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    posted a message on Naz^Zombies

    How to revive a dead survivor

    Only way these work is if all your total kill bonuses are actually upgrades run by triggers instead of triggers that modify a specific unit.


    Trigger 1 (makes a tomb for others to use to revive)

    Any Unit dies
    Check owner of triggering unit is an active player and NOT a computer
    Set var i to player number of the triggering unit
    Create unit (tomb : an invulnerable maker acting as a unit) owned by player var i at coordinates of triggering unit
    Display message StringToText(PlayerName(var i))+" Has Been Incapacitated"
    Move circular region X (specific to dead player) to coordinates of triggering unit.


    Trigger 2 (unfortunately you have to make one for each player, there's a better way but this seems less convoluted)

    Any Unit Enters region X
    Check owner of triggering unit is an active player and NOT a computer and the owner of triggering unit owns 1 survivor (or triggering unit type is a survivor)
    wait 5 seconds game time
    kill/remove all units owned by player linked with region X (the dead player, removing their tomb via if-else loop)
    Create unit (survivor) owned by player X at region X
    Display message player X has been revived
    (if you attached a pointer on a unit and the pointer are required I can't help you there)

    ^ Maybe I could add a few more to that like: Move pointer to last created Unit




    These triggers respawn dead players as long as what you're using as survivors are just common units... if not well... gl hf.

    Posted in: Map Feedback
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    posted a message on Naz^Zombies

    You mean something like this? -> http://www.moddb.com/games/desert-zombie-last-stand @.@ except yours is bird's eye view?

    Sorry couldn't help myself. It's just something I saw. Good idea though some fences, some houses and stuff, some lights, blam completely different from the first one.

    Anyway I think you should have some kind of respawn or revive because most of the time early player deaths = everyone rage quitting.

    Also just in case you want generic zombies that incrementally increase in strength you should just have 1 upgrade that can be researched constantly (by the AI for the zombies). It's pretty simple and is better than creating more units to have zombies that are just stronger than others but players may complain that it's bland.

    Another thing to add. Within one map you could have 2 or 3 sub maps that players can choose to play instead of making a series of maps.

    Also may be a replay feature if players don't want to rmk the game.

    You might want to add a score board too.

    Just shooting at stuff here but good luck man I hope others can be more helpful than me.

    Posted in: Map Feedback
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    posted a message on Naz^Zombies

    @N1T3SLAY3R

    I read your notes in the loading screen. Just so you know the water effects in your map will take up huge processing power. That is, the wave-fronts formed aren't optimized by the game itself so every 'wall' the water touches generates their own individual wave-fronts. This means that your map is possibly lagging because the extra models loaded onto the map is adding to the already hindered processor. Since the whole map is knee deep in water that could be the cause. I'm not quite sure I've read a tutorial on waters and it tells me that wave-fronts causes the most lag (glitching).

    Try removing the water.

    Posted in: Map Feedback
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    posted a message on Want to pick up programming

    ... I just learned C# by lots of reading :D

    Good luck in learning what ever programming language you're learning. I'm gonna stick with C#.

    Posted in: Off-Topic
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    posted a message on [WIP] Click Defence

    Yeah one of those things, but who's done that in sc2?

    Posted in: Project Workplace
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    posted a message on [WIP] Click Defence

    CLICK DEFENCE



    Some Details:

    If you have played the original Starcraft you might have noticed the explosive capability of critters. This map is expanding on that, instead of shooting your enemies with turrets you click them to death. That’s the basis of the game; click till you fingers fatigue.

    I don’t know if there are any other maps out there that does this but I sure know that there are games like this. If there aren’t any maps, well I’ve just hatched a new sub-genre (the click-genre).

    Currently there’s no story behind how the critters have escaped from the zoo or how they conceived the idea to destroy the Confederacy. That I’ll leave you people to decide.

    The mechanics is similar to any other tower defence or wave-attack defences. There’s no emphasis on tower building or mazing though (I’ll consider them later). This is simply endless clicking. Maybe your fingers will get a good work out and use it as an excuse to your friends that you’ve been working out… I don’t know about that and sorry if I’m doodling here I can’t help myself.

    Things to work out:

    I’m having troubles with certain things. Like what kind of waves should there be. That is, what variables should there be in each waves? The speed, the amount of clicking, the size of the critters and the number of critters is what I’ve come up with….(1)

    Also I was considering how should the click counting system work. There is already a built in click counter but I could also make it count down in health, which may help in keeping track of the clicks for the players. However the built in click counter has the ability to reset itself if the clicking stops for a duration, this might come in handy….(2)

    There’s also another thing to think about. What happens to after the clicking counter is set. Obviously the critter has to die. But maybe it could be invulnerable and you have to stop it (until a timer runs out) by clicking it which makes it stop moving or makes it burrow for a few seconds. Also there could be splash damage critters that could knock out other critters if it’s clicked to explode….(3)

    Finally the order of waves. There could be 9 standard waves and then a boss wave (few very ‘strong’ critters). Or there could be a rest phase where it is really easy for the players to recover from the agonizing labour….(4)

    Oh I forgot. I want to also ask how many players should there be? 4 is my guess since I don’t want too many people for the popularity system to not work in my favour….(5)

    Hum… this seems too bland though. I find my concept fun but I don’t know how it’ll play out. I think there should also be cast able skills like psionic storm-like spell or slowing skill too. I don’t want to really put this one in but maybe turrets too which may act as a short lived helper or even maze?...(6)

    If you got any other ideas or suggestions, or even criticism please go right ahead. Oh, but if you do want to make a comment about any things I’ve mentioned about please number them respectively to their paragraphs.

