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    posted a message on Infested Arena now on b.net

    @marcxdid: Go

    Your hero levels up and receives 1 point to distribute towards abilities each level. Each ability can be modified up to 5 times (requiring 20 levels to max out abilities). I haven't run into any bugs that you described with the abilities being grayed out. I will look into this.

    PeonPowa I would have no problem with you publishing this on the EU servers as long as no modifications are done. Send me a PM to confirm and I will send you the most recent update.

    You will have to give the map a little time It was JUST published so it has no popularity on b.net yet. Feel free to keep playing games and letting me know if you have any other comments.

    BTW Marcxdid, the fact that you couldn't upgrade your abilities past level 1 is the reason why you had such a tough time with the Brute. Good luck and let me know if it happens again

    Posted in: Project Workplace
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    posted a message on Infested Arena now on b.net

    Please check out the new map I just published. Have been doing several runs with testers for balancing and it feels pretty polished. Would appreciate lots of feedback on current build.

    Summary

    You, along with three other companions, are being deployed into the Infested Arena. You will have to work together as a team to make it through each round. You will have to revive your fellow teammates when they become incapacitated. You will have to dispatch hordes of Infested as they relentlessly attack for 3 minutes each round. You will have to gang-up on Special Infested Units (SIU) before they pick you off one-by-one. You will have to spend your money wisely to upgrade your hero to fit each occasion. Good luck Features

    • 4 Player Coop
    • 4 Different Specialist Heroes to choose from
    • Individualized Specialist ability training with each level up
    • Neutral Shop allows further customization of your Specialist and weapon
    • 5 Difficulty levels to master which alters your Specialists starting HP/energy and the number of Infested that will attack each wave
    • Incorporated "Incapacitated" system for Specialists once they reach 0 Health
    • Specialist Hero Level Cap: 20
    • Unique and specialized Special Infested Units (SIU) and Bosses.
    • Currently 20 Rounds with 2 boss fights at rounds 10 and 20

    Defeat: All Specialists are Incapacitated at the same time Victory: Survive through 20 Rounds Specialists

    Salv Abilities Included:

    • Psionic Inferno-AOE Fireball spell
    • Black Hole-AOE damage/crowd control spell
    • Rejuvenating Tower-Heal teammates
    • Shadow Step-Blink to another location, while leaving behind a shadow of Salv for the Infested to attack and giving a 5 second movement speed buff

    Dead Eye Abilities Included:

    • Dead Eye's Glaive-Throw a single glaive that splits into several glaives to hit multiple foes
    • Thermonuclear Capsule-Damage everything in a single line, everything that is not killed is stunned for 5 seconds
    • Phase Shift-Blink to designated position and give Dead Eye a Damage boost for 5 seconds
    • Repulsion Tower-This tower emits force that only throws back Infested units

    Seifer Abilities Included:

    • Guardian Drone-Deploy a temporary guardian drone that fires rockets at approaching Infested
    • Ignition Wave-Start a combustive wave in a designated direction (AOE attack)
    • Disguised Scent-Send the Infested hordes away from you and your teammates for a duration of time
    • Psionic Barrier-Surround Seifer in a protective shield that reduces incoming damage and gives a minor health regen

    Blaze Abilities Included:

    • Napalm Bomb-Launch a devastating Fire explosive (AOE attack)
    • Airstrike-Call in an Airstrike that drops missiles to designated target (AOE attack)
    • Projectile Protectorate-Deploy a protective shield that brings all incoming enemy projectiles to a halt
    • Rocket Jump-Get out of harms way by rocket jumping to another location, also grants Blaze a 5 second attack speed buff

    All Skills are fully upgradable as the Specialist levels up Randomizing the Infested Rounds

    On top of your mass hordes of Infested units, I have implemented a random generator during Rounds that deploys Random Special Infested Units at Random Locations, at Random times. In essence, every round is different and every play experience is different.

    List of Current Special Infested Units

    1. Aberration - Extremely high Health, slow movement speed, high damage, can traverse up and down different elevated platforms

    2. Creeper-Sent in to the Arena to cover it in Creep. Creep allows all Infested units 30-100% increase in movement speed and -30% to Specialists

    3. Burster-Extremely fast moving suicide unit. If you kill this unit before it hits a specialist no harm is done. If it bursts open on a specialist all surrounding Infested units are put into a frenzy increasing their movement speed, attack speed, and no longer have collision with other infested units (allows units to stack) and the specialists who was hit becomes the primary target of all Frenzied Infested units.

