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    posted a message on PylonWars

    sounds neat, ima go check it out right now :)

    Posted in: Map Feedback
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    posted a message on Doom Cycle

    I coulnd't find it. maybe upload it here to check it out?
    and NA = North american? duh im from europe^^

    Posted in: Map Feedback
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    posted a message on A custom "Meele" Map: Hero Wars 2vs2

    Patch 1.26 is now online on Battle.net EU.

    Here the changelogs for the last two patches:

    1.25:
    Bug Fixes:
    - Fixed Zeratul sound bug
    - Fixed Zerg Predator sound bug
    - Remapped all Nova sounds
    - Fixed Zerg Predator spawn larvae ability

    Balancing:
    - Reduced Lurker Den Life from 2000 to 1750
    - Reduced Lurker Den armor from 22 to 15
    - Excluded "Psionic" and "Massive" from Protoss Executor Mind Blizzard ability
    - Reduced Mind Blizzard ability damage from 600 to 350
    - Reduced Mind Blizzard Radius of Ability from 6 to 4

    New Units added:
    - The Protoss Scout from the Campaign as an AA Fighter
    - The Terran Goliath as an AA Walker
    - The Zerg Scourge as a aireal suicide unit

    New Research Added:
    - added Palladium Core Research to the (Terran) Research Vessel
    [Reduces all ability cooldown times from the Terran Commander by 20%]

    Terrain Changes:
    - Moved the Gas Pallets
    - Moved the lower Xel'Naga Tower so that it grants vision on the Mineral Pallets
    - New Terrain Doodads

    1.26:
    Fixes:
    - Protoss research now works properly
    - There now is a research that boosts Scouts engines to make them fly faster.
    - Other research will soon follow!

    Map Changes:
    - New triggering system! Thanks to Deathtorn again for coming up with it
    - Set category to Meele (again) and removed FFA mode as it was not working properly
    - New (Old) Loading Screen picture
    - Changed a few Doodads (Not important, I know I know)
    - Reduced map size to 2.57mb

    I made a little map overview for the terrain. idk how to make it better, I just screenshot the map overview in the editor and boosts res with photoshop ;)

    http://s13.directupload.net/images/110308/u3uynqkv.jpg

    A little video showing off the gameplay with a friend will soon follow. I hope to get some feedback from you guys soon

    Posted in: Map Feedback
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    posted a message on Problem with Timers and "wait"

    @malkavianVision: Go

    I love you man <3
    It works perfectly. And I even understand what I just did XD
    That will make my map infinatly moar epic to play =P

    Maybe I'll make a video of it and post it here =]

    Posted in: Triggers
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    posted a message on Problem with Timers and "wait"

    Is there any way to fix this?

    Posted in: Triggers
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    posted a message on Problem with Timers and "wait"

    Hi,
    I have a problem with timers in the trigger editor. I've already tried a few timers but none of them seem to work. Maybe I use them wrong?
    Here is a picture:

    http://s1.directupload.net/images/110228/6ucyjghb.png

    I hear the "Kill" Voice, the camera pans to the Heros position, the death animation is seen (It is slower to be more epic) ^^

    But then nothing else happens. Normally it should display the "Defeat" Window, shouldn't it? :/

    I hope you guys can help me :)

    Posted in: Triggers
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    posted a message on my survival map

    I can't find it on bnet.
    That's a big problem with custom maps that are newly released. The maps end up at the very bottom of the list and are hardly found at all :(
    can you maybe upload the map here on sc2mapster?

    Posted in: Map Feedback
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    posted a message on A custom "Meele" Map: Hero Wars 2vs2

    Hi dear forum,
    I have completed development on my latest (and actually first :P) project. It is a meele game which features a few new gameplay methodes. I will quickly describe how it works and hopefully catch your attention to check it out either in Battle.net or here on SC2mapster. But first I want to thank the entire sc2mapster community that made this project possible, helping me with my coutless problems I have encountered using the Editor :P Oh yea and a real big THANK YOU to Deathtorn the awesome Triggering guy for triggering this map for me :] He is currently working on a new system for the map and I wanted to think him for that, because without the triggering the map would basicly be useless =D

    The basic gameplay is, that every player gets a hero in the beginning of the game, next to the HQ and the workers. That hero represents the player, thus if the hero dies, the player looses the game. On the other hand, killing the enemy hero will win the match. It is therefor very important to protect the hero, not always take him with your on an assault and watch out when using it to harass expensions.
    The three heros can be upgraded with several abilites and researches that make them tougher and harder to kill.
    For example, the zerg hydralisk hero can be morphed into a lurker, being able to attack from underground (Out fellow BW players should know that unit of awesomeness =,D)

    From what I can say playing this map with a few friends is that there is more tactical gameplay involved than in a normal meele game. SC2 does not teach you how to look out after a single particulary unit. And even in the campaign the missions involving heros do not let you loose when loosing one of them. Plus: In the campaign your oponent does not have a hero himself.
    I would love if you'd go check it out. In the battle.net it is a little hard to find. When going to custom maps, select meele and 2v2. Then scroll down a few pages, 2 or 3 I believe. There it is. Please not that the map is not very fun against the AI because I have not told it yet that the hero death means defeat. And I balanced the three heros in a way that there is a 50/50 chance for both heros to win.

