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    posted a message on [Test me!]Struggle for the Depths

    Hey all, In the mood for some cheesy World of Warcraft cross overs?

    I have just "finished" (See: I hope it works out) a map I've named "Struggle for the Depths," in which you play a melee 2v2 battle with other players under water at the bottom of the Azerothonian ocean using a combination of your Zerg/Terran/Protoss units with another faction of your choice. Your goal is to help the race you've allied with establish superiorty over the depths, as the location is important to each race.

    Factions include: -The Zalashj'ir Naga: a race of snake-like laviathans who have broken off from their hedonistic queen Azshara in attempts to regain their natural ancestory. They want the depths because of its close proximity to the water elemental realm. They want to protect the realm from their former queen.

    -The Faceless Invaders: these violatile psychic monstrosities have forced you into serving them. Help them take over the depths and secure the realm of water, and perhaps they'll let you live. Their ultimate goal is to become the new water lords of the water realm and use the ocean to eventually take over the whole planet.

    -The Abyssal Indiginous: a band of unlikely allies have agreed to work with one another - and you - to help take back and protect their home. They have been in the depths for ages and are not willing to give up the area to these "Zalashj'ir Naga" or "Faceless" idiots. Help these Murlocs, Gilblin and Kvaldir get back their land!

    ---

    -You start the map and immediately are asked to side with one of the races. You can access the units of these races from a new building made by your worker unit: The Allies' Nest, Allies' Compound, or Allies' Beacon.

    -The new units of the race you select are there to compliment the units you would normally be able to make. For example, Faceless Terrors work well with Zerglings or Zealots. Zalashj'ir Reavers are excellent when paired with Marines and Marauders.

    -Due to being on the ocean floor, your allies have taught you and your units how to survive in a watery atmosphere. The Zerg have gained blood and tissue samples and from these have been able to evolve for life under water. Some units may look very different, but in the end they are the same units. Protoss look similar but darker, as they have gained ancient technology from their new aquatic friends that let them move and exist in water as if it was not there. Some of their ships have been redesigned with underwater aerodynamics in mind. Terran have also upgraded their units with the latest S.E.A.L. technology from Earth. They look quite different but are now quite effecient at survival in the depths.

    Thanks for trying my map, be sure to post feedback! I am looking spesifically for comments on balance between the two factions. Are nerfs needed? Let me know!

    LINK: http://www.sc2mapster.com/maps/struggle-depths/

    Posted in: Map Feedback
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    posted a message on Warsong Gulch Remade in SC2 (Beta)

    Ommmg this looks like it would so fun with a group of friends.

    Posted in: Map Feedback
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    posted a message on 1.3 broke your map? Join the club.

    Yup happened to me too.

    I haven't checked my other map and I probably should, but for my newest map I had to re-assign units to a building they were supposed to be created from. For some reason, the patch went through and changed ALL my units on the command card of the builing to Goliath and put a good 6 or so buttons on top of each other. Was so annoying to fix.

    Posted in: General Chat
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    posted a message on [2v2 or FFA] War of the Elements

    UPDATE: The file with custom music has been removed and a new version has been uploaded due to dependancy malfunction. Everything should be working as intended now.

    Posted in: Map Feedback
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    posted a message on [Tutorial] Camera Distortion for Underwater Maps
    Quote from Keyeszx: Go

    Would it be possible to create this effect for a normal map? Not a melee map but a map that doesn't follow the units. A hero arena style map. Would I be able to play dummy units and have the create the effects or would that lag the player too much?

    I too am curious about this. I've been waiting for a while to see if anyone jumps in to let us know.

    Posted in: Tutorials
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    posted a message on [2v2 or FFA] War of the Elements

    Harrrooo everybody.

    Uploaded my recently completed map, War of the Elements. I am looking for people to get together with some friends or just random mapsters and play it, mostly to check for balance issues between the 4 custom heroes.

    Sooo, this is how the map works:

    You pick a race, zerg, 'toss, or terran. Start the map, your spot is random. Depending on your start location, you gain a hero native to that spot. Once you tech to a factory, lair, or robotics facility you will be able to train a hero for 300 minerals / 300 gas from the building. You may only have one hero active at a time.

    Heroes are completely unique to their element, and have many different strengths and abilities to complement your forces as you raid the other elements. Every hero has a weakness, though, so be aware of how to play to their strong points or you may end up losing your hero.

    Heres the link: http://static.curseforge.net/content/files/508/81/Elements.SC2Map

    PS - I am aware it says "Made by XIII." Thats my SC2 profile, I'm Thirteen on WoW and SC2. ;)

    Posted in: Map Feedback
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    posted a message on [Halp] Autocasting
    Quote from Chiquihuite: Go

    I likely couldn't comment on why your slow ability isn't working without seeing you map, but...

    For the auto cast on the turret, I'd actually recommend setting the acquire level to defensive and making it auto-cast the pulses on itself (Give it a range of like 1 and set appropriate target filters)

    Fixed it!

    Turns out the stop ability was bugging it out. The AI was going, "I should auto cast, but the stop button is forever on... so I think I'll go make coffee instead."

