You can only do this if you create the unit for the neutral player or some other computer player. The player's own units will always be visible to the player no matter what.
Have a look at the 'create text tag' actions in the trigger module of the editor. You can use another variable to store the name of the player (if necessary), then use the 'create text tag' action to create the text of the player's name and another trigger action to attach it to whatever unit you want it to be attached to.
Mapping is a long term commitment. A very very long term commitment, especially if you want to complete everything on your wishlist. Be prepared to navigate through the confusing maze of the editor and be prepared to suffer countless setbacks, disappointments, and lots of stress.
Edit: Btw, the tutorials should be essential reading/viewing for anyone wanting to make their own map.
I agree that, at the moment, the first walker has more useful abilities than the first tank. the speed boost + emp movement stun makes it great at catching weakened enemies, as well as for making a quick escape. The extra sight range helps a lot during night time. And the regenerative hull lets you stay in combat for longer (you don't need to waste time retreating back to base and then travelling to the front lines again).
The tank's abilities are more lacklustre in comparison. There's the armor upgrade, which is nice because enemies take longer to kill you, the health upgrade, which is ok, that damage reducing shield, which is useful for the first few hits, and that homing missile, which in my opinion is probably the most useful ability despite it's mediocre damage output.
A whole lot more categories for the genre of map than what the arcade currently has. I've been wanting a category for single player/mission style for quite some time xP
Quite true. Dunno why blizz didn't have this single player genre.
I would like a rating system kind of like what you described above where you can rate maps. In addition to that, on the same part as the map rating, I think it would be nice to have a bug report section, and a discussion section, so all of the negative things are somewhat filtered out of the general discussion.
As far as keeping people interested and really helping out popularity, I think it would be cool to have a featured section of the website and maybe an upcoming section where you find really good maps, or maps that are worth playing but need some improvement, and tell a little bit about them. Similar to what Blizzard is doing on their own website with the Arcade Workshops, but maybe for some deserving lesser known games that would most likely go un-noticed. Also, It would be good to have an arcade night where people get together and play a bunch of games.
I wholeheartedly support the idea of having different sections for map discussion, bug reports, perhaps even a tutorial section for newbies.
A featured section for lesser-known maps would be great too. It would definitely help these maps get the attention they need as well as a chance to make it to the top of the popularity list. It would breathe new life into the Starcraft 2 arcade.
So mostly an area that players can interact with the map creator
also i would want to be able to remove reviews that don't add any value
I find that this happens a lot on the Arcade where players just dont leave any usefull feedback
often they will say "Has bugs" or "Buggy" but never anything else
A more detailed review system is a must. We need ways to prevent nonsense reviews from dominating the reviews page. Useful feedback is welcome but it needs to be detailed.
The issue as I see it is that, if you don't rush for the outposts, you are at a significant disadvantage. It's unfriendly to noobs who (if they had gone through the tutorial) take the time to check out the shops. It's always a rush game at the start and any other strategy is inferior. Hostile turrets would nerf this rush strategy so other strategies are more competitive compared to the rush strategy
The turrets would have been taken out much faster in a 4v4 when there would be 4 Trievas attacking them
Btw your mistake is in not guarding the other outposts especially when I spent 4000 minerals on turrets (that's 4000 minerals less upgrades so my tank was weaker)
I agree that the income becomes quite slow during the mid game when the money needed for the next level of equipment becomes quite high. How about increasing the income a little every 10 minutes? This can help speed up the game.
I also agree that radar should increase sight range as well.
Btw can we please have an inventory where we can store our unused items? Perhaps it is only accessible in the repair bay? For me, 6 equipment slots are not enough when I am carrying multiple equipment for item combinations at the elite shop.
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@wisesquirrel: Go
You can only do this if you create the unit for the neutral player or some other computer player. The player's own units will always be visible to the player no matter what.
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Look at placement models section in your unit actor. You need to adjust the scale of those models too.
Or it's something related to models in the actors section, not sure.
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Have a look at the 'create text tag' actions in the trigger module of the editor. You can use another variable to store the name of the player (if necessary), then use the 'create text tag' action to create the text of the player's name and another trigger action to attach it to whatever unit you want it to be attached to.
Edit: not sure about data solutions
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Agreed that it is awesome. Carbot for the win!
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bug report:
respawned battlecruiser's plot armor buff doesn't count down. i had to play through missions with a battlecruiser that can't shoot.
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Mapping is a long term commitment. A very very long term commitment, especially if you want to complete everything on your wishlist. Be prepared to navigate through the confusing maze of the editor and be prepared to suffer countless setbacks, disappointments, and lots of stress.
Edit: Btw, the tutorials should be essential reading/viewing for anyone wanting to make their own map.
http://www.sc2mapster.com/forums/resources/tutorials/
use the search function to find specific tutorials when you need to
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I agree that, at the moment, the first walker has more useful abilities than the first tank. the speed boost + emp movement stun makes it great at catching weakened enemies, as well as for making a quick escape. The extra sight range helps a lot during night time. And the regenerative hull lets you stay in combat for longer (you don't need to waste time retreating back to base and then travelling to the front lines again).
The tank's abilities are more lacklustre in comparison. There's the armor upgrade, which is nice because enemies take longer to kill you, the health upgrade, which is ok, that damage reducing shield, which is useful for the first few hits, and that homing missile, which in my opinion is probably the most useful ability despite it's mediocre damage output.
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I can confirm that repair kits 3 & 4 sometimes disappear after use. It sometimes disappears a few seconds after use.
Although, that, and the issue of burst lasers (and other combination items) disappearing when dropped, are 2 separate bugs
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Have a look at the burst lasers first. Those ones disappear.
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Yes. It happens every time.
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Quite true. Dunno why blizz didn't have this single player genre.
I wholeheartedly support the idea of having different sections for map discussion, bug reports, perhaps even a tutorial section for newbies.
A featured section for lesser-known maps would be great too. It would definitely help these maps get the attention they need as well as a chance to make it to the top of the popularity list. It would breathe new life into the Starcraft 2 arcade.
A more detailed review system is a must. We need ways to prevent nonsense reviews from dominating the reviews page. Useful feedback is welcome but it needs to be detailed.
+1. Ideally your site would be the one-stop shop for everything you need to know about an arcade map.
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@mOOhkOOh: Go
If I do drop excess equipment in the base, could it be picked up by my teammates? I don't want my equipment to be stolen :P
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The issue as I see it is that, if you don't rush for the outposts, you are at a significant disadvantage. It's unfriendly to noobs who (if they had gone through the tutorial) take the time to check out the shops. It's always a rush game at the start and any other strategy is inferior. Hostile turrets would nerf this rush strategy so other strategies are more competitive compared to the rush strategy
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The turrets would have been taken out much faster in a 4v4 when there would be 4 Trievas attacking them
Btw your mistake is in not guarding the other outposts especially when I spent 4000 minerals on turrets (that's 4000 minerals less upgrades so my tank was weaker)
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I agree that the income becomes quite slow during the mid game when the money needed for the next level of equipment becomes quite high. How about increasing the income a little every 10 minutes? This can help speed up the game.
I also agree that radar should increase sight range as well.
Btw can we please have an inventory where we can store our unused items? Perhaps it is only accessible in the repair bay? For me, 6 equipment slots are not enough when I am carrying multiple equipment for item combinations at the elite shop.