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    posted a message on Pit Fighting II BETA - Need Help Beta Testing

    Hey All,

    I have been working hard to make Pit Fighting better almost every day. I just thought I would stop by to post some new screenshots and give you some updates on the project.

    Recent Major Updates:

    • Fixed (removed) large source of lag at beginning of opening.
    • Fixed and double checked all pathing in Pit. Darn invisible collision. ;)
    • Fixed Queens with less than 50 energy entering the pit.

    Currently Working On

    Game Modes:

    • Win Criteria: Set Win Amount (default), Most Points In X Time, Most Points In X Rounds.
    • Unlimited Resources: (on/off) (default on) Sets mineral patches and Vespene geysers to unlimited resources.
    • Unit Return: (on/off) (default on) Units lost in battle will (will not) return to your base for the next battle.
    • Auto Fight: (on/off) (default off) After entering the Pit, fighters will attack each other automatically.
    • Money For Kills: (on/off) (default off) Units killed in battle will (will not) give the killing player resources.
    • Round Length: (short/long) (default short) This will change the relative length of the rounds.
    • Max Rounds: (1/2/3/4/5/6/7/8/9/10/11) (default 11) Allows the users to select the maximum rounds played.

    This Is Pit Fighting II

    More Full Size Images:

    Posted in: Map Feedback
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    posted a message on Pit Fighting II BETA - Need Help Beta Testing

    Hey!!!

    After months of diligent work, Pit Fighting II is finally ready to see daylight.

    The original Pit Fighting was a game I thought up and created for Warcraft III. The concept is simple. Each player builds their forces normally and when the timer is up, all their forces are teleported into the Pit to fight to the death. To keep each round fair, any fighters killed in battle spawn back at their base to fight in the next round. Points are awarded based on the cost of the units killed, and the first team to reach the Win Amount wins!

    I have worked out most of the major bugs, but I feel like there are still more. My goal is to get it as a Featured Map, so PLEASE don’t hesitate to tell me what you think. In return for helping, I will add your name to the Special Thanks at the end of the game.

    PLAY NOW > > > Simply search for “Pit Fighting” in the magnifying glass search box on the Multiplayer > Create Game area in Starcraft II. This method will ensure you always have access to the latest version.

    Thanks ahead of time!!! I can't wait to hear what you find.

    Mini Map:

    Pit Fighting II - Mini Map

    Hope to see you on Bnet!!!

    DeXLL

    Posted in: Map Feedback
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    posted a message on AI Help - Make AI Think They Are Not On Island

    Hey! Thanks for the warm welcome. This seems like the place to be for sc2editor help. I will be posting my map soon, as I need help beta testing. I am just putting the finishing touches on it now, and this AI thing is just one of the outstanding issues.

    Thanks for the quick responce. I was afraid of that. I was hopeing for an "easy way" before I try what you suggest, or just cut AI out of the game completely. Having the computer players is just a perk, not totally necessary. Also, having AI players seems to lag the game/computer. Heard of that?

    Thanks again, I open to any other ideas if anyone has them.

    D~

    Posted in: Miscellaneous Development
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    posted a message on AI Help - Make AI Think They Are Not On Island

    Hi,

    I am making a map where each player builds on their own little island, and then perodically everyone is transported into an arena to fight.

    The problem I'm having is the AI doesn't build right ... they are convinced they are on an island and therfore they all build mass air units and transport units and don't build very much ground forces.

    Is there a way I can trick the AI into thinking its a normal ground battle so they don't all fast tech to transport units and air?

    Thanks!

    Posted in: Miscellaneous Development
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