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    posted a message on [Monthly Test - December] SCBis by Cacho56

    @deltronLive: Go

    Thanks for the playthrough!

    You're playing the second version. In the third one the transmissions last longer and there is a new section under the main base, with mineral pallets to pick up. That reduces considerably the time spent in the macro part.

    I took note about the removing objectives idea, I'm removing the main ones, but leaving the caves because if the player fails should know it.

    The significance of SC2bis is that I couldn't get a better name... But it's kind of a paralel lore for SC2.

     

    @R0binicus: Go

    Shh! That shouldn't be known! :P

    -

    These are the things I'm going to fix in the next update/s:

    Mod:

    • Achievements sheet will be added to the briefing screen - it can replace the "skip" button, now that the subs display acts as a button, but I'm not sure yet, there have been several reports of people who liked that the achievements weren't shown.
    • Zerg units have campaign abilities - I'll remove them via triggers or requirements, just in case I want to use them later.

    Map:

    • Zerg units will expand towards the player base.
    • Some enemies will come from the unexplored areas of the map instead of unburrowing in front of the player.
    • Minerals in the base will be less.
    • Rocks will become unselectable after dying. The units trapped in the caves will be killed.
    • First part main objectives will be removed after reaching the second part.
    • There's a strange bug where enemy doesn't start building its base - I can't seem to replicate it, I would love to know in which context it happens.
    Posted in: Map Review
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    posted a message on Publish Bug

    It has been happening in Europe during the last few days.

    In my case I just retry a couple of times and it works.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Tutorial Request

    @DragonShadow87: Go

    You're looking for dialog tutorials. You just have to make triggers when the dialog items are used that set the next map and end the game for the player.

    Here's one. some pics are missing, though.

    Posted in: Tutorials
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    posted a message on [Monthly Test - December] SCBis by Cacho56

    @TChosenOne: Go

    I would prefer not to, it wouldn't look clean. I might use a scrollbar, tough. It's that or making the space bigger.

    @EDHRIANO: Go

    Thanks for your time EDHRIANO.

    • I haven't published the new version with a darker background. It will surely fix all the issues.
    • Oh, those are copied from standard blizzard maps, I might make my own for the following missions.
    • The area is supposed to be hidden, that's why the path is narrow.
    • Thanks!

    Oh, I can see in your screenshot that the enemy didn't start building the base. That's really strange, I'll have to check it out, but I'm kind of blind with this bug.

    Posted in: Map Review
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    posted a message on [Monthly Test - December] SCBis by Cacho56

    @DuckyTheDuck: Go

    • Taking note of it!
    • Alright, I'll make the briefing tests with that resolution, it should work with all the others if it works with it.
    • Yes, I was going to correct that, my plan was to enable auto-replaying and suggesting to continue from the replay.
    • It's possible, it's the campaign mod so those annoying bugs can happen, I'll take a look. EDIT: I believe that that's just the custom skin for the zerglings, I'll try removing the actor message from it.
    • That's because I haven't worked in the core of the campaign yet, my plan was to build 3-4 missions and start with the rewards, upgrades and the history between missions afterwards if I was still motivated (I have to confess that I wasn't until this thread was started).
    • Nice idea, I'll include it.
    • I believe that there are less minerals in higher difficulties, I'll have to decrease them even more. EDIT: I noticed they weren't decreasing, I'm fixing it.
    • Yes, I was just answering him when you posted.
    • It's OK, ghosts now when to run. I don't know if it's still visible, but in the cinematic he decloaks and is picked up by a dropship safely.
    • I was planning some kind of sheet mode, where you click and it expands, right under the intelligence report.

    Thanks for your time (wow, 3 recordings!) and positive review.

    You all are giving me the motivation to keep going with the next mission, I've already planned a mechanic to spice it up a little.

    Posted in: Map Review
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    posted a message on [Monthly Test - December] SCBis by Cacho56

    @GlornII: Go

    Since it's the easy difficulty, and its aim is to enjoy the story, I can add an upgrade for it increasing the scan range of all units.