    I removed the ability to stop, and it spams earthbind quite nicely now. :D

    EDIT: Also I abandoned the slowing effect on the second unit, I made a turret ability that has a slowing aura instead. Bit more interesting anyway. ;)

    Posted in: Data
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    posted a message on [Halp] Autocasting

    Hey guys,

    I have a pretty basic question that I can't seem to figure out.

    I have made a turret-like ability where my custom unit drops the turret and its supposed to begin pulsing, slowing down any enemies who get near it.

    Basically, its an Earthbind totem from WoW.

    Unfortunately, it refuses to use the ability. I have the pulse on auto cast so theoretically when enemies approach it should start spamming the ability, unfortunately it doesn't. It just sits there.

    You can click on the totem/turret and manually click pulse and it'll trigger, but it won't continue to trigger.

    Does anyone know why its not auto casting? I have a theory its because the totem is stationary and can't move, or perhaps its because its flagged as a structure (this shouldn't matter though, should it?)

    Also, another quick basic one, I changed the Hammer Security unit into a completely different unit (instead of making a new unit from scratch) and its supposed to maintain the slowing ability. Its listed in its behaviors and such, but for some reason the passive slow isn't working anymore. I disabled the requirements for the ability so I shouldn't need to research anything in order to get it to function. Any ideas there?

    Also, I'd like to note that I'm not completely inept, I generally don't have issues with abilities but these two issues don't seem to want give up without a fight, as basic as they are.

    Thanks in advance for your patience and any help you can offer!

    Posted in: Data
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    posted a message on Bottomless pits?
    Quote from SouLCarveRR: Go

    http://forums.sc2mapster.com/resources/project-workplace/9545-demo-destructible-flying-islands-in-a-vortex/

    maybe like that?

    That is the buisness! Wow. O_O

    @Writhes, Thanks a lot, the "Hide lowest level" is exactly what I was looking for.

    @RulerOfIron, Unfortunately, using any water at all is out of the question. When/if I post my map you'll see why. ;)

    Posted in: Terrain
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    posted a message on Bottomless pits?
    Quote from Reaper872: Go

    @garrawr: Go

    korhal skyscraper cliffs at full height next to lowest height. Or lower ground and add fog I guess.

    Doodad fog?

    Posted in: Terrain
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    posted a message on Bottomless pits?

    O hai.

    I was wondering (as I can't seem to figure it out myself) how one goes about making bottomless pits.

    For example, on that one melee map where you're fighting on roof tops in a city, theres bottomless pits everywhere to give the illusion the skyscrapers you're on are extremely tall.

    How does one do this? :B

    Posted in: Terrain
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    posted a message on [Halp] Model height (remember that asteroid?)
    Quote from GePanda: Go

    Maybe I'm missing something here, but couldn't you double-click the doodad and change the height like that? :P

    WOW.

    Did NOT know you could do that. Holy crap. I feel really dumb now.

    Thanks. lmao. Goes to show how much time I put into doodads right.... Thanks so much xD

    Posted in: Data
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    posted a message on [Halp] Model height (remember that asteroid?)

    Okayso are you all familier with that one asteroid doodad that floats way up high and looks purdy?

    Well, I was going to be clever and change the model to something else to go with my map.

    Alas, when I change the model to the one I want, the model sits on the ground instead of way up where the asteroid would normally float.

    Turns out, the height is actually attached to the model of the Asteroid and not the doodad itself, so any model I exhange it with won't float up high, only the asteroid's original model.

    So my question is, is there anyway to edit a model in-game so that you can set the height of it up high like the asteroid?

    Or perhaps theres a trick that can make the doodad appear way up high even though it isn't.

    Any pointers? :C

    NOTE: The doodad isn't a unit, so I can't set its height the way you do for say, a flying unit.

    Posted in: Data
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    posted a message on Normal unit to Hero

    Aww I totally knew how to answer this one too. :C

    Note that the heroic tag makes the creature immune to stuns and mind control effects. There, thats a contribution, right?

    Posted in: Data
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    posted a message on Horrible publishing issue D:

    Hey guys, I just spent two weeks working on a map who's size ended up at 9.63 MB.

    Now, I've never uploaded anything to b.net before, but when I try to publish my map it says "Publish failed, file size is too large." I was under the impression we could have up to 50 MB uploaded. I am currently sitting at 0 MB uploaded, and forgive me if I'm wrong, but 9.63 MB is not equal to 50 MB.

    Here is a screen shot of the space I've used (none): http://tinypic.com/r/2w4wxgj/7

    And here is the error box when I try to publish: http://tinypic.com/r/2n7l04/7

    I have been using the "Smaller File" save preference.

    I'm kind of really ticked off with this, as I had another project planned that will be at least 5 times the complexity of this map but it appears I may not even be able to upload this current map.

    Things to note: My map is pretty much a standard melee map, except you gain a hero unit depending on what start location you end up in. There are 4 hero units, one for each starting area. Each hero has about 4 unique abilities, their own sound files and model. Not that big, right?

    The map I was planning on doing next would have about 12 new units with their own unique models and sound files, as well as at least 3 new buildings. Looks like this is impossible...

    Does anyone have any advice? Should I just give up? Is there a common error here that is easily fixable so I can upload? Thanks for any help anyone is able to provide.

    Posted in: Miscellaneous Development
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