Currently 26 years old, I graduated as a CS Engineer back in 2008, hopping between jobs since 2005 and currently working at IBM as a VMWare and Data Center Administrator for multiple large accounts. The workload is absurdly insane but equally rewarding. I'm decent at illustration and painting too, but I hardly ever make money out of it.
I map/mod mostly because I enjoy game design and development exciting. I would make my own games, but I abhor game programming to no end. I also greatly enjoy fiddling with shit and see what it does.
Personally I recommend the Dawn of War series and its WW2 s[inoff COmpany of Heroes. Amazing RTSes with original squad mechanics and CTF economy.
For a more fast paced Civ, I suggest Rise of Nations. It's pretty much the bastard son of AoE and Civ, or rather, Empire Earth done right.
There is also Europa Universalis 3 and Dwarf Fortress for the more hardcore crowd.
Turn based stratged, i totally suggest Greed COrp. It's unavoidable terrain collapse mechanic gives a lot of strategic thought. Fracas is a very old VB game, but hell if it is good, specially on multiplayer.
You really ought to model how the place looked before came and infested it. The infestation would rape and damage the place like an alcoholic abuser would to a defenseless whore.
Here are some screencaps of an infested temple I am working on, most of them involved some serious abuse of og and creep cloud emmiters:
Keep in mind most zerg structures feed from creep, but, like trees, and deep rooted underground and might have pieces that sprout violently to the surface.
Is there a way to manipulate stuff through triggers? Like I create a Frame that has a portrait, can I then refer to said protrait and set it via scripting?
I was going to mention editing the players catalog, but that affects all units of a given type, and I beleive the triggers you mention are actually those. How about upgrades?
I would suggest something like perhaps doing funny stuff with resource fields and such, like hazardous formations, a multistep harvesting (myabe like making cakes, which would involve reaping wheat, then eventually processed into flour, and then finally be cooked).
Maybe stuff related to items, stuff related to those more esoteric ability types (like Queueable, Interact, Specialize -which sucks-, Battery, Beacon, etc), and crap like that.
You really ought to model how the place looked before came and infested it. The infestation would rape and damage the place like an alcoholic abuser would to a defenseless whore.
Here are some screencaps of an infested temple I am working on, most of them involved some serious abuse of og and creep cloud emmiters:
Keep in mind most zerg structures feed from creep, but, like trees, and deep rooted underground and might have pieces that sprout violently to the surface.
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Currently 26 years old, I graduated as a CS Engineer back in 2008, hopping between jobs since 2005 and currently working at IBM as a VMWare and Data Center Administrator for multiple large accounts. The workload is absurdly insane but equally rewarding. I'm decent at illustration and painting too, but I hardly ever make money out of it.
I map/mod mostly because I enjoy game design and development exciting. I would make my own games, but I abhor game programming to no end. I also greatly enjoy fiddling with shit and see what it does.
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Personally I recommend the Dawn of War series and its WW2 s[inoff COmpany of Heroes. Amazing RTSes with original squad mechanics and CTF economy.
For a more fast paced Civ, I suggest Rise of Nations. It's pretty much the bastard son of AoE and Civ, or rather, Empire Earth done right.
There is also Europa Universalis 3 and Dwarf Fortress for the more hardcore crowd.
Turn based stratged, i totally suggest Greed COrp. It's unavoidable terrain collapse mechanic gives a lot of strategic thought. Fracas is a very old VB game, but hell if it is good, specially on multiplayer.
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At the risk of showing off/bragging, I will just reiterate what I had said in the previous thread (http://forums.sc2mapster.com/development/terrain/18418-help-me-with-making-zerg-themed-terrain/#p17)
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they removed it now. yey
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Necropost but relevant:
For static declaration of data, i suggest using COnversation States. You can have complex sets of data therethat you can easily retrieve.
For example I am using it for storing Zerg Strands info. like this
And retrieve it via galaxy like this:
Voila. Complex static object set done. You could abuse the model info tpe to store unit ids instead.
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Is there a way to manipulate stuff through triggers? Like I create a Frame that has a portrait, can I then refer to said protrait and set it via scripting?
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Personal Maiden and Cabaret Dancer
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Is tehre a way to add custom labels to frames?
edit: nvm found out
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There is no way to access any remote databases of any sort. What you have instead are banks and such, which are persisten accross map sessions.
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Effect -Switch and validators might be what you need. More info: http://forums.sc2mapster.com/resources/tutorials/9016-data-specialized-weapons-intermediate-difficulty/
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I was going to mention editing the players catalog, but that affects all units of a given type, and I beleive the triggers you mention are actually those. How about upgrades?
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I would suggest something like perhaps doing funny stuff with resource fields and such, like hazardous formations, a multistep harvesting (myabe like making cakes, which would involve reaping wheat, then eventually processed into flour, and then finally be cooked).
Maybe stuff related to items, stuff related to those more esoteric ability types (like Queueable, Interact, Specialize -which sucks-, Battery, Beacon, etc), and crap like that.
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Passive buttons are shown to everyone.
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What Mozared said.
You really ought to model how the place looked before came and infested it. The infestation would rape and damage the place like an alcoholic abuser would to a defenseless whore.
Here are some screencaps of an infested temple I am working on, most of them involved some serious abuse of og and creep cloud emmiters:
http://1.bp.blogspot.com/_a9O-AcGovKo/TSbFhf25DHI/AAAAAAAAAEQ/cbq-go_yMdQ/s1600/Terrain+016.jpg
http://4.bp.blogspot.com/_a9O-AcGovKo/TSbFfUEUNlI/AAAAAAAAAEM/PwqhdAH4gp8/s1600/Terrain+015.jpg
http://1.bp.blogspot.com/_a9O-AcGovKo/TSbFYm4ZKPI/AAAAAAAAAEA/j-liCTPoZGY/s1600/Terrain+012.jpg
http://4.bp.blogspot.com/_a9O-AcGovKo/TSbHTNc_4QI/AAAAAAAAAEs/mAQSSX3vjAg/s1600/Screenshot2010-12-12+21_56_57.jpg
Keep in mind most zerg structures feed from creep, but, like trees, and deep rooted underground and might have pieces that sprout violently to the surface.
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Seems like either the battle net icon or the inventory icon