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    posted a message on Want to see someone else play your Map/Mod?

    Sorry there isn't much for Marines to do yet, haha. I'm definitely going to be adding in stuff for them to do.

    It also doesn't help that it was just you and your friend playing for the first time. It seems that a small group of dedicated players has formed and they're more experienced. They chat and joke with each other while wandering around and they check the vents for the alien jumping down from them.

    Also, your Alien player messed up too. He was supposed to stay attached to the Ovipositor and keep laying eggs and having runners bring back civilians to stick more facehuggers to. (I need to figure out a way to make this more clear, though with experience, players figure that out too.)

    If he had stayed attached, his army would've slowly grown. Every one of his adult units can abduct civilians. So as time went on, his army has the potential to grow exponentially and your team should've started seeing him more and more.

    The Sergeant leaving early did definitely bug the game. His units should've been given to the Corporal player. Though I don't think you were the Corporal either.

    EDIT: Wait, you were the Corporal. It should've given you the Sergeant's Marines. I'll look into that.

    Posted in: Map Feedback
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    posted a message on Aliens: Infestation [Alpha]

    Sorry for being dead for so long. I haven't had time lately. I haven't forgotten about this either though.

    First thing I'll do once I get the time, is watch those replays and take notes on the bugs and problems shown. If you find any other problems, feel free to upload more replays; I'll watch them too.

    I'll work to fix the problems shown in the replays, and then I'll add in some ideas I have for things for the marines to do. I'll also try to balance the queen so she can stand up to rushes, though I may try to balance it so the queen still has to have good micro to do it or something.

    One idea I'd like to put in is letting marines gather resources to build weapons for themselves. They'd have to make trips back and forth or else they'd do the same thing they're already doing: Stand or wander aimlessly while waiting for the gate to open.

    I also have an idea for a way for the marines to feel like they're helping the colonists, as someone suggested. Maybe even a way for the colonists to return the favor if you save them from an alien.

    Posted in: Map Feedback
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    posted a message on Aliens: Infestation [Alpha]

    Oh wow, thank you for the feedback. Sorry, been working lately. I'll come back and look at that stuff.

    Yeah I've been thinking of some way to help make sure the alien doesn't just get camped outside the cave. Maybe alternate entrances or exits that only aliens can use (because they're high ground). But maybe the marines have to complete objectives before they can go into each hive location themselves. Would help stop rushes. Though at the same time I kinda wonder if I should just balance the queen so she can fight off rushes if she does it right.

    I'm not gonna reskin to enter it in Rock the Cabinet. I've actually been considering starting to work on another map idea of mine to enter in Rock the Cabinet that actually does fit the fantasy theme very well. But before I do that, I'll push to get this game more complete and more bug-free.

    Posted in: Map Feedback
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    posted a message on [Solved]Cloudy Sky Beneath Land?

    I did it! And I didn't even have to export the model or make it a doodad!

    After a bunch of searching for info, here's what I did:

    • Viewed the 'Hybrid Gas Giant Sky Box' model in the Cutscene Editor. (Requires HotS dependency.)
    • Went to Object -> Model Data. (Shift+D)
    • Noted the texture it used that made it orange: smoketile2orange.dds.
    • Found the texture I wanted (smoketile.dds), exported it, and renamed it to smoketile2orange.dds.
    • Imported it back in again. (Now renamed.)
    • Changed its location to Assets/Textures/smoketile2orange.dds.
    • Exited and reloaded the map.

    The imported texture now overrides the existing texture. The model is hard-coded to use a certain texture in a certain location, so overriding the texture it finds changes its color.

    For extra fun, you can change the animation speed to make the clouds faster! But you have to exit and reload to see the change. (Though in the end I decided it's fast enough at default.)

    The only way to make this better would be if this could be done without exporting and re-importing the texture. I don't know how to access the textures for renaming.

    Posted in: Terrain
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    posted a message on [Solved]Cloudy Sky Beneath Land?

    Oh my god, I found the perfect one! Hybrid Gas Giant Skybox. I just need to make it gray and it will be perfect.

    Posted in: Terrain
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    posted a message on [Solved]Cloudy Sky Beneath Land?

    Ah yeah, I did figure that part out. I was testing various tilesets by creating 32x32 maps with them. Even if the lowest level isn't hidden, you can still see if there's a background.

    What I meant to ask was more along the lines of, is there a model or setting that can get the look of dark clouds? If not, I'd have to figure out how to make my own.

    I did try setting the Background model to Snow Wind, but that just makes little white breezes blow across the field.

    Posted in: Terrain
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    posted a message on [Solved]Cloudy Sky Beneath Land?

    Heya. I've never looked too deeply into the terrain data before. I'm trying to figure out how to make it look like the land/platform is floating above dark storm clouds or something.

    I know space platforms and the Korhal platform can look like they're floating above stuff, so it should be possible. But I can't find any models for a skybox that would look like that.

    I also tried messing with fog settings, but all that did is slightly grayed out my terrain. No matter how dense I tried to make the fog, only the terrain would be affected; the skybox would still show through just as clearly, which is the opposite of what I was trying to go for.

    Is there a way, with skyboxes and/or fog, to make it look like your land is floating above thick, dark storm clouds?

