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    posted a message on (Solved) Help: Custom units not moving to target

    Yes it is. Still nothing.

    Posted in: General Chat
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    posted a message on (Solved) Help: Custom units not moving to target

    Yes, I tried it with a Thor, and it moved like normal.

    Posted in: General Chat
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    posted a message on (Solved) Help: Custom units not moving to target

    When some of my custom units are attacked, they do not move to attack their attacker. I am uncertain why. They have their movement speed set, they have the attack and move abilities, they are flagged as movable and turnable, they have their pathing set, anything I am missing?

    Posted in: General Chat
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    posted a message on cant publish on AM after current patch - stuck at "constructing header file"

    Yea, having the same problem. Hopefully it will be fixed in a few days.

    Posted in: General Chat
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    posted a message on Starcraft 2 coop Upcoming commanders

    Blizzard is a business. They have employees. If their employees work on an addition to the game, they have to be paid. It is reasonable to have a $5 cost for new commanders, as long as they are truly different from what is already in the game.

    Posted in: Miscellaneous Development
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    posted a message on Testing for SC: Ascendency

    Great, it should be on the arcade later today.

    Posted in: Map Feedback
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    posted a message on Testing for SC: Ascendency

    I have begun work on a new custom campaign, and mission 1 is nearly complete. I would like if someone could test the first mission and give me their feedback. The mission is not particularly long (only in the range of 15-20 minutes).

    Posted in: Map Feedback
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    posted a message on Terran Zealot

    It would be fantastic if someone made a Terran in zealot armor (And maybe it would make some degree of sense, if the dominion and daelaam were allied).

    Posted in: General Chat
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    posted a message on Sc: Asendency plot suggestions

    I always interpreted that end cinematic as actually being Kerrigan, reason being that xel'naga can shapeshift (as both Duran and Ouros show)

    Posted in: Map Feedback
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    posted a message on Sc: Asendency plot suggestions

    Ok, I need to ask one last question to any experienced campaign makers. Should I stitch together the voice acted lines that are already in game or just use text and portraits?

    Posted in: Map Feedback
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    posted a message on Sc: Asendency plot suggestions

    Yeah, I was wondering if my production structures should be different kinds of void rifts, or if they should just be the normal ones with the void entity behavior.

    Posted in: Map Feedback
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    posted a message on Sc: Asendency plot suggestions

    Though I do see where you are coming from ksnumedia, I will tell you what I was thinking in regards to how to make a campaign on this subject.

    - Kerrigan would be far too op, but I could reduce her stats and remove the extinction ability, and pass it off by saying that she was still weak from her confrontation with Amon. She would slowly get increased stats throughout the campaign.

    - To establish the main villain of the campaign, I was thinking about having Kerrigan accidentally free Ulrezaj from his void prison.

    - In terms of enemies to fight, I was considering having the main villain be Ulrezaj and having the player fight Ulrezaj's Dark Templar.

    - Regarding the race you play as, there is a cut Kerrigan line in the editor which I was planning on editing a bit and using, which says that after Kerrigan became a xel'naga, the void began to answer to her. As such, I was going to make you play as the standard races, but have them be void entities which were summoned by Kerrigan

    - For how Kerrigan escapes the void, I was considering having her find a xel'naga temple in the void in the second mission which would contain a portal to the Ehlna warp gate (Ehlna was the moon Ulrezaj was imprisoned on). Kerrigan would activate the long unpowered portal while the player defends her from void creatures (there are a number of species native to the void, such as void thrashers).

    - We don't know if any of the main races encountered Kerrigan between the end of LotV and the cinematic, so I was thinking that the Daelaam would be involved in the hunt for ulrezaj late in the campaign. The last mission would take place on the newly reclaimed Aiur. At this point in the campaign, Ulrezaj is enraged with the destruction of Shakuras and intends to have the same fate befall Aiur. To this end, he captures a xel'naga temple on Aiur and begins to overload it. Throughout the mission, you would play as both Artanis and Kerrigan, with Artanis attempting to destroy the temple and Kerrigan supporting his forces. Whenever the Ulrezaj attempts to overload the temple, the player will enter a boss fight between Kerrigan and Ulrezaj to push him back. When Artanis destroys the temple, Ulrazaj will be thrown into a rage and attack Kerrigan, culminating in a final boss fight.

    Posted in: Map Feedback
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    posted a message on Sc: Asendency plot suggestions

    I want to make a custom campaign which follows Kerrigan between the end of LotV and the "Homecoming" cinematic. I need some help, however, making a story for my map to follow.

    A couple things I know I am gonna include; - The first mission will take place immediately after Amon's fall - Kerrigan will realize she has no immediate way to get out of the void as the Ulnar portal has collapsed - The first few missions will take place in the void - In macro missions, Kerrigan's units and structures will all be void entities - The first mission will be a micro mission

    A few things I need ideas for are; - Who will be the main enemy of the campaign - Why does it take 2 years for Kerrigan to find Raynor - How does Kerrigan get out of the void - What race/faction will the enemy be - How can I make Kerrigan as powerful as she is in the epilogue but have the missions still be a challenge

    Please tell me your suggestions below.

    Posted in: Map Feedback
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    posted a message on How to use the Shield Battlecruiser model

    In the data editor there is the unused Battlecruiser type B (A battlecruiser with shield generators on it) death model. If you make that into a model and under animations set the animation speed to 0, the death animation won't play, and you can use the model for whatever you want.

    Posted in: Data
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