    Additional mentions:

    I’ll add some screen shots later once I’ve made some spawn-able critters and triggering systems. But if you like to contribute to any assets that you think may help in this project please do so. I’ll always credit those who help. Until next time laters.

    Posted in: Project Workplace
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    posted a message on Unique Defense Map

    Oh man I like this. Hope you do well *thumbs up

    Posted in: Project Workplace
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    posted a message on Unselectable Units

    nvm found it

    Posted in: Data
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    posted a message on Unselectable Units

    What unit flags may I ask?

    Posted in: Data
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    posted a message on [Brain Storm] Hide And Seek

    -
    [Reserved]
    -

    Posted in: Project Workplace
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    posted a message on [Brain Storm] Hide And Seek

    There are a few maps on hide and seek. I want to know. What makes a good hide and seek map? Currently I'm one of those few who just got bored and made an HnS map... sad I know.

    Give me ideas, concepts and possibly a design that I could work on. I already have a map up and running on NA and SEA, 'Hiders and Seekers'.

    Here are some of the concepts implemented into it:
    - Limited timer of 9 minutes
    - Hiders are only temporarily invisible via draining of their energy
    - Seekers have some limited range of detection (2)
    - Hiders can run faster than Seekers but accelerates considerably slower than Seekers
    - Seekers can kill Hiders by area damage spell, limited only by cool down and range
    - Map has some foliage and objects to make it somewhat harder to look for Hiders
    - It rains to distract the Seekers
    - Seekers can never be killed
    - Once a Hider dies, it becomes a Seeker
    - Once all Hiders are dead or timer runs out game ends but players have a choice to restart or leave the game
    - There’s a mining colony theme to it

    --

    Currently Thinking of …
    - Marco-polo style, by which Seekers can initiate ‘Marco’ by which in a limited time one of the Hiders must initiate ‘Polo’. Seeker that initiates it gets pinged on the minimap and the Hider that replies back also gets pinged on the minimap. If no Hiders initiate ‘Polo’ all Hiders get pinged. There’s a chance that the Hider that replies may not be pinged instead a ping will be called randomly on the map (the misleading polo)
    - Have multiple areas that are randomly selected for each time played

    Need to Discuss about (there could be more)…
    - Balance of hiders and seekers (currently, 1-8 players : 1 seeker, 9-12 players : 2 seekers)
    - Not too many nook and cranny to search in
    - Make the map right size for HnS
    - Make it somehow more different from others

    --

    Not only do I need some brainstorming if you guys have the time you could help me add some of the mechanics suggested by me or others, and we get this right I or others can make a MOD for everyone to use.

    Technically this will be community driven. I’ll make a to-do list once we get the ideas worked out.

    If I do not reply to this post for 14 days or each post I make then I probably gave up and someone else may take this work. Or if I say so.

    Posted in: Project Workplace
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    posted a message on Unselectable Units

    Can someone help me create a unit that is unselectable to other players? Or just unselectable but still a unit. Or is that just a missile subclass?

    Simply I just want a unit that looks like a doodad and behaves like one but is still a unit that can move around... well it'll be sort of like missiles but I want control over them.

    Posted in: Data
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    posted a message on Adding custom mods

    lol

    I'm such a noob. I found out that the custom mods need to go into the 'mod' folder of the game before I can add it into a map. XD

    Posted in: Data
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    posted a message on Adding custom mods

    I made a mod file for my upcoming map but I don't know how to incorporate it into my map. I know how to add standard mods into the map via dependencies but when I imported my mod I can't find it anywhere related to the dependencies tab. Can anyone help me. Or is this one those things that aren't implemented yet?

    Posted in: Data
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    posted a message on Pok-pi

    In simple terms it’s a pattern puzzle game (more rhythmic than just a pattern).

    You are one of these: zergling, zealot, marine, scv, drone or probe. It really doesn't matter which you become, they all have the same properties.

    Objective is to observe rhythms of exploding tiles to reach to the other end. Easy? Don't be so sure. The difficulty increases initially by voting for, 12 lives and only play 3 stages, or no lives and playing for all stages. The lives are shared among the team (1-8 players). Difficulty also increases as the stage progresses. Also speed of the rhythm, longer sequences of rhythm and obstacles... that is things obstructions that once you get close enough kills you. I am planning of 20 stages and 3 warm-up stages but that depends on how hard working I am. Currently there're only 6 stages, includes 3 warm up. It’s in alpha stages.

    Currently the major problem is the performance issues. The time lagging can prove fatal to issuing orders and players may have to learn to react in milliseconds slower. There is also the problem with the slowing down of the game when a new stage/rhythm sequence is first initiated. One way to overcome this is just to wait about 3-5 seconds for the triggers to load up. I am also thinking of removing the units that die as the indication for rhythm sequence with death animation actors instead… hope that prevents the slowing down bit.

    All I need to know is how well the game plays with more than 3+ players. Does the game slow down more considerably? Are there bugs in the map? Is there a lag spike? Is there potential to be enjoyable?

    Unfortunately I had to write this wall of text. I’m not too keen on putting up images and videos… because the game is very bland right now. The whole alpha map won’t even take 10 minutes to finish… if you’re that good. You really don't need 3+ players. You can play on your own.

    Pok-pi is available at: - SG (SEA) - NA (North America)

    I hope these type of maps will be re-born like in sc1.

    Posted in: Map Feedback
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