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    posted a message on Warcraft 3 - Starcraft II Edition

    I have edited the first post to express my opinions on some of the issues that people have pointed out about this map.

    Posted in: Map Suggestions/Requests
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    posted a message on Warcraft 3 - Starcraft II Edition

    I get this idea about recreating Wc3 using Sc2 editor. I know this is not very original, but I'm sure it will be welcomed by many Wc3 fans. Because, to be honest, Wc3 graphics are getting a little unbearable, especially if you played Sc2, and with Diablo 3, the 2 expansions, and a rumored new online game, it could be eons before Wc4 comes out, if it comes out at all.

    The key is identical gameplay. The models can be different, and the abilities can look different, and even have different names. But they must have the same stats. For example, if it's an AOE spell, it must have the same radius, damage, duration, etc. The terrain must be made identical to one of the Wc3 maps, because it also affects gameplay.

    So, here is some ideas of how this could be done:

    • You could use Mineral Fields for Lumbers, and have workers to gather them, and use Vespene Geysers for Gold Mines, and Elves and Undeads will have to build refineries first, where Humans and Orcs can harvest right out of the raw Geyser. Of course, they don't have to be called Human, Orc, Night Elf, and Undead in the new map.
    • You could use Phoenix for Dragonhawk Rider, and use Graviton Beam for Aerial Shackles, and modify it to only be used on aerial units.
    • You could use Marine for Rifleman, and modify it to fire 1 shot at a time and at a slower interval.

    So, hopefully you can see what I'm talking about, and some one can make this map. I think this can be done, it will be a lot of work, but once pulled off, it will be huge for the Wc3 community.

    As for possible copyright issues. Blizzard may not like it, but I guess you could publish it where Blizzard can't reach? Although I think it will be a nice addition to Sc2, and thus beneficial to Blizzard.

    ------------------ Edit:

    OK, so I realized that this is a lot of effort, which is why I said to use existing SC2 models instead of creating new models. This hopefully can reduce the effort that is needed. This is also why I suggested to use Vespene Geysers and Mineral Fields.

    The point is to provide an additional gameplay choice for SC2 and therefore increase the value of SC2.

    BloodyTurds argued that WC3 melee isn't great. I think these are not the same type of gameplay. If they were, then, of course, we would use the better one to replace the other, but they are not. They are different ones, the most obvious difference is that WC3 melee has heroes and SC2 melee does not, and some people miss that about WC3.

    Now that I think about it, it is a lot of work for a little benefit. So here is what I think about this problem:

    there are two possibilities that can come out of this map:

    first, is that SC2 graphics is undeniably much better than WC3 (water effect and such). Lots of WC3 players have transferred to SC2. Suddenly, they see this map and they decided that it's much better to play WC3 gameplay in SC2 instead of actually playing WC3. They still play SC2, but whenever they wish to play WC3, they come to this map. In this case, the map becomes very popular, and the author gains fame and satisfactory feelings, and the effort is arguably worth it. Since the map gets so popular, there could be talented map makers joining in and contribute to models and everything, making the map all the greater.

    here are some reasons that WC3 players might choose this map over the WC3 game:

    • better graphics
    • SC2 supports more resolutions, so the graphics doesn't get stretched in full screen mode.
    • They play SC2 anyway, it's more convenient this way to switch between WC3 and SC2. And if they don't play SC2, then this give them one more reason to buy the game.

    Another possibility is that the map simply doesn't get welcomed. WC3 players think the WC3 game is better than this map, even though the graphics are better and gameplay is identical. In this case, I think it is indeed not worth it, and nobody is going to pay you, so I can only say, the request is here, whether or not to make it is entirely up to you. Maybe somebody would be interested, you never know.

    nevjmac, It's nice to know that you are already working on this. Good luck on it, and hopefully we can see the map soon.

    Posted in: Map Suggestions/Requests
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    posted a message on [Solved][Order] Order is Turn Auto Cast On?

    OK, I think I figured it out. The proper condition for this should be "Flag Is Enable For Order" with flag being "Auto Cast State".

    Posted in: Triggers
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    posted a message on [Requirements] How to make a Unit Has Less Than 3 Harvesters requirement?

    So, how to track the number of harvesters of the refinery? I can't seem to find a way. Any one has any ideas?

    Posted in: Data
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    posted a message on [Requirements] How to make a Unit Has Less Than 3 Harvesters requirement?

    @zeldarules28: Go

    Thanks for the warm welcome. I'll be sure to check those tutorials out.

    Posted in: Data
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    posted a message on [Requirements] How to make a Unit Has Less Than 3 Harvesters requirement?

    I need to disable an ability button on my refinery when the refinery has 3 or more workers harvesting it, and re-enable it when the refinery has less than 3 workers. I figured the best way to do this might be through requirements. So, how to make such a requirement?

    Of course, I don't mind using other methods as along as I can achieve my goal.

    Posted in: Data
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    posted a message on [Solved][Order] Order is Turn Auto Cast On?
    Untitled Trigger 001
        Events
            Unit - Any Unit is issued an order to Command Center - Train SCV
        Local Variables
        Conditions
            (Triggering order) == (Turn Command Center - Train SCV auto cast On)
        Actions
            UI - Display "I'm on!" for (All players) to Subtitle area
    

    The trigger is triggered when I turn auto cast off, too. It should only be triggered when I turn auto cast on. Any ideas?

    Posted in: Triggers
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