    4. Infested Puller-runs into the arena for one purpose... To pull a specialist out. Once the Infested Puller latches onto a specialist the Player loses all control of his Specialist as the Specialist is dragged out of the arena to be attacked by mobs of infested units. Only a fellow specialist killing this unit will release the specialist. (Only available for 2 or more players).

    5. Infested Blade-Buffs all surrounding Infested with an attack upgrade. The Infested Blade has extremely high damage and can charge (while avoiding collision with other Infested units) towards specialists.

    6. Infestination-A flying suicidal unit that Kamikazees into a specialist. If contact is made the Specialists is rendered unable to move or attack for a 10 second duration.

    Note: Some of these infested units do not spawn until later rounds and all are set to randomly spawn at different times, different locations. Unique Boss Battles

    Incredibly powerful boss units that don't just have high health and damage. Rather, they have abilities that make the Specialists have to strategize to take them down.

    More to come: More rounds, more SIU's, more bosses

    http://www.sc2mapster.com/maps/infested-arena/

    Feel free to check it out and let me know what you think. If you get a chance play it online and let me know if you have any suggestions.

    Thank you

    -Etravex

    Posted in: Project Workplace
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    posted a message on Dealing with behaviors in trigger editor

    I cannot find a condition that resembles the "hero 1 uses behavior "unconscious" anywhere in the list of conditions. How do I find it?

    Posted in: Miscellaneous Development
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    posted a message on Dealing with behaviors in trigger editor

    Here is what I'm trying to accomplish and having little success (if you know how please enlighten me):

    Event - A unit gains/loses a behavior

    Condition - a specific behavior (unconsciousness)

    Action - if each hero unit owned by player 1,2,3, and 4 has unconsciousness then end game in defeat.

    I don't know how to set this up in the trigger editor, but this is what I'm looking for generally speaking. I have a map variant that If all 4 players are "unconscious" (which is my behavior) at the exact same time then the game I want to end in defeat. If anyone knows how to do this please let me know. I've been screwing around with this and can't figure it out.

    Posted in: Miscellaneous Development
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    posted a message on Sound problem

    Anyone know?

    Posted in: Miscellaneous Development
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    posted a message on Sound problem

    I created a TD variant for 4 player coop.  All players can build tower next to eachother and the first 15 or so waves is perfectly fine.  But right after that there are so many towers with effects and sounds firing at the same time that it causes the sound to basically turn off for the rest of the game.  Does anyone have a a solution for fixing this problem?  I already lowered the visual effects etc... But I don't know what I need to do to make sure the sound doesn't turn off.

    Please help!

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on Insectipede Invasion TD change

    I created a tower defense variant and wanted to throw this recent change out there and see what you guys think. The spawning area for my waves used to be bland and the Insectipedes would just appear in the spawning region. Recently I had an idea of changing the environment to match more of the concept behind the game. The changes included of making the spawning region look infested and overrun by the Insectipedes. I planted a Brood Mother which is run by triggers to walk around the spawning area laying eggs hopefully adding to the realism of the situation. I also now attached the egg hatching animation (as well as the sound) for each Insectipede that spawns.

    You can check out what the spawn area looks like here: http://www.sc2mapster.com/maps/insectipede/images/6-new-insectipede-spawn-area/

    Insectipede Invasion was just published go give it a try and let me know what you think and if you have any suggestions! You can also download the client from here:

    http://www.sc2mapster.com/maps/insectipede/

    Posted in: Project Workplace
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    posted a message on using medivac heal while moving

    How exactly would I go about making it so that using the medivac heal doesn't require that unit to come to a stop. I want them to be able to cast it while moving. Thank you

    Posted in: Miscellaneous Development
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    posted a message on Prismatic beam major problem

    @Etravex: Go

    anyone?

    Posted in: Miscellaneous Development
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    posted a message on morphing building cost problems please help!

    I have several towers which can be morphed from level 1 to level 2 to level 3 towers. I just now noticed that it's not deducting the correct amount from my resources when morphing. So for instance, one of my towers cost 600 to construct (this amount is deducted correctly), after this tower is done I have the ability to morph it into a more powerful level 2 version which cost 1200 minerals. The tooltip when highlighting the morph level 2 says "1200" minerals, YET when I click it it only deducts 600 minerals. The 3rd upgrade shows "1800 minerals" yet when I upgrade it, it only deducts 600 minerals. Here is what I've done:

    I've set the cost of the towers (level 1, level 2, level 3) under "units" in the data editor for each specified tower. I thought to myself, "well there is a cost+ for the morph ability itself. so I zeroed out the price for level 2 and level 3 of the tower and put the 1200 and 1800 prices in the morph ability cost + field. This doesn't work either! It still only reduces minerals by 600 each upgrade even though it shows the proper amount in the tooltip.

