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    posted a message on Risk: Reborn

    @Abion47: Go

    New version up. Still looking for teh feedbackz.

    Posted in: Project Workplace
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    posted a message on [Contest] (SC1) Legacy Melee Remake Voting Part 2

    Aren't the preview pics supposed to be bigger for the sc2 maps? All I can see is the terrain's general layout. I can barely see any start locations, and I can't see how minerals or towers are placed or balanced at all.

    Posted in: Project Workplace
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    posted a message on Newbie Questions

    1) Go to the Ability that designates what your building trains (i.e. if you are looking at the Barracks, go to Ability/Barracks - Train), go to the Ability tab, and under Ability Commands - Train, choose which unit you want to edit. Scroll down to where it says "Info - Button - Requirements" and choose which requirement you want.

    2) Give a roach the Stimpack ability (if that is what you are asking).

    Go to the roach unit, and under the Ability tab, where it says Abilities add a new Ability and in the menu select Marine - Stimpack. Then in the button window below, choose where you want the stimpack ability button to be (typically is lower left corner) and add new button. Under Command Type select (Ability Command", under Requirements choose "None", under Ability choose "Marine - Stimpack", and under Ability Command choose "Use Stimpack".

    3) I'm not sure what you are asking here...

    4) I'm not sure how to do this, but there are plenty of tutorials on buffs. You can go check them out, if you so desire.

    Posted in: Data
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    posted a message on Structure with footprint 3x3 still acting like 1x1 in editor

    @LhaN999: Go

    I believe you want to expand your inner radius.

    Posted in: Data
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    posted a message on [?] Stop Auto-Turret Rotation

    @XLIIVI: Go

    It will still rotate as usual when firing at targets. The Idle setting only effects what it does when it doesn't have any targets to fire at.

    Posted in: Data
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    posted a message on Making Weapon Scar Craters

    I'm just thinking out loud, but it would probably have to do with adding a footprint to the weapon once it ... detonates, I guess would be the right terminology.

    Posted in: Data
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    posted a message on Only 1 Texture listed under map properties wtf?

    You're probably looking at the texture map. The editor puts all the textures it uses into one map. This is faster and more efficient than having one file for every individual texture.

    Posted in: Data
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    posted a message on Custom Movers - Terrain Height

    @Kueken531: Go

    I am forever grateful?

    Posted in: Data
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    posted a message on Custom Movers - Terrain Height

    Is there a way to give a unit a mover/behavior that makes it so it cannot move onto terrain above a certain height?

    Posted in: Data
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    posted a message on Risk: Reborn
    Quote from redmarine: Go

    @Abion47: Go Well, I haven't played this map yet but if you truly intend to realize Devolution you can forget all about the ships. Trust me, they're simply not possible.

    Yeah, I'm trying to figure out a work around. Right now, I'm probably going to just give them ground pathing (since the water is a different cliff level), make them hover just above the water level, and give the load/unload ability some range.

    Your pic made my day, btw.

    Posted in: Project Workplace
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    posted a message on Tried to recreate the Reaver, Failed

    @Doomsaloto: Go

    My guess is using the Carrier as a base would be your best bet. The only thing you really would have to change would be to make the "interceptors" i.e. the scarabs explode on impact like a baneling. Other than that, the buying new ammo and stuff is already there.

    Posted in: Miscellaneous Development
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    posted a message on The Map Testers List

    Abion.47 USA

    I'm willing to be a part of a team making some maps. Currently I am working on a port of Risk, and would appreciate help in return.

    PS: This link http://localhostr.com/files/dd2c56/charcode.png seems to be broken, but I'm pretty sure the above is my identifier.

    Posted in: Miscellaneous Development
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    posted a message on Risk: Reborn

    No feedback? ...At all?

    Posted in: Project Workplace
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    posted a message on Risk: Reborn

    I'm remaking Risk Devolution that was immensely popular on WC3, but it will also have some new twists.

    Risk: Reborn alpha/beta

    Check it out here: http://www.sc2mapster.com/maps/risk-reborn/

    • 32 countries and 216 cities for your conquering pleasure.
    • Multiple game play modes available, including civilization mode, conquest mode, or minimalist mode.
    • Play solo or set up teams - before or during the game.

    Currently only minimalist mode is set up, however expect some huge changes to occur soon!

    ToDo:

    • Add ship and port functionality.
    • Allow manual choosing for cities.
    • Implement voting system to choose game modes and settings.
    • Create more advanced units, such as healers, buffers, and heroes.
    • Implement civilization mode settings.
    • Create in-game videos and snapshots.
    • Generate prettier looking geography.
    • Unit and geographical balancing.

    Please consider playing this game. Popularity aside, I don't have many friends that play StarCraft 2 and I really need feedback on the gameplay and balancing.

    Posted in: Project Workplace
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