    Posted in: Terrain
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    posted a message on Want to see someone else play your Map/Mod?

    Hmm. 4-8 players is recommended, but you can do it with 2. The Lieutenant just doesn't get any help managing the marines he makes if he's the only one on the Marine team.

    I've also just now updated the tutorials. Hopefully they explain things better now.

    EDIT: Wow, there is a steady stream of players playing my map almost at all times, and it's only been online for two days.

    You should be able to find people to play with.

    Posted in: Map Feedback
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    posted a message on Aliens: Infestation [Alpha]

    [Reserved.]

    Posted in: Map Feedback
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    posted a message on Want to see someone else play your Map/Mod?

    Okay, my map is ready to be played now. (Though I've already encountered bugs...)

    http://www.sc2mapster.com/forums/player-zone/map-feedback/81170-aliens-infestation-alpha/

    Posted in: Map Feedback
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    posted a message on Aliens: Infestation [Alpha]

    What is it?

    Aliens: Infestation is a horror-survival for game (2-8 players, 4+ recommended) that pits a team of Marines against an Aliens player. As the Marines, your goal is to protect the colonists and train them into additional Marines. As the Aliens player, your goal is to kidnap unwary colonists, infest them using Facehuggers, and hatch more Alien units from them.

    Starcraft URL

    battlenet://starcraft/map/1/259648

    Group URL

    battlenet://starcraft/group/1/290146

    How is it played?

    Marines

    Lieutenant

    The Lieutenant is the Marines' macro player. He controls the Powerloader, builds the structures, and trains marines. There are several Scrap Heaps lying around outside of the colony building. Use the Powerloader to harvest these resources. The Lieutenant player has vision of his teammates. The Lieutenant can control more than one Marine at a time. He can assign control of his Marines to the Sergeant player, or to any player whose Marine has died.

    Sergeant

    The Sergeant is the Marines' micro player. The Sergeant has vision of his teammates. The Sergeant can control more than one Marine at a time. He can assign control of his marines to the Lieutenant player, or to any player whose Marine has died.

    Corporal and Grunts

    The Grunts are the lowest-ranked Marines. They do not have vision of their teammates. They can only control one Marine at a time. They can receive a replacement Marine from the Lieutenant or Sergeant if theirs has died.

    The Corporal player is a Grunt who is in line for a promotion.

    Promotion

    If a ranking player's officer unit dies, that player becomes a Grunt. The next ranking officer gains control of his units and he must wait to receive a replacement Marine.

    The three ranks are Lieutenant, Sergeant, and Corporal. If all three of those die, no more officers can be promoted. Your team loses control of your buildings.

    Aliens

    Getting Started

    The Aliens player is a macro player. But there's only one of you at the start. Grow into a Preatorian, kidnap an unwary colonist, and take them away. Choose one of four locations to molt into a Queen and start your hive.

    Early Stages

    Once you've hatched the kidnapped colonist, you'll have the Biomatter you need to grow your chestburster into adulthood.

    At the beginning of the game, you should make Runners. They cost less and they move faster, letting you grow your hive faster. You can make one Runner and lay one egg per colonist.

    After That

    Once your hive has grown enough, you can have the Queen kill some of the colonists you bring back. Use the extra Biomatter to grow stronger units. Metabolize Biomatter into Metabolism; Drones and Warriors cost both.

    How to Win

    Kill your opponent's fighting units and disable his production capabilities so he can't make more. (By destroying their structure(s), leaving no colonists left, or the opponent having no resources left to build fighters with.)

    This Game is in Alpha

    I've spent a lot of time getting it to this point, but it isn't done yet. There are some bugs. I also know there isn't a lot for the Marines to do yet; I plan on adding more things for the Grunts to do; I'm just not sure what yet.

    I'm mainly looking for balance feedback, but all feedback is welcome.

    Enjoy~

    Posted in: Map Feedback
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    posted a message on How to make a structure cast an ability if you right click on it?

    If you do resort to using click behaviors (though I think it's only left-clicks), you have to uncheck the "Unclickable" flag on the unit, or else clicks will not register with click behaviors on that unit.

    Posted in: Data
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    posted a message on [Solved I Think]Change Reveal Rules?

    Oh wow, I never noticed that. That's probably the answer.

    I also just noticed that there's a "Prevent Reveal" unit flag.

    These two flags are probably the answer I'm looking for. Thank you!

    Posted in: Data
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    posted a message on [Solved I Think]Change Reveal Rules?

    Hi guys. In Melee, when you don't have any bases, you get a Reveal timer and then all your remaining buildings are revealed. This is a melee option that can be turned on/off with triggers. ("Enable/Disable Melee Option for player.")

    Is there a way to alter which units you need to have to not be revealed? Is there a way to alter which units are revealed?

    Thanks in advance!

    Posted in: Data
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    posted a message on Want to see someone else play your Map/Mod?

    What timing! I've been working on a map and it's nearly ready for playtesting. It also only requires WoL as you require.

    I'd rather not send my map files to someone, but when it's ready, I'll upload it to b-net and link it here.

    Do you have friends to play multiplayer maps with when you record your videos? My map is not single player.

    Posted in: Map Feedback
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