    How do I fix this?

    Posted in: Miscellaneous Development
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    posted a message on Prismatic beam major problem

    I attached the Prismatic beam to a tower for a TD variant. The visual beam works fine as long as the damage done is below the HP of the mobs. If the attack does more damage than the mobs health the beam disappears and the units just start blowing up without the beam attached to them. Does anyone know how to fix this? I'm assuming that the visual beam doesn't attach until after the initial damage is done. I would like to have the beam transfer to each new target before the periodic damage is done so that it will show up. Anyone know?

    Posted in: Miscellaneous Development
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    posted a message on nuke tower damage difficulty

    Hopefully someone can solve this for me. I can't seem to figure it out. I have a tower that launches nukes every period for the tower weapon. The weapon links straight to a persistent effect which in turn links to the damage at the effect-expire field. Here is the problem. the Nuke only launches every 16 seconds compared to other towers that are firing continually. It just so happens that a lot of the time the target the nuke originally acquired dies before the nuke lands. Which is fine if the splash damage dealt damage to all the units around that area were the explosion occurs, but if the original target is dead, then no splash damage (in fact no damage at all ) is done. Anyone know how to fix this so that even if the target dies the explosion still goes off and deals damage to any unit within the splash damage radius?

    Posted in: Miscellaneous Development
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    posted a message on Insectipede Invasion TD

    Check out my map link and post a comment to tell me what you think and what you might like to additionally see!

    http://www.sc2mapster.com/maps/insectipede/

    Insectipede Invasion TD is a full-fledged tower defense game with many new innovations and twists. Insectipede Invasion TD includes:

    -4 unique and individual tower builders (Ice Specialist, Flame Specialist, Decay Specialist, and Siege Specialist)

    -Each Specialist constructs 4 separate and unique towers which deal with the Insectipedes in various ways.

    -Creative wave composition and structure supporting multiple enemies per wave.

    -Unique Insectipede units, such as: the Queen Insectipede which will heal damaged Insectipedes, various carrier insectipedes which, when killed, burst open and releases smaller insectipedes onto the field, shielded insectipedes which have low health, but quickly regenerate shields, and much more.

    -Unique pathing design which allows builders to block Insectipede pathing and extend their walking duration

    -5 Difficulty settings which determine the stats of the Insectipedes and the bounty amount of each Insectipede.

    -Varying Insectipede spawning amounts (the more players playing the more Insectipedes spawn.

    -Unique resource gathering mechanic. Will you spend your resources on additional towers or on harvesters to provide additional income which compounds later on?

    -Tower upgrades including: damage, range, firing rate, weapon upgrades and more.

    -Customized UI boss encounters every 10 waves.

    -Battle Tiers which contain 20 waves each. Each new Tier provides additional supply for creating more harvestors and implements stronger and faster Insectipedes.

    -4 player online coop

    -And much more Specialists Flame specialist - Specializes in constructing AOE (area of effect) towers.

    Towers include: Flame Tower, Dragon Tower, Psionic Laser Tower, and Inferno Wave Tower Ice Specialist - Specializes in constructing towers which slow enemy movement speed.

    Towers include: Ice Tower, Snap Freeze Tower, Glacial Beam Tower, and Sub-Zero Tower Decay Specialist - Specializes in constructing DOT and armor piercing towers.

    Towers include: Venom Tower, Stinger Tower, Swarming Tower, and Devilry Spine Tower Siege Specialist - Specializes in constructing long range towers which can attack across the map.

    Towers include: .50 Cal Turret, Missile Launcher, Barbed Torpedo Tower, and Tactical Nuke Tower

    More plans on the way! ======

    -additional battle tiers

    -additional boss encounters

    -additional tower specialists

    -additional Insectipede classes

    Current Version: 3.02

    Will not be uploading client version until it is published on b.net upon release

    Posted in: Project Workplace
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    posted a message on nuke damage?

    I setup a tower that fires nukes every time the weapon fires. It locks onto a target and then does splash damage. For some reason it's dealing double damage to the main target. Is there a way to get rid of this?

    Posted in: Miscellaneous Development
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    posted a message on trigger running multiple times help!

    @Andernerd: Go

    So let me get this straight. Create a new trigger that when a unit dies create a 1 shot timer for 1 second long. Set another trigger that executes when timer expires that adds bounty and also activates a 3rd trigger that checks to see if it's the last unit on the map? Am I getting this straight? I'm a little confused on your first post as to how exactly the triggers should be setup.

    Posted in: Miscellaneous Development
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