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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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