• 0

    posted a message on Unable to join custom map / Empty Variant&Gamemode

    I'm having the same issue. It looks like by patching I created a new slot in the game lobby listing. So I have a blank one on the first page and then on page 8 or whatever I have a new one with the right variant. No idea what has occurred.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Blizzard's loophole in map editing that allows hacking

    Alright, I'll hold off for now and keep my ears to the wall. Thanks for the advice.

    Posted in: General Chat
  • 0

    posted a message on Blizzard's loophole in map editing that allows hacking

    If blizzard disables the function of units using abilities not on their command card, should I be re-adding attack,move, etc. back to the command cards of units that must attack, move, etc?

    Posted in: General Chat
  • 0

    posted a message on Popularity Reset - questions

    My map colonial line wars was the most played map right before reset. Unfortunately the first person to start hosting it after the reset hosted it with the category set to "custom" rather than "tug of war" (the correct one).

    Is there anything I can do to stop my "custom" variant from rising - right now there are 2 versions of it on the first page.

    Posted in: General Chat
  • 0

    posted a message on Worried about game slowdown from triggers

    That worked perfectly, thank you for the help. I really need to learn about conditions, I don't use them half as often as I should.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Worried about game slowdown from triggers

    I am very new to mapping and am having trouble getting sentries to auto-cast guardian shield. Right now they will use guardian shield perfectly but they are operating on one issued attack move command which occurs every 30 seconds. So when they cast guardian shield it removes that attack command and they just sit around doing nothing until the next timer.

    One solution would be to simply issue the attack move command every second, but if I do this it would be 6 triggers setting variable unit groups and sending regions to attack every second. I simply am in the dark as whether that would be a problem or not. Should I be worried about slowdown on my map from running too many triggers simultaneously?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Vexal Tower Defense; Popularity System

    While the popularity system fails a large number of genres and unique games, if you make a map that is keyed to what the most common players want - you will rise up in popularity. I think a lot of people believe that it is impossible to crack the popularity system but whether lucky or not I was able to do it in about 5 days. I published colonial line wars on the na server 5 days ago and this morning I'm at 9500 popularity and will probably jump nexus wars to be the most played map. There are a lot of tricks you need to utilize on the way up, but it is certainly doable.

    Posted in: General Chat
  • 0

    posted a message on [Lobby/Game modes] The complete guide/reference

    I've been having the same problems with associating players with their slots as well. I think I saw one game get around this with each player picking his slot from a drop-down menu and then letting the in-game triggers do most of the work. If anyone has a solution or workaround for this problem let us know!

    Posted in: Tutorials
  • 0

    posted a message on The Map Testers List

    Lithe \ 585 \ USA

    I have one fully developed map and would love to get some plays. Also very willing to help with the testing and balancing of other people's maps.

    If I'm on and you've got a question about the editor then ask away, I'm starting to feel at least somewhat competent - here's to hoping that feeling isn't an illusion!

    Posted in: Miscellaneous Development
  • 0

    posted a message on AC130K - Ruins (tech demo)

    Your map is definitely a technical achievement, now if only blizz would get on the whole slew of problems that face asdw movement.

    Posted in: Project Workplace
  • 0

    posted a message on Lets make injectable stimpacks and sell them..

    I'm pretty sure we should get the guys who did the powerthirst youtube parodies to do the commercials, cheers.

    Posted in: Off-Topic
  • 0

    posted a message on Hi, I love Starcraft :)

    Welcome aboard. There are a ton of tutorials floating around these days but if you have any specific questions about the editor feel free to shoot me a pm.

    Posted in: Off-Topic
  • 0

    posted a message on who else games with a laptop?

    I've been gaming on an asus g50vt and it has been pretty good so far. I've been doing a lot of map making and am now wondering what the general player base uses for video settings. Do you guys know of anywhere that information is posted?

    Posted in: Off-Topic
  • 0

    posted a message on Using triggers to control units

    I've been working on a map somewhat similar to civ wars from war3 and nexus wars. Mostly I've been encountering trouble with the spawned units attack waves.

    In nexus wars units spawn and are then given some sort of attack move command and all control of the unit is taken away from the player. If anyone could point me in the right direction as to figuring out these triggers that would be great. Are they using some sort of AI to control the units or are they giving manual commands through triggers?

    In the same line of trouble - how would you get a templar in one of these attack lines to cast storm when available. I tried running some searches but wasn't able to find anything, if these sorts of questions have already been answered I apologize and would gladly be redirected to those threads.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.