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    posted a message on Zone Control Ultra

    I've recently made some updates to this map, nothing major, but I think they add to a more balanced game play. Specific changes can be found: Changes up to version 1.11

    Posted in: Project Workplace
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    posted a message on Ordering a Drone to Morph

    @nevjmac: Go

    Sorry ahead of time if these might be obvious things I point out, but just thought I'd let you know what I came across. I created a test map with your same trigger, and at first it ran into the same problem you described, but I noticed that I did not set up my map with any minerals and the requirements for morphing into a Spine Crawler weren't met (I needed a Spawning Pool). It would also do the same thing if I tried to build somewhere off creep, it'd move there and stop, but it'd give an error message that the building place is invalid. Since you said that you are able to create the Spine Crawler with your preplaced Drone, this *shouldn't* be the same issue you are having.

    The only other thing I can notice is that your second line isn't needed, your Drone should move to your point and start building with the third line alone. Again that shouldn't make a difference either.

    The only thing I can think of is that the requirements might not be met for whatever reason, but if its not, at least you're getting a free bump if someone else has any ideas :)

    Posted in: Triggers
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    posted a message on Zone Control Ultra

    Zone Control Ultra

    I've based this map off of the original Zone Control Ultra from the original Starcraft. I didn't add any new flashy units (Hydras, Stalkers, etc.), upgrades or anything that dramatically changed the gameplay from the original. I feel the simple design on the original was a great credit to its success. I'm very happy with the way I implemented the massing tool (See top left on the screenshot). Unfortunately, I do not have any videos or more screenshots at this time, I'll hopefully add some later. Please let me know what you think, or if you haven't played it yet, go on and give it a try! Enjoy!

    http:www.sc2mapster.com/maps/zone-control-ultra/

    Embed Removed: https://www.youtube.com/v/0e80ZTjltaM?fs=1

    The map is divided into 60 different zones. The person in control of a zone always has a bunker in the middle of it. To gain control of a zone, you will need to bring a Bunker Dispenser into it. If the zone is controlled by someone else, you will need to kill the bunker in the enemy zone and have more marines in the zone.

    Killing enemy marines grants you minerals.

    You can upgrade your weapons at the Engineering Bay to level 40; armor to 40, and you can upgrade Stimpacks and Marine Range at the Engineering Bay.

    If all your bunkers are all destroyed, you will get 250 minerals to get another. For every bunker that you destroy, you will get 150 minerals. Eliminate opponents by killing ALL of their units.

    Whoever owns a bunker in a zone owns that zone.

    Marines are created at zones you control.

    To gain control of a zone bring a Bunker Dispenser to the middle of it when it's empty.

    Upgrade your army and control zones to defeat your enemies.

    Map created for SC2 by UDrew

    Posted in: Project Workplace
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    posted a message on Zone Control Ultra

    Updates have been made! Thanks to those of you who found me in game and gave me your feedback! Its much appreciated!

    Mostly upgrades to the AI system, it's still not perfect, but it'll give you a run for your money! You can now choose between Easy, Medium, or Hard difficulties. Also some balance and bug fixes.

    Posted in: Map Feedback
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    posted a message on Zone Control Ultra
    Quote from jaxter184: Go

    do you want a beta tester or is it already out of beta? or perhaps its a public beta?

    I bumped it out of Beta a couple versions ago, since version 1.04. I think the actual game play aspects are good to go, I haven't run into game errors for a while (Although I can't say that I've got to play TOO many games on B.net). The only things I've done recently are more of polish on this map, like the rewards for W/L ratios (v1.05) or the AI I just added in 1.06. I guess if testing was needed it'd be with the AI. I've played some games with it, solo, with a partner and having both humans play with a comp partner and it *seems* bug free, of course it could be more of an in-depth AI, maybe in the future, but right now its not too shabby for medium difficulty I'd say. I thought it was fun to start a game with 7 comps and watch them all kill each other lol.

    With all that said, I'm always up for people wanting to test this map and giving me any feedback they'd like! It is currently live on B.net on about page 7-9 depending on the day. Give it a try!

    Posted in: Map Feedback
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    posted a message on Zone Control Ultra

    Want to practice? Don't have enough players? No problem! Today I've created an AI for the game! Just add computer player(s) to the lobby. I would describe their difficulty as Medium. Obviously they won't replace players, but they fill that gap if you want a full game of players.

    Posted in: Map Feedback
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    posted a message on VoidCraft

    I was just searching around on sc2mapster and came across this map. I just wanted to say that I think it looks great and I can't wait to try this on the US B.net when its ready! Keep up the good work :)

    Posted in: Project Workplace
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    posted a message on Zone Control Ultra

    Zone Control Ultra

    Embed Removed: https://www.youtube.com/v/0e80ZTjltaM?fs=1

    I've based this map off of the original Zone Control Ultra from the original Starcraft. I didn't add anything that would dramatically chang the gameplay from the original. I feel the simple design on the original was a great credit to its success. I'm happy with the way I implemented the massing tool (See top left on the screenshot) among other things listed below. Please let me know what you think, or if you haven't played it yet, go on and give it a try! Enjoy!

    http://www.sc2mapster.com/media/images/32/791/Gameplay.jpg

    The map is divided into 60, 32 or 12 different zones, depending on the option you choose. The person in control of a zone always has a bunker in the middle of it. To gain control of a zone, you will need to bring a Bunker Dispenser into it. If the zone is controlled by someone else, you will need to kill the bunker in the enemy zone and have more marines in the zone.

