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    posted a message on Nameless Game - Concept

    Units will spawns periodically near friendly bases and units. If there is creeps are nearby, additional units will be spawned. The amount of units spawned depends on how much creep there is covering the map. So more creep covering the map, the more units will spawns, and vice versa. This makes it so the player have to make sure not to let creeps go out of control.

    Example. 40% of the map is covered by creep. Spawning 5 units per second. If 80% of the map is covered, then 10 unit per second. If 20% then 2 or 3 will spawn.

    The attack mode, which is toggled by the spacebar. Will allow you to attack within range of your probe. Using the position of where you click on the mouse. The area will leave a orb that will glow white and then explode.

    Yes I like the idea of having to leave your base not knowing if you will ever see it again. I'll tweak this a bit.

    Randomized bosses. Now that is a cool idea! I'll look into it! I think as each boss gets killed, then next one gets stronger. Never know what to expect when the boss timer expire.

    Maybe a MASSIVE roach with the ability to revive dead units and explode in a nuke on death. Etc Just an example. I'll look into it, that would be cool.

    Update

    I am currently working on build mode and neutral mode (Switched between mode via spacebar) Build mode - Brings up a custom UI that allows the probe to easily build (Build mode flashing green) Neutral - Allows you to buy upgrades and items from shops in your bases if you have any. Neutral mode allows probe to heal. (Subject to change)

    Posted in: Map Feedback
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    posted a message on Nameless Game - Concept

    Hello guys! I been messing around with a few things and this is what I gotten so far.

    Make fun of my voice if you want, I am used to it. Hahaha

    The story..

    You were a mindless probe tasked with collecting resources. For days on end... until one day, the base gets attacked by what looks a new breed yet feral Zergs. It seemed the Zergs Overlords are no longer in control of their minions, and mutation spread wildly. You nearly escaped until a yellow bile spewing zergling attacks you, and everything went black.

    You are awake in a terrain lab, reprogrammed with new abilities, to be stronger, and a new AI that allows you to have freewill. You yet again get attack by mutated feral Zergs. However.... you are prepared this time.

    Can you survive this now desolate world with your new found ability? Only time will tell....

    And that is the story I got so far....

    What I want is a unique survival map, that has huge replay value. I am creating a unit right now that spawns near a modified creep when the player unit OR structure is near it. The map will calculate the creep coverage, and send units based on how much creep there is. The more creep, the more units. This makes it possible to make it SEEM like there are millions of units on the map... when in reality there is really only a few hundred at any given time.

    I was thinking of putting a randomized unit pool with a randomized ability pool.

    So the start of the game will pick...

    4-6 units from a pool of 20

    A random ability for each unit from a ability pool of 30

    And a visual feature from a pool of 10

    So in some games you might get... Yellow Zerglings that explode on death, large ghost that have bonus attack range. Etc etc...

    or

    Small Roaches with extra armor, Red infected marines with higher spawn rates. Etc etc...

    To survive you have to do three things.

    1 - Collect resources around the map, the resources requiring you to build defense to collect. And a building to automatically collect over time. 2 - Build a main base, to heal yourself, upgrade and so on. 3 - Remove all the creep spawning buildings to win.

    Notes - Bases that are built are able to sustain itself. Removing all attack alerts. I love the ability to put your faith into your base, risking having to leave and coming back to nothing. I am trying to keep it simple, visually. Keeping the SC lore I am currently learning sc2 editor with this, but spending extra time to fix up triggers to be more efficient. Heck today I completely re-wrote the movement system to stop leaks and redundancy.

    Why am I asking for feedback?

    Because I want feedbacks on what you think about some of the ideas I have. I would also love suggestions and tips on how to make a effective survival. And what do you think of the randomized nature of enemies?

    Constructive criticism is welcome! Be harsh if you want, I don't mind.

    Posted in: Map Feedback
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    posted a message on Leaderboard question - display images?

    Hey thank you!

    Wow, it is amazing the things you can do with dialog. Just been messing around with it, pretty neat. Currently looking through a tutorial now.

    Posted in: Triggers
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    posted a message on Leaderboard question - display images?

    Hello guys! I was just wondering if there was some way to display a image on the screen, perhaps through a leaderboard or something?

    Any help would be greatly appreciated!

    Posted in: Triggers
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    posted a message on What do you guys think of 24 hour map challenges?

    Partners might work. Would need to find a way to balance the rating system to make it fair, honer system is good if you guys are good with it, might have the occasional cheats but I doubt it. I agree 3 days sounds good.

    Maybe something like this.

    Team points. (1 person = +6 points) ( 2 person = +3 points) (3 person = +0 points) Of course this is just a example, it would be more balanced and flushed out. Or maybe just a minor reduced score multiplier for each person on the team.

    Posted in: General Chat
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    posted a message on What do you guys think of 24 hour map challenges?

    I now realize a 24 hour map creation competition is something that would only be viable for Wc3. So perhaps a 3 (Or a week?) day competition would be better, longer time to create a map, and would be better fitting to people schedule.

    I agree we would need atleast 2 judges and 2 participants. Which I don't think would be too difficult to do. Start small, and maybe more people will join in in the future.

    Just an idea...

    Perhaps while I create a thread with some suggestions you guys make. I'll also make a promotional video for it to encourage people to come. Perhaps that'll be something we could do?

    Another way we could do this is.... Instead of judges. I could make a video of each map AND a link (Optional) to the map on the thread. So the general public can vote based on the video and gameplay using the provided rating system.

    Also, once I figure out all the things for this... where should I put the competition thread?

    Posted in: General Chat
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    posted a message on What do you guys think of 24 hour map challenges?

    Not sure how easy it is to set up these sort of things. But I would love to actually make a map, and perhaps host the event. On another note it might be hard to find enough people to do these

    Everything is subject to change. All is needed is enough support, like judges and so on. I might make the event later and see what happens and go from there.

    Posted in: General Chat
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    posted a message on A good tutorial on Banks? Triggers.

    I know some of the basics but I can't find a good tutorial on beginner -> Intermediate banks usage.

    Do you guys know of a good one?

    Posted in: Triggers
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    posted a message on What do you guys think of 24 hour map challenges?

    In wc3 I used to be a regular member of another forum for map making.

    And we used to have a competition weekly. And here how it usually worked.

    What usually happens is on Saturday. A few people signs up to the competition and then a theme and genre of the map is selected. Each player is given a map file with a barcode (Triggers that cannot be recreated on a different map) to prevent cheating. A few select trusted members of the forum is selected to judge based on the following.

    Rules ( 0 / 10 points) - Does it follow theme and genre?

    Originality (1- 5 points) How original it is

    Polish (1- 10 points) Quality and details

    Entertainment Value (1-10 points) Self explanatory

    Bonus ( 2 points) A feature that the judge feels is worth of 2 points.

    The maps are then showcased as a thread.

    This promotes hype in the map making field, makes map makers more active, entertaining, and sharpen the skills of fellow map makers.

    What do you guys think about this?

    Posted in: General Chat
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    posted a message on Data issue - Splash damage

    I am trying to change Crucio Shock cannon (Siege Tank(Siege mode) weapon splash radius

    How do I do this? When I look in the units value there is nothing that mentions radius or area of any description. So I thought maybe it would be under the upgrade section, and I saw the value for splash radius in "(Basic) Weapon: options -"

    However the issue here is that I cannot seem to change ANY value in there. The values stay the same.

    Is there a way to override this? Or is there another way to change splash radius?

    Posted in: Data
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