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    posted a message on [Brainstorming] Space Colosseum II

    @Gaelidan: Go

    oh and btw, YES. this is basically the plot from Escape from L.A. haha I will even put in a easter egg unit "Snake Plissken" unit (hmmm perhaps final boss? heh heh)

    Posted in: Map Suggestions/Requests
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    posted a message on [Brainstorming] Space Colosseum II

    Hello All,

    I am currently working on Space Colosseum I, but in an effort to switch things up I would like to get started on Space Colosseum II's terrain.

    Space Colosseum I: Protoss Saga takes place in a protoss-temple themed Coliseum.

    Space Colosseum II: Terran Saga will take place in a terran themed city that uses a sports stadium as a converted death arena. The city will be in a post-apocalyptic state and overrun by a militia gang lead by a tyrant who, like the Protoss Emperor in Space Coliseum I, will become the final boss.

    I am trying to brainstorm how the city should be laid out. I was thinking to copy current downtown sectors of major cities with google map images, but I figured it might be best to get a collective of opinions before I start the layout.

    The Game will be different from Space Colosseum I because you will start outside the Coliseum and do "quests" in order to gain currency for an entrance fee to the Death Arena as well as weapons and equipment to use. I figured there would be different sectors in the city that have low-medium difficulty quests that are available from the start.

    The input I am looking for here is mostly on terrain. What base tiles would be ideal. Should it be in a wasteland like mar sara? Maybe a upscale urban tileset? Those are the kinds of questions I have. I'd be interested to here any feedback on terrain or whatever else you might want to talk about. Thanks for reading :D

    Posted in: Map Suggestions/Requests
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    posted a message on Water State Change extremely Laggy

    @BasharTeg: Go

    For the most part, its pretty much the only thing happening at the moment the state change is executed. For now I changed the transition to 1 sec duration. It has a huge 2s hiccup and then completes.

    Before the 2.0.4 and 2.0.5 patch this was not a problem; transitions did not create any performance drain. The difference between patches is extreme.

    If anyone has the time to experiment; it'd be interesting to see if the same problems occurred for a quick map you makeup to test this, but I wouldn't expect anyone to spend that much time trying to figure this out for me heh heh. If only water state changes were more popular in games maybe more people would be looking into this haha.

    Posted in: Triggers
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    posted a message on Water State Change extremely Laggy

    I have a setup trigger when arcode mode is selected. An action to run the trigger and wait until finished is used. Your point is valid, the on/off actions are relics feom function testing that i have since deleted.

    Posted in: Triggers
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    posted a message on Water State Change extremely Laggy

    Hello All,

    So - after the pre-HoTS patch my arcade map I am developing has been riddled with new minor bugs. However, one show stopper for me is the triggers that change the state of water.

    In my map I use lava inside a multi-tiered coliseum. The levels of the lava raise dependent upon progression and bosses. Since the patch, this transition has been EXTREMELY laggy. We're talking 3 FPS type lag, and though I have not yet logged system performance during transition periods to pinpoint whether this is a performance issue or game issue I know that on my powerhouse-tower that has amazing hardware and performance potential; I experience the same lag as well as reduction of performance as compared to the transition lag on my laptop which has at least 50% less performance power (rough estimate-comparison). Has anyone experienced the same or similar issue since patch? Any resolutions?

    As well - the triggers seem to be the same. I was worried maybe the editor was reacting to now-legacy scripts, and perhaps I would need to rewrite the trigger in newer trigger actions format. However, the water state change action seems to be exactly the same as before. I am not sure what is causing the issue.

    Here is the trigger I use to RAISE and LOWER the water states. Keep in mind, both transition suffer the same effect until the state transition duration expires. Have a look:

    WLavaLvlUp

    Events

    Local Variables

    Conditions

    Actions

    Sound - Play TTosh01Adjutant00013 for (All players) (at 100.0% volume, skip the first 0.0 seconds)

    Unit - Order Door[7] to ( Close Gate) (Replace Existing Orders)

    Unit - Order Door[8] to ( Close Gate) (Replace Existing Orders)

    Unit - Order Door[9] to ( Close Gate) (Replace Existing Orders)

    Unit - Order Door[10] to ( Close Gate) (Replace Existing Orders)

    General - Wait 1.0 Game Time seconds

    Sound - Play Emitter_Lava for (All players) (at 35.0% volume, skip the first 0.0 seconds)

    Environment - Change water to Char, Alternate Setting over 8.0 seconds, using a Exponential blend curve

