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    posted a message on Achievement Library

    Can't wait for version 2!  Thanks for this asset, I am look forward to the achievements tab.

    Posted in: Project Workplace
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    posted a message on Is it too late to make a new map?

    Just a little curious about if a concept like this could gain in popularity enough to where you could find team mates.  I am about to publish my current project some time next month and I really love the style of map like Marine Arena and Zealot Frenzy but I see stuff that I personally would like to add if I had a map like that.  So I started writing in a notebook and it kind of got out of control with some new ideas that might be old.  TBH I didn't play hardly any custom games until now.  I remember playing that starship troopers game in SC1 but that's about it.  Anyways yeah a spawning map.  Tell me what you think of my ideas if you wanna read it all.

    Terrain is in space with man made space platform structure.  It's hard to describe but just try it out it looks cool.  Space platform, take away edges so it shows space, and fill in the middle with different textures.  It is kind of surreal looking.  Center area with 3 bridges leading to each team's fortress.  One team for each race.  The fortress/area for each race will have VERY race specific terrain and they fortress will be modeled off of doodads from that unit's race.

    3 teams of 2 per race.  The race setting is locked so your UI will be of the race you are assigned.  You are assigned a race to mix it up.  You join and oh I'm Protoss this game.  Your units will also be based off of the race you are assigned.  You get a choice of hero's from your race at startup called Generals.  Generals are not all powerful and will have an aura that buffs nearby units.  Importance would be in between MA and ZF with hero.  They are a supporter of your units but vital to an attack.  Base level units spawn (marine, zergling, zealot) and you can upgrade them.  In each fortress there is a village area that has the shops.  There are also cannons you can control where you manually shoot projectiles at the enemy by targetting an area.

    Cloaked units will be hard to detect.  I want to have a spy unit for each race.  This spy unit will go into the enemy's area and harass.  When they have sight on they can call for bombing runs, warp in units, etc.  So basically I want to add more featurs and the big improvements are hero buffs, fortress defenses, spys, terrain will be vast improvement, feeling of belonging to the race you are assigned.  Also for new players I will have a simple dialog at begining asking if you are new.  If you click no that's all you are bothered.  If you click yes you get advice throughout the entire game in messages, tips, map pinging to show you around etc.

    So I have the ability to make a map like this and think I would have a lot of fun playing it.  Would it be worthwhile or is it that hard to start up a community that already has options to go to?

    Posted in: Project Workplace
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    posted a message on Angry Birds style map (demo version on bnet)

    It'd require someone good at missles and movers.  That's not me.  I think it is entirely possible though if you can stack units.  Never tried with triggers good thinking.  I know from movers you can change height obviously my units do (infested terran ability) and they do damage on impact.  The trick would be to get the body to roll around damaging stuff after impact at predictable and varying angles.

    Posted in: Project Workplace
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    posted a message on Angry Birds style map (demo version on bnet)

    The closest I could come up with would be this (which was what I initially planned) side platform view (we've seen this done), mouse tracking firing (we've seen this done), but I don't think it could work right if you make it exactly like Angry Birds.  Units can't stack.  Doodads can but not units.  For example in this video you see the shack destroyed with the explosives in it.  That's all trigger work hidden by the explosion from the barrel.  Now if we wanted to destroy individual parts of that shack it wouldn't work.  We can't stack units like the wood planks they hide behind.

    Posted in: Project Workplace
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    posted a message on Angry Birds style map (demo version on bnet)

    It focuses on the part of finding weaknesses in the structure and what order to hit things.  This is a lot better in multi player mode where you have to work as a team to plan moves.

    Posted in: Project Workplace
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    posted a message on Angry Birds style map (demo version on bnet)

    Alright short video posted on single player.

    Posted in: Project Workplace
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    posted a message on Angry Birds style map (demo version on bnet)

    I ended up gettin fraps and made a real short video. It's uploading now. I am new to youtube does it normally take a long time?

    Posted in: Project Workplace
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    posted a message on Angry Birds style map (demo version on bnet)

    Anything for videos besides Fraps? Seems good but free version cuts off too quick. Oh well I'll use that. This is just a demo. The full version...well if it becomes popular I could have someone upload on EU.

    Posted in: Project Workplace
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    posted a message on Angry Birds style map (demo version on bnet)

    @Bibendus: Go

    My experience with recording games is trying a couple programs. One didn't work and one lagged my single player game so bad I couldn't play. Is there a way to post replays?

    Posted in: Project Workplace
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    posted a message on Angry Birds style map (demo version on bnet)

    Hello everyone. I have put out a demo version of my new map just to show the game play you can expect. In the demo it is only up to level 2 and does not have all the features the real game will. The map is called "Angry Zergs" and is based off of angry birds. Search for it and give it a try. The demo is only about 5 minutes long. Supports anywhere from 1-5 players so if you don't want to wait just go ahead and try single player.

    Embed Removed: https://www.youtube.com/v/4uMawcY417U?fs=1

    Posted in: Project Workplace
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    Nevermind. I took out a cinematic and for some reason it works now.

    Posted in: Tutorials
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    Great tutorial thanks a lot. I just downloaded and used your files and hid the mini map with triggers because that was exactly what I wanted it to look like. My only problem is that my game is broken down into levels. For some reason when I switch to level 2 (with a quick transfer of the unit to a neutral player in between) the buttons don't show on the command card anymore. The buttons are still there because I can use them, they are just invisible.

    Posted in: Tutorials
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    posted a message on Data request-Angry birds type missle
    Embed Removed: https://www.youtube.com/v/ZIf8s0ongWQ?fs=1

    Example of the blue bird in the game.

    Posted in: Data
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    posted a message on Data request-Angry birds type missle

    I can piece together if I know the parts I think.  Now I've finished every one but this. I modified raven seeker, yamato, and infested terrans for the others.  I'm having trouble with yours because I am very clueless to data and movers.  The best I could do is get the missile to shoot a bunch of Zerglings that fly in loops.  I'll keep trying of course but I was hoping for some help in case I couldn't figure it out.

    This afternoon I'm going to read everything I can on movers and go from there.  This is my first attempt at missiles and movers and such so excuse my noobishness.  Would I edit the side mover to just land at target and then create 2 more movers that travel at angles?

    Posted in: Data
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    posted a message on Data request-Angry birds type missle

    The actual map name is "Angry Zergs".  It is based on the game "Angry Birds".  Thanks for the info RCIX I'm gonna check it out.

    Posted in: Data
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