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    posted a message on I have an idea, without the skills.

    The point of my post was your post made me seem like an utter idiot, whilst I already posted I already had nearly everything planned, and merely just have to get the skills, as is insinuated in my topic. You tell me these steps as if I have never done a project in my life or learned a skill in my life. I'm not an idiot, nor will I accept being taught as one.

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    posted a message on I have an idea, without the skills.

    I was once a programmer. I may be new to the starcraft 2 editor, but I've been learning it, I had learned some of sc1 editor before. And as I said, I've pretty much everything planned. I'm a calculating person, fitting of me as I used to program, but now I crunch numbers. Advice I do not need. It is knowledge and hands I am asking for. Hands I may have gained, knowledge I am gaining. If you are not going to reply a relevant post, it might be best not to at all.

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    posted a message on I have an idea, without the skills.

    I have near nil experience with the map editor so this will be fun although im slowly learning through hero attack templates as well as existing maps. Also in terms of balancing I have a good general idea, as basically I need to have max saturation and max build at approximately the same time so scvs will most likely have to gradually increase in price. And in terms of skills and everything it should not be a real big issue, as both sides (at the moment) will get minions to farm from and suitable towers will be placed, most likely the front towers will be doing about 50 damage to 1 hit lings and marines, and be tanky enough to last until at least 15 minutes so 1000 health, both sides will have the same turrets, as it is looking around now, although there may be issues on swarming turrets being overpowered, so some attack speed adjustments or aoe damage may need to be added.

    50 minerals is about 6 dps (marine), while a hero may be able to do about 50 base dps, gradually ramping up with perhaps a 50 mineral upgrade of about 10 damage. Hence the RTS team will be winning through numbers, while the hero team will be winning through stronger units (heroes).

    I have most of this planned out just starting to learn the editor :P

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    posted a message on I have an idea, without the skills.

    @doubleclick123 yea, itll be difficult to balance, but it can be done :P I plan on having max saturation on min line more or less be equivalent to end game build for heroes

    @charysmatic that is kind of interesting actually, although for the most part they'll just be dividing up troops and sending them down

    @Uzurak so basically its similar to dominion of league of legends, assuming youve played it before. or domination of call of duty. it seems too different, and if i go down this path and become a map editor I'll do it as a separate game mode :P and the issue with conquering nodes is if one team has it long enough it becomes a snowball effect and the other team can't do anything but watch in horror as their total gold is horrifically lower

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    posted a message on I have an idea, without the skills.

    Considering so many views and no one suggests to help, I may try out this on my own XD

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    posted a message on I have an idea, without the skills.

    So I have an idea for a map, but I am no where near skilled enough with map editor. Imagine this. League of Legends Summoner's rift/dota/standard 3 lane moba map. One side, same league of legends map. The other side, starcraft 2 gameplay, with 3 hatch/nexus/cc in place of the usual crystal/base thing and 16 unlimited min patches 4 gas for each player, and the same towers and everything of course, and maybe instead of jungle theres random resources, or jungle monsters that drop resources when killed. So basically in terms of starcraft, hero attack vs rts starcraft.

    Posted in: General Chat
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