As far as I can see that "dark voice" guy doesent have its own model, so i cant call its portrait with the simple "transmission" event that is linked with a unit. Can anyone provide some solution? Shall i make a new unit that will have its portrait [and weirdly, i cant find his portrait in the database].
Call of Ancestors v1.2 is out. It features FULL VOICEOVERS for ingame cinematics and tons of fixes based on your sugesstions!!!
Plot: After learning that Terran mercenaries are desecrating one of their planet, young Protoss warrior Tarsalis lands on a planet and begins his quest to reach lost ruins. But unknown to him, his superiors have more sinister plan in place.
Version notes: This v1.2 release of CoA map contains tons of changes here is the list:
New Loading text.
All voiceovers have increased volume now.
Fixed one big cutscene mixup.
Added more health, shields and speed for Tal'Adun.
Fixed names of Tarsalis weapons.
Archon beam of Tarsilas can only target Air units now.
Removed the range of Terran sensor tower.
Fixed ivanco's initialization area.
Stalkers have blink now.
Doubled the shield regeneration rate of Tarsilas and Tal'adun [regeneration wait time is stil same].
Added tons more "no walk" zones over some areas and doodads.
Added more Terran forces in the north base.
Added more Terran forces in the Temple Entrance [they prevent rushing tactics].
Added another Missile Turret detector near Siege tank [i will make detector out of him later].
Beacons cant be selectable anymore.
Changed the name of "Battle Cruiser Copy" units. [Those units are still not responding to "issue order - move to point" order. Weird.]
Changed the flow of end cinematic, but its not done yet.
To do list:
skippable cinematics [but I will need help from you guys, point me out to some map that has that feature and I will look into it.]
explosions at the end of the map [sound & camera shake]
personalised sounds for Tarsilas [when moving & attacking]
work on map 2 and continuation of Tarslalis adventure
Realised some more stuff:
The Ivanco fight initialization can be accidently bypassed by following the northernmost part of the route.
Talsaris doesn't have Hold Position.
Stalkers have no real reason to have the unreseached blink ability showing.
Im currently making "epic" singleplayer project CoA, and your imput will be very appreciated. Here is my project page where you can download the latest version of the map [v2]. Current plan is that story will span across several maps, few of my friends are working on ironing up the story and testing possibility of recording full voiceovers. Sadly i am working on everything else :D
few pics:
So, try it. Comment on it if you like it. Suggest some changes regarding the events/triggers, bug hunt, balance changes.
Thanks.
note: V3 will probably be online tommorow, expect more gameplay in it.
its not perfect, but if you want to cast a spell taht requires upgrades without upgrading it in requirements in the data editor you can go down to cast spell and delete the requirements, managed to get my queen casting seeker missiles ;)
I cant find that section, can you explan where it is? or screenshot maybe?
Wild guess & not sure if its possible, but is there a way to change opacity for unit or doodad? That might work [if lowering the opacity doesent mess up the light as well].
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That didnt help me much. Where do i look for that?
edit - found it. By mistake i created new melee map instead of campaign. New Element > simple transmission > portrait > value > dark voice
Thanks.
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As far as I can see that "dark voice" guy doesent have its own model, so i cant call its portrait with the simple "transmission" event that is linked with a unit. Can anyone provide some solution? Shall i make a new unit that will have its portrait [and weirdly, i cant find his portrait in the database].
Please help! Thanks!
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Call of Ancestors v1.2 is out. It features FULL VOICEOVERS for ingame cinematics and tons of fixes based on your sugesstions!!!
Plot: After learning that Terran mercenaries are desecrating one of their planet, young Protoss warrior Tarsalis lands on a planet and begins his quest to reach lost ruins. But unknown to him, his superiors have more sinister plan in place.
Version notes: This v1.2 release of CoA map contains tons of changes here is the list:
To do list:
Get the map @ http://www.sc2mapster.com/maps/call-ancestors-v0-1/files/7-call-of-ancestors-v1-2/
ENJOY, and post impressions if you want!
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i will look into tarsalis' hold position state...
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to do
done
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OK thanks for impressions, I will try to improve the map.
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Full v1.0 version of my map has hit the servers few minutes ago. It features FULL VOICEOVERS for all ingame cinemantic.
Give it a try, and post your impressions. http://www.sc2mapster.com/maps/call-ancestors-v0-1/
Enjoy.
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Enabled abbility. Its a bitch, i cannot find where can i uncheck that Psistorm requirements. I could really appreciate some help with that.
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For the love of god, somebody please make tutorial "Creating High Templar who has its psy storm abbility ON".:)
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@Habladabla: Go
Same here.
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Awesome indeed.
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Im currently making "epic" singleplayer project CoA, and your imput will be very appreciated. Here is my project page where you can download the latest version of the map [v2]. Current plan is that story will span across several maps, few of my friends are working on ironing up the story and testing possibility of recording full voiceovers. Sadly i am working on everything else :D
few pics:
So, try it. Comment on it if you like it. Suggest some changes regarding the events/triggers, bug hunt, balance changes.
Thanks.
note: V3 will probably be online tommorow, expect more gameplay in it.
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How can i make doodads to move to some point or region? In my case specifically the blimp.
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I cant find that section, can you explan where it is? or screenshot maybe?
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Wild guess & not sure if its possible, but is there a way to change opacity for unit or doodad? That might work [if lowering the opacity doesent mess up the light as well].