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    posted a message on SC Reset

    @SoulFilcher: Go

    Thank you for the feedback. I think the placement models are a good idea. Also I might be using more of your icons and wireframes for some of the campaign units. For now, the Defiler if much more complete, but I will be working on more units. I'll update the main description at the top as things develop.

    Posted in: Project Workplace
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    posted a message on SC Reset

    SC Reset

    "The dependency that should have been default"

    What is it?

    This little mod aims to be a foundation for mods and maps. You can think of it as a unified dependency. It is not designed to be used as an extension mod, this is more of a framework.

    What's included?

    Left 2 Die Units

    Including icons and train abilities added to Larva

    • Spotter
    • Hunterling
    • Stank
    • Kaboomer
    • Choker
    Added placement models
    • Nuke Silo
    • Drakken Laser Drill
    • More to come...
    Added team colors
    • Xel-Naga Tower
    • Beacons (All races)
    • Hybrid (Zerg)
    • Hybrid (Protoss)
    • Drakken Laser Drill
    • Void Seeker
    • Dominion Holoboard
    • Tychus
    • More to come...
    Finished previously incomplete units

    Special thanks to Soulfilcher for custom assets

    • Defiler
    • Devourer
    • Queen (Classic)
    • More to come...
    Other
    • Void Campaign, Story and Multi merged. There are a few fixes in place already with more to come.
    • Other Blizz dependencies: WarCraft III art, StarJeweled, Aiur Chef, Allied Commanders, Void Prologue and WCS GameHeart
    • Campaign units are actually sorted under campaign in the editor
    • Icons and wireframes for many units that lack them by default
    • Other various fixes (For example: Barracks train now uses the Firebat button to train Firebats, rather than "flame mech")
    • Fixes to the help menu (In progress)
    • Daara87's hero team color retouches
    • More to come...

    Contributing

    Just comment in this thread and all good ideas that fit with the theme of this project will be added. A good idea would be identifying a discrepancy between campaign and multi. An idea that would be rejected could be suggesting a completely custom unit.

    How to use

    Start by removing any default dependencies. Search for it Bnet and add it as a custom dependency.

    Posted in: Project Workplace
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    posted a message on [Request] Rulerian's Custom Terran Infantry

    @JacktheArcher: Go

    Thank you so much. :)

    Posted in: Art Assets
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    posted a message on [Request] Rulerian's Custom Terran Infantry

    Does anyone have the models from this project: http://www.sc2mapster.com/assets/marine-gunner-and-sniper/

    Due to all the 404 errors on SC2mapster there is no way to get them. If any of you have these files, would you be willing to send them to me?

    Posted in: Art Assets
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    posted a message on Making Modded WoL HotS Campaign

    Blizzard doesn't seem to want to allow for custom campaigns, so online isn't an option because you would only be able to upload 1 mod and 19 maps due to restrictions (That's not the full campaigns). For each map you would have to add the mod you create, and probably also make tweaks.

    Overall you have a good idea, but it is ONLY possible in offline mode.

    StarCraft ReAwakening: The Great War and many others here on Mapster are perfect examples of this.

    Posted in: General Chat
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    posted a message on Making Modded WoL HotS Campaign

    You could create a mod no problem, however, you would still have to add that to the maps one by one.

    Posted in: General Chat
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    posted a message on SC 2 in windows 10

    @MaskedImposter: Go

    I don't have a touch screen but Windows 10 feels more like Windows 7 with modern enhancements. The improved start menu is great. You can just get rid of the modern tiles if you hate them so those of us that enjoy the classic Windows Start menu can more or less have it. Coming from Windows 7 I love it.....and I HATED windows 8. I would recommend the update when it releases (2015 commercial launch), but not the current Tech Preview bc there are still some bugs they are ironing out.

    Posted in: General Chat
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    posted a message on SC 2 in windows 10

    I upgraded to Windows 10, it's a great OS. Everything works...EXCEPT StarCraft II. Many users have had issues with lag and freezing. For me it screwed up the entire installation. Wait until a later version if you want to keep playing.

    Posted in: General Chat
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    posted a message on Extension Mods - Disable AI Players

    Ahh dammit...okay so what about only allowing Users (Not AI) to enter the game lobby through a mod. It's obv possible for a map but how about a mod? I imagine it's not but I can hope.

    Posted in: Melee Development
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    posted a message on A Question to Probes v Zealots 2 Creator

    @Anteep: Go

    The Cat & Mouse subgenre is very popular. There are numerous SC2 arcade titles which use that style of gameplay. Hell WC3 had Cat & Mouse mods.

    Posted in: General Chat
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    posted a message on Extension Mods - Disable AI Players

    Is there anyway to kind of "teach" the AI how to play? Like treat button X as if it were the Train Marine button for example.

    Posted in: Melee Development
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    posted a message on Lobby Races

    Can't unfortunately. But what you can do if you're creating a custom map (not a mod) is create map attributes and kind of mimic fake races. Go to Map->Game Attributes in the map I provided to see what I mean. You would also have to go to Map -> Variants and hide the "Race" dropdown for all players.

    From there you would create the custom races in the data tab -> Races. You would require a trigger library in order to create connect the selected attribute to a custom race. Look under triggers for what I think would be the easiest method.

    Posted in: Data
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    posted a message on Extension Mods - Disable AI Players

    Is it possible? The mod I am working on changes the game so much that the game's AI literally has no idea what to do. Optionally, how would I go about editing the AI if that is an option?

    Posted in: Melee Development
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    posted a message on Extension Mods - Campaign Data Workarounds?

    But it warns that Campaign and Multi data can't be used together. Does is really cause a conflict?

    Posted in: Melee Development
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    posted a message on Extension Mods - Campaign Data Workarounds?

    I have been working on a very complicated extension mod which uses the Campaign Dependency (HotS). Whenever I test maps using this mod there are errors that occur due to multi-player data automatically being loaded on melee maps. Does anyone know the best practices for working around these limitations.

    For example, if I want to re-introduce the Warhound, it won't display on the help menu glossary and the train button won't appear at the factory. I have tried making duplicate buttons/abilities and am slowly figuring out how to bypass melee defaults, yet those seem to create more problems.

    So does anyone know the best practices or workarounds in order to create a Campaign Data based extension mod?

    Posted in: Melee Development
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