    Killing enemy marines grants you minerals.

    You can upgrade your weapons at the Engineering Bay to level 100; armor to 100, and you can upgrade Stimpacks and Marine Range at the Engineering Bay.

    If all your bunkers are all destroyed, you will get 250 minerals to get another. For every bunker that you destroy, you will get extra minerals.

    Whoever owns a bunker in a zone owns that zone.

    Marines are created at zones you control.

    To gain control of a zone bring a Bunker Dispenser to the middle of it when it's empty.

    Upgrade your army and control zones to defeat your enemies. Eliminate opponents by killing ALL of their units.

    http://www.sc2mapster.com/media/images/32/792/Features.jpg

    Unique massing tool.

    Choose from 3 different map sizes, 60, 32, or 12 squares!

    Unlock achievement units by increasing your win/loss record!

    Want to practice? Don't have enough for a full game? Play against our new AI by creating a game with computer players! AI players come in Easy, Medium and Hard difficulty

    http://www.sc2mapster.com/media/images/32/793/Changelog.jpg

    Visit http:www.sc2mapster.com/maps/zone-control-ultra/ for official updates and changelogs.

    http://www.sc2mapster.com/media/images/32/794/Created-by.jpg

    Posted in: Map Feedback
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    posted a message on Turret Wars

    Hello, now that SC2 has gone live, I'd love some feedback on this. I've done a lot of work to this since I first posted and I updated the post above to reflect that. Please let me know what you think, thanks!!

    Posted in: Project Workplace
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    posted a message on How to find triggering player number

    @akaGrimm: Go

    Triggering Player should actually be the player number. If player one was the triggering player you can use it in the array like this:

    MyArray[Triggering Player]

    Which would be the same as MyArray[1]. Hope this helps.

    Posted in: Miscellaneous Development
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    posted a message on Playing custom maps online?

    @allusernamesaretaken: Go

    They have to be published to battle.net to play, the author *should* have already done that (if they were able to in your region). The only way I know how to find them is to go to create game, change the top left drop down to say "Popular" and there's a search field on the right side to enter the map name.

    Posted in: General Chat
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    posted a message on Playing custom maps online?

    @allusernamesaretaken: Go

    Add them as your friends (http:us.battle.net/sc2/en/game/guide/bnet-overview#adding-friends)

    Create a party with your friends.

    Find a game in the custom list that you want to play. And the Join button should now say Join as Party (or something like that).

    Hope this helps.

    Edit: I guess I forgot what if you want to create a game. Just create a game like normal and then there should be an invite option for your friends.

    Posted in: General Chat
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    posted a message on Map Protection

    @Fullachain: Go

    This tutorial should be what you're looking for:

    http:www.youtube.com/watch?v=60TYDmiTELA&feature=player_embedded

    Posted in: Miscellaneous Development
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    posted a message on Turret Wars

    This is a map I have made, I'd love any feedback on it. It is live on on Battle.net right, currently on the top of the third page of the custom maps. Hope you enjoy, thanks!

    http://www.sc2mapster.com/maps/turret-wars/

    Turret Wars

    Turret Wars is inspired by the Turret Wars map from SC1. The map is divided into two teams of up to 4 players on each team. Each team will have waves of units sent across their side of the map. The team must destroy the waves before they reach the end. Teams will get 50 lives. All kills will get added to the other team's waves. As time goes on, the waves' health and speed will be increased. Each kill grants one mineral.

    Please note that the below video is from an older version of the game, not all of the abilities work the same. I will record a new video once game features are more finalized.

    Embed Removed: https://www.youtube.com/v/WrHdWwTxAQU?fs=1

    Three different types of towers to create:

    Terran: Medium Range, Medium Fire Rate, Stronger against Armored (Medium) Units

    Protoss: Short Range, Fast Attack Speed, Stronger against Light Units

    Zerg: Long Range, Slow Attack Speed, Stronger against Massive Units

    All Towers can be upgraded once to enhance their abilities

    There's a hierarchy of tower building:

    10 Basic Towers unlocks the Basic Units and utility towers. 3 Basic Units unlocks Tower upgrades. 3 Upgrade Towers unlocks the Advanced Units

    Twelve Special Abilities used by the SCV:

