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    posted a message on Publishing limits are absurd!
    Quote from RileyStarcraft: Go

    @AlexO6: Go

    Jesus christ calm down and stop with the "Blizzard made everything deliberately hard and removed units out of spite!" shit. There are no reaver and dragoon models because they were cut when the models were still placeholders. There are plenty of models in the data files that aren't used in the game but were left in for custom maps to use. And using campaign units in a custom map is fucking trivial and if you can't figure out how to do it maybe mapmaking isn't for you.

    Woah, I think you should calm down, buddy. The thing is this editor is much more complicated in some places than WC3's for absolutely no reason. Whereas in WC3 I could copy a campaign unit, now I need to copy every little bit of the campaign unit and its attachments (models, actors, weapon, upgrades, effects, etc.) and everytime I do that, I have to change the dependencies or switch in between maps. And they weren't "placeholders", they were complete models for complete units. These units were just scrapped from MP and SP probably due to balance issues and because they couldn't fit them all in the campaign. However, it's still quite a shame that they made those models (and probably portraits), only to completely get rid of them, when they could've released them within the game's files and let us use them creatively. All this would seem deliberate on Blizzard's part to encourage people to make their own stuff rather than just copy + paste their work. In that case, I don't understand why copy + paste is so frowned upon, it's not necessarily a bad thing, you can learn that way and sometimes it just speeds things up.

    I wasn't whining (well, it was more of me expressing my annoyance and lack of understanding at this decision with the editor) nor assaulting, nor insulting anyone, hey, don't get all worked up.

    And besides, the editor shouldn't be hard to use. Mods shouldn't purposely be hard to make to assure that only some type of people make mods rather than others. When you said that it wasn't for me, you almost came off as elitist...And if anything, elitism should be buried. If I want to mod (and I want to), I will, whether I'm some great modder or not, even if you don't necessarily agree that it is a good idea.

    Posted in: General Chat
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    posted a message on Publishing limits are absurd!
    Quote from Sixen: Go

    @AlexO6: Go

    We'll be getting an updated mod for those units in the near future, from what i'm told.

    Where'd you hear that? Will this be Blizzard's making or someone else's?

    Posted in: General Chat
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    posted a message on Publishing limits are absurd!

    They also removed most unused assets (Reaver, Dragoon, Predator (the air unit), etc.), (they literally threw all that work out the window!) and made it so that it is really long and hard to try and copy a unit from campaign (say, the Spectre) into a multiplayer mod. They really are shooting us modders and mapmakers in the foot. It's as if they said "there you go, you can do all this stuff with the editor, but we still want you to make maps like you did with SC1; no custom art and no campaign stuff in multi."

    Ughhh, it's frustrating. >_<

    Posted in: General Chat
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    posted a message on Are we missing something?
    Quote from Sixen: Go

    Soul Hunter was removed, we won't be getting removed units in the Editor.

    SC1 Units should be coming in a patch soon.

    And check your PM's, please!

    How do you know that? :O Also, these models were promised to be in the game by Blizzard, ESPECIALLY the Reaver! Why remove it entirely from the game if its portrait and unit model was done?

    Posted in: General Chat
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    I can play SC2 just fine but this map, after a while...Lags alot and makes my monitor refresh more and more often...

    Posted in: Project Workplace
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    posted a message on [MISC] Converting EVE Online Models for SC2

    @7H3LaughingMan: Go

    The problem is not a 64-bit OS, but rather a 64-bit version of Photoshop. Install the plugin in the 32-bit photoshop version's folder. Once you install photoshop, you should have both a 32-bit and 64-bit installation.

    EDIT: You will always need to run the 32-bit version to be able to open .dds files.

    Posted in: Tutorials
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    posted a message on Turn-based Combat Game

    You could always have bases. Each player has a base (probably a small command center, hatchery or nexus on a hex could denote this), and destroying it prevents players from building more units. Units could be built like in advance wars, and the base could give out an income.

    Perhaps to make it fit with the different races, each race has its HQ, but can capture "resource spots" (again, capturing should work like in advance wars IMO), which increases their income, and in each resource spot, the player can build a certain "building". Ex.: Building a Barracks allows faster infantry production, (it's more of a specialization choice you make after capturing a spot) while a starport could give you access to air support (support powers, perhaps?) and what not.

    Posted in: Project Workplace
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