player properties tab, based on map>player properties. So in the varient settings player 1 is still Zerg, RED.

    You go to publish, and blizzard receives the message that player 1 is a zerg, terran hybrid of the color purple. NO WERE NOT GOING TO VALIDATE THAT!

    So to Fix it, make sure the settings in the "Map" tab of the editor>Player Properties, is exactly the same as the MAP>VARIANT>PLAYER PROPERTIES TAB

    Hehe. Maybe I used too many capslock.

    Anyway my problem was the team color. Fixed it in a sec.

    EDIT: And thanks for talking about. Posts like these save days worth of work (which would have been lost from something simple).

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Tutorial: Multi-Level Upgrades Explained

    If your having problems getting the accumulative cost to work, make sure you read this in the tutorial: "and we are going to scroll down and look for mention for "Zerg Ground Carapace Level 3" (for ease of purpose, this is located in folder "Info [Info=Research6]")"

    So in the field box, with the editor i use. it shows this..

    (folder) Info (Research 01)

    • folder is expanded, showing contents*

    (folder) Info (Research 10)

    • folder is expanded, showing contents*

    (folder) Info (Research 11)

    • folder is expanded, showing contents*

    I scrolled down, way down, to this folder> (folder) Info (Research6)

    Spelled as " Info (Research6)". NOT "Info (Research 06)"

    That folder is for Zerg Carapace lvl3.

    Posted in: Tutorials
  • 0

    posted a message on Accumulative Upgrading Not Working

    EDIT: removed what was said in this reply

    I found the problem. I'll post a comment on the tutorial, found on mapster, for the solution I found. If someone was wondering what it was, its>

    when adding the ability/evo chamber(research) technology resource cost (minerals): add 100, make sure the folder its in is the correct folder. For me, it was research 06, for zerg carapace lvl 3.

    So in the field box, with the editor i use. it shows this..

    (folder) Info (Research 01)

    • folder is expanded, showing contents*

    (folder) Info (Research 10)

    • folder is expanded, showing contents*

    (folder) Info (Research 11)

    • folder is expanded, showing contents*

    I scrolled down, way down, to this folder> (folder) Info (Research6)

    Spelled as " Info (Research6)". NOT "Info (Research 06)"

    That folder is for Zerg Carapace lvl3.

    Posted in: Data
  • 0

    posted a message on Accumulative Upgrading Not Working

    Any help on this subject. More of a solution? I've seen others struggle with this. Sometimes modifying the "max value". If anyone has had the same issue with accumulative cost please reply.

    Currently I use a trigger that gives the player +minerals per second. The minerals given are reduced as time passes to mimic the feeling that the cost of upgrades gets more steep past level 3. Its the only solution I could come up with.

    Posted in: Data
  • 0

    posted a message on Accumulative Upgrading Not Working

    -SOLVED

    I zipped through 3 different tutorials found online. I went back through the tutorials 3 times each or more, to make sure I did everything right. I also read the comments on such pages.

    I can't get my upgrades to cost more each time I buy them. It goes like this:

    Zerg Carapace 1 100 min

    Zerg Carapace 2 200 min

    Zerg Carapace 3 300 min,

    max level 7 ability/evo chamber(research) technology resource cost (minerals): add 100

    Posted in: Data
  • 0

    posted a message on Import and Use a bank file with Triggers?

    I think your right. been wrestling with it.

    Was trying to avoid manual saving

    Posted in: Triggers
  • 0

    posted a message on Import and Use a bank file with Triggers?

    The bank file on my computer needs to be delivered to other players computer. The bank file gives the needed information for the Ai to work.

    I'm trying to import the bank file to the map, then tell the map to call the imported bank file. OR find another way for the trigger to find a bank file.

    Here's the trigger:

    Open bank "Mimic" for player 1.

    The bank is located on my computer. The map will work for me, but not others.

    Posted in: Triggers
  • 0

    posted a message on Import and Use a bank file with Triggers?

    Wait,.. I came up with idea. Will this work?

    Copy paste the bank file text into a string variable, then store the string variable onto the users computer?

    Posted in: Triggers
  • 0

    posted a message on Import and Use a bank file with Triggers?

    I'm trying to enhance my melee ai using "mimic ai". Mimic copies your build order, stores it in a bank file, then recalls to the bank file, making the ai build like you. There is a trigger that asks for this bank file. I want to import the bank file and make the trigger call to it, so that when the map is played online, it wont be looking for a file that doesn't exist, on someone elses computer. I want the trigger to find the bankfile inside of the map itself.

    How would I do this, or convert the bankfile to something else so that the trigger will recognize and use the information inside? (I need the information from the bank file stored onto the map itself).

    * Before going on, I tried others like green tea, and all these dialogs pop up. This is for a custom map and I don't want the user to have all these options built in, so I chose Mimic since it seemed easy (trigger made). I just want customized ai built into the computers for this custom game, nothing more, bc its not a melee game, and players dont need choices on "what commander would you like?" "easy-hard difficulty?" Green Tea pops up all these dialogs and I don't have the knowledge to remove them. So I use Mimic, trigger based, easier to understand. ***

    Posted in: Triggers
  • 0

    posted a message on 16th Player Bug, Infinite Zealot Warp Death.

    ooo a switch. I'm familiar with those in other languages. I'll start by searching "switch" in the editor, and google. Thankyou. If there are any other strategies to find the bug, I'd love to hear them xd.

    Posted in: Triggers
  • 0

    posted a message on 16th Player Bug, Infinite Zealot Warp Death.

    Ok, ok, time to create an account /register.

    I've been browsing these forums and other sites for the answer. This bug is bad. It's been around for 2-3 weeks, lurking, in my map.

    I resolved the error of the 16th player (0 min, 15 max) by adding a condition "!=player 16" in the trigger. But the bug still happens, this time without an error popping up.

    Bug defined: When a warp gate controlled by the Ai attempts to warp in a zealot or stalker, during intense battles happening elsewhere in the map, the zealot or stalker is warped, and killed in less than a second, and a new one warps in its place. This happens infinitely for about 2-3 minutes. (You see a constant explosion next to the warp gate).

    The bug is found in a trigger. The trigger itself uses maybe 10 if then else statements connected to each other, one after another. I was thinking the problem was performance. Maybe I have so much going on that the game cannot handle this trigger. I read somewhere that the 16th player error means the trigger is doing too much. Suggestions? Hopefully I was clear.

    Edit: Here is how the trigger works: if unit is probe then do this else if unit is collosus then do that else if unit is.... etc etc for every single "melee" protoss unit.

    Maybe this is inefficient, and causing errors

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