    • Add Enemy Health (Permanently adds 50 health to your opponent's waves)
    • Add Enemy Speed (Permanently adds .5 Speed to your opponent's waves)
    • Offensive Warp Prisms (Adds 4 Warp Prisms to your opponent's waves. Warp Prisms grant no minerals to opponent and will not not be added to your teams' waves after death. Warp Prisms are light units.)
    • Speed Burst (Speeds up all your opponent's waves by 2.5 speed for 10 seconds. Using Speed Burst while a Chrono Slow has been used on your opponent's team will return your opponent's waves to normal speed. Speed Bursts do not stack.)
    • Lower Ally Health (Permanently subtracts 50 health from your waves)
    • Lower Ally Speed (Permanently subtracts .5 Speed from your waves)
    • Offensive Brood Lords (Adds 4 Brood Lords to your opponents waves. Brood Lords grant no minerals to opponent and will not not be added to your team's waves after death. Brood Lords are massive units.)
    • Chrono Slow (Slows all your team's waves to .1 speed for 10 seconds. Using Chrono Slow while a Speed Burst has been used against your team will return your team's waves to normal speed.)
    • Create Ghost. Ghost is spawned in enemy area. It can attack enemy units/towers, but only gets 3 shots. 1 shot will kill basic units/towers, 3 shots will kill advanced units/towers.
    • Create Sentry. Sentry can create a mobile Chrono Shield that slows all waves inside the shield to .1. The Sentry will destroy itself 10 seconds after casting Chrono Shield. Sentry can also attack Ghosts.
    • Create a Vortex at the enemy base. The Vortex is at the beginning of the enemy base, sucks all the enemy waves into it and unleashes them on your enemy all at once.
    • Create Enemy Ravens. Creates 5 Ravens in your enemy's waves. Once the Raven is killed, it reduces the killing unit/tower's damage 90% for 10 seconds.
    • Proximity Mine - Lay mine down on the ground and when an enemy wave unit gets near, the mine will automatically detonate for 500 damage.
    • Remote Mine - Lay mine down on the ground and choose when to detonate it. There's an individual trigger for each remote mine, or you can detonate all mines owned by you from the SCV.

    Bonus Units

    Three types of bonus units have been created, they appear at random times in random places on the map. To get the bonus, you must move your SCV to the bonus unit before the unit dies (approx 30 sec). Each unit type has 4 different bonuses to give:

    Zergling:

    • Creates bonus Sentry. Sentry can create a mobile Chrono Shield that slows all waves inside the shield to .1. The Sentry will destroy itself 10 seconds after casting Chrono Shield. Sentry can also attack Ghosts.
    • Player gains (random number between 1 and 50) minerals.
    • Players team each gains (random number between 1 and 25) minerals.
    • Lower Ally Health/Speed

    Interceptor

    • Creates bonus Ghost. Ghost is spawned in enemy area. It can attack enemy units/towers, but only gets 3 shots. 1 shot will kill basic units/towers, 3 shots will kill advanced units/towers.
    • Creates a Vortex at the enemy base. The Vortex is at the beginning of the enemy base, sucks all the enemy waves into it and unleashes them on your enemy all at once.
    • Steal (random number between 1 and 25) minerals from each enemy player and give them to each ally player.
    • Add enemy health.

    Observer

    • Create Nydus Canal. Creates a Nydus Network in your area (randomly placed) and creates a Nydus Worm in the enemies area (randomly placed). When your waves reach your Nydus Network they will be transported to the Worm's location. Lasts 10 seconds.
    • Create a Blackout. Creates a Fog of War of the entire map for your enemies. Your only unit that can see is the SCV. There is a light switch that will get pinged on your enemies minimap. Take the SCV to the switch to regain vision.
    • Create Enemy Ravens. Creates 5 Ravens in your enemy's waves. Once the Raven is killed, it reduces the killing unit/tower's damage 90% for 10 seconds.
    • Jackpot! Takes 15 minerals from all players and pools them into a jackpot. Type -roll within 20 seconds to roll a number between 0 and 100, highest roller gets it all!

    New command:

    -stuck

    Type this in chat if your SCV becomes stuck or unusable and a new SCV will be created for you. *Note* The error that was making this occur should be fixed now, but I'm leaving the command intact just in case.

    Hope you enjoy!

    Posted in: Project Workplace
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    posted a message on Teching buildings

    Well I was able to get my buildings to morph, but I had to do a roundabout kind of thing to make it work. I know it should be easier than this but I just thought I'd share since it does work for me and I wasn't the only one having the problem before.

    So I had two types of towers, a missile turret and a photon cannon, and I was trying to morph them into upgraded versions of themselves (MT1 -> MT2 and PC1 -> PC2). The PC for some reason would morph just fine, and I could get the MT to morph to a PC, but if I tried to morph from MT1 -> MT2, it'd just sit there with no abilities even after trying the guide above. So to get around this, I made a PC3 that had all of the abilities of MT2, and morphed MT1 -> PC3. I went into the actor for MT1 and told it to do a ModelSwap to the model of MT2 after it morphed from MT1 -> PC3. And it worked! It looks like it morphed right into MT2!

    I know this is a weird roundabout way to do this, and there should be some solution to get MT1 -> MT2, but I just couldn't get anything. So I hope this helps anyone else who might have had the same problem I did.

    Posted in: Miscellaneous Development
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