    Or if you just want to fool arround with it before checking it out:
    http://www.sc2mapster.com/maps/hero-wars-2v2

    Please do not reupload this map without asking me first as I have put a lot of work and thinking into this and wouldn't want to get no credits for it

    Please also post any feedback you have on the map either here in this topic, or write it to me on:
    [email protected]

    Thanks for your time and I hope you enjoy my map :]

    Posted in: Map Feedback
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    posted a message on To all mappers: Please use "Melee" loading screen

    Well... I would.
    There is just 1 thing: My map isn't exactly completely Meele. So there are a bunch of things that need to be said: Credits and a quick overview for new players. If I could have that in the Help box in the meele loading Screen, I would be convinced. Now? Not so much.

    Posted in: Miscellaneous Development
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    posted a message on Black Area on my map O.ô

    I didn't find anything. And when searching for anything that contains the word "tip" the search function just gives back garbage -.-

    Posted in: Terrain
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    posted a message on Black Area on my map O.ô

    Oh dear. Okay. Well I just painted over it now so nobody sees it. I won't change the map layout that much anyway anymore :P
    btw.. I know this is wrong forum but I don't want to open a new thread for this: How do I customise the Help menu. Like when you press F12 you have the glossary with all your units and the tips and tech trees. Is there a manager to customise all that, kick units out of the glossary and add Tips for e.g. Changelogs?
    Or do I have to do all that manually in Data editor somewhere? --

    Posted in: Terrain
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    posted a message on Black Area on my map O.ô

    hey guys, I have a problem with my Terrain. I experimented a little with some Terrain Objects because I wanted to find like decorations. Burned out Commander centers, Crashed Battlecruisers or demolished Tanks. Anything that would make the map more awesome ;)
    When I found something that just made a big fat black hole into the ground I deleated it. But whenever I edit anything near that thing, let's say, raise the cliff, the black thing returns. I got a picture for you.
    The arrow indicates what Stuff I tried out when this happened. I can't select and deleat this thing. How do I make it go away? :P

    http://s1.directupload.net/images/110219/temp/tsoi6wcd.jpg

    Thank you in advance

    Posted in: Terrain
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    posted a message on Two small questions

    HI guys,
    thanks for the fast replies.
    The Lurker shows the killcount e.g. 5. But not the rank he is. From 0-20 it's Hatchling, then ... something I forgot xD Up to The Overmind at 500 kills.
    These words are not displayed like they are here with the "Hydra"
    And yes the Lurker needs to be burrowed to attack. But neither the burrowed nor the unborrowed Lurker show the Rank names.

    Well and with the button arragement if they are created chronicly, that shouldn't be a problem. Because a player gets the Hero in the very beginning of a match, the later builds the upgrade building/ unit. And if the hero dies they lost the match anyway =D

    Quote from Obatztrara:

    how the icons are assigned to the heros is a mystery to me. I'm very interested if anyone come can come up with a solution for this.

    If you give a unit the tag "Hero" somewhere in Unit or UI in the Unit Data tab or somewhere there, it is displayed as a little icon there. As of arragement of the icons, that was what my question was aiming for ;)

    Posted in: Miscellaneous Development
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    posted a message on Two small questions

    Hi, I have to small questions (as the title suggests XD)

    Here is a picture to explain:
    http://img89.imageshack.us/img89/354/screenshot2011021911261.th.jpg

    So the first thing is about the hero icons (See arrows at the recht edge)
    I know that when giving a unit the tag "Hero" that it appears there as a little icon which is important for the map. How can I now rearrange these? Because normally in a game a player has a Hero which should be on the F2 shortcut and an Upgrade building which should be on the F3 Shortcut. But right now it's totally random. Is it in the Data manager? Because I would not have a clue how to do that there.

    The 2nd thing is about the Kill Rank. You see the hydralisk there I selected. The "Zerg predator" It can morph into the Lurker you see next to it. However when doing so, the Lurker does not display the rank (See Arrow bottom). Where is the tag that changes that?

    I hope you can help me :]

    Posted in: Miscellaneous Development
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    posted a message on [Tutorial] Creating a SC2 Mod File for Custom Data Edits

    @GnaReffotsirk: Go

    Take your time. I wanted to publish my Alpha about next week. But I still got other things to do ;) Balancing e.g. =D
    It would be lovely thought if that worked. Because I have 2/3 of the map in my actual map. And 1/3 on another map because I did it a few weeks ago. So I don't want to do that last 1/3 again :/

    Posted in: Tutorials
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