    Environment - Set lighting to Lava, blending over 8.0 seconds

    General - Wait 4.0 Real Time seconds

    Variable - Set WLavaDeath? = True

    General - Wait 4.0 Real Time seconds

    Trigger - Turn WLavaLvlDn On

    Trigger - Turn WLavaLvlUp Off

    Also, there are 2 types of lava used side/by/side so that one half of the coliseum can be off limits and force players to play on the other half where the lava state is default. So if you could imagine; there are 2 triggers of the above that designate either Char or Redstone lava states to be adjusted to the defined height. I would also link the trigger for my the lower states but the symptom is problematic with both in equal fashion, so if the correction is discovered with the above trigger, then the same solution could be applied to the lowering triggers.

    Thanks in advance for your time/responses.

    Posted in: Triggers
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    posted a message on Airship Map Idea: Possible??

    @LitePollution9: Go

    Thats cool man thanks for the tip Ill have to check it out

    Posted in: Map Suggestions/Requests
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    posted a message on Airship Map Idea: Possible??

    You may be right, that's probably why I am having difficulty thinking of a way myself...

    Posted in: Map Suggestions/Requests
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    posted a message on Airship Map Idea: Possible??

    @hobbidude: Go More I think about starfox view more I remember how they had a lot of different level designs which changed the camera. Im thinking of the levels where you just moved forward in your airship, and you had to dodge obstacles and enemies that were coming into your LoS from the distance or side of the screen, even behind sometimes. There were other levels where it was more like a free camera and a huge zone box to fly around in.

    The camera in those levels was directly behind the flying vehicle and I think you could also got to a cockpit view which basically hid the vehicle went forwards a bit and put a cockpit overlay over the screen. There were other games like this too but I can't remember their names >.<

    Depending on where you were on the screen would depict your vehicle's facing image in respect to the center of the screen. You couldn't really go out of the box very far, and you were going forward within the box. I am not sure if the world moved under your or you moved through the world.

    Posted in: Map Suggestions/Requests
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    posted a message on Airship Map Idea: Possible??

    @hobbidude: Go

    I kinda just used star fox as an example of where the camera would be facing. The story/game is going to be completely original in regards to star fox story/concept. I just played photon cycle and that's not what I am going for.

    Posted in: Map Suggestions/Requests
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    posted a message on StarTools beta has started

    Please tell me how to pay you to make a model for me :| that is all.

    Posted in: General Chat
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    posted a message on Airship Map Idea: Possible??

    I am contemplating trying to make a star-fox cam style custom map. I was trying to think of how I would trigger the game mechanics without causing too much lag across bnet.

    Basically,

    You'd make strips for a spaceship to fly forward through. There would be provided a 3d rectangular zone of atmosphere to navigate through. Your ship controls could be something like WASD:

    w: Increase height from ground s: Decrease height from ground a: Veer Left d: Veer right

    You'd be looking forward with 0* angle like a FPS but rather than use the mouse look features, leave the cursor unlocked for projectile/bomb abilities. The camera instead is locked on an invisible "sled" unit that would fly directly in the center of the screen and serve as the unit for the camera to follow for all players. You could have 4 maybe 6 players. The grey area for me is how would you force your unit to move forward with the camera without falling behind (without causing lag)? Another concern is, would the wasd controls cause too much lag? Are there any maps out there that have accomplished similar features?

    Posted in: Map Suggestions/Requests
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    posted a message on Is creating a single key press to attack, possible?

    I'd be interested in seeing how you made this ability work as I also want to make a game with the same mechanic...

    Posted in: Miscellaneous Development
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    posted a message on Deep Space Coliseum BETA Review

    @Gaelidan: Go

    Also - I have updated the game with a majority of the feedback discussed here. v1.11 is available now.

    Posted in: Map Review
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    posted a message on Deep Space Coliseum BETA Review

    You're right Duck,

    Now that I have finished acting like a child I will go ahead and apologize to any readers for any offense that I may have caused. Excuses are available if sought after, but really the only thing that matters is that I am sorry.

    I suggest that this thread be locked/closed later when I am more clear headed I'll come back here and make a new attempt to be a normal human being.

    Posted in: Map Review
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    posted a message on Detecting Game Host

    @jcraigk: Go

    Hey I think like you're pointing out already, there is no way to detect who was the host, meaning the person who can start the game if its not full, or in a private game - the person who can start the game. The Host.

    So, in place of not being able to detect the host, maybe that alternate mode you wre speaking of should vote for the "in-game host", meh?

    Posted in: Triggers
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