    Posted in: Map Review
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    posted a message on [Monthly Test - December] SCBis by Cacho56

    I've made the first update. I haven't fixed all the bugs reported, but squashed a good amount. Thanks!

    @GlornII: Go

    Thanks for the feedback!

    • I've changed the colors to select the difficulty in the briefing screen, that should be enough to distinguish them.
    • I've copied the difficulties from the official campaigns: easy is just like normal but without attack waves and with a handicap of 50%, hard adds some enemies and reduce the delay between attack waves, and brutal adds even more units reducing the delay too.
    • I could make the zerg slowly expand to the player's position to make the macro section more challenging.
    • I have to find a way of including the available achievements in the briefing room.
    • I haven't altered the default marines in any way, that's the way they work in Starcraft.

    @R0binicus: Go

    Can you tell me if you do not mind your screen resolution? I want to replicate the issue in order to avoid having it in the next missions.

    @TChosenOne: Go

    • I didn't understand what you meant with more banelings to connect.
    • I moved a line to the intro cinematic. I believe that they don't overlap.
    • I moved the camera a little to have the brighter section outside the box. I'll take the screenshot and add it to the mission tonight.
    • Oh, I didn't get what you've said before. You meant that would be better having some enemies coming from outside the player's vision range instead of from off the ground. I could make some of them spawn like that in the hallway area, or the space before the base.

    EDIT: I couldn't upload it to Europe yet, I believe that I have a latency issue. I'll try again later.

    Posted in: Map Review
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    posted a message on [Monthly Test - December] SCBis by Cacho56

    @TChosenOne: Go

    I've noticed some extra bugs in the video. Watching the mission being played by another one is really helpful. It's not intended to have the ambience sound in the briefing room, and I have to add that missing crow to the achievement.

    I don't remember completely, but I believe that the baneling achievement was for the first part only. I'll fix the description.

    Now to the suggestions:

    • Fitting the text in the sections and making it flow through the mission fwas really difficult, I'll have to cut some lines to make the others last longer.
    • Do you mean in the briefing room? I'm going to reduce the alpha in the text boxes to make them more readable.
    • "Details" will now be "start meeting".
    • How's that? if you know a baneling is there, you can just stand right outside its scan range and kill it easily.
    • That secret unit was meant mainly as an easter egg. I've added it to the achievements to have 5 in total. Sure, I can make it even more OP. There are 2 more easter eggs that don't give any achievement.

    Well, that's a lot of grammar issues, I'll take a look at them.

    @R0binicus: Go

    • Do you mean that I could give generic sounds to some lines? I feel that if I do it then the lines without sound would feel strange. I prefer to wait until more missions are completed to decide how to work with the sound.
    • I might have missplaced the dialog items, I'll look into that.
    • I was sure I had tested that! There's always something that slips away.
    • Got it.

    @TChosenOne: Go @R0binicus: Go

    Thank you both for your time!

    Posted in: Map Review
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    posted a message on Monthly Community Project Testing (Continued)

    SC2Mapster blocks the zip it because it has an exe. The installer is a dummy-proof way of placing the mods and maps automatically. Since the project idea is to eventually have a huge load of linked files, I considered that it was better to publish it in that way.

    I could upload it to arcade too, maybe I'll do it this weekend if I find some time, and add the source files to the map page without the exe.

    Posted in: Map Review
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    posted a message on Monthly Community Project Testing (Continued)

    I can suggest my single player map, since I only got feedback from one user :(.

    Here's the link to the map page.

    Posted in: Map Review
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    posted a message on [Library] StarMovie: Play a video inside map

    I believe that both things I mentioned were broken with patches in the last years.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Bi-Weekly Testing Thread #10: (Campaign) Origins by Gradius12

    That's a neat idea. Clean and razonable.

    Posted in: Map Review
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    posted a message on Bi-Weekly Testing Thread #10: (Campaign) Origins by Gradius12

    Making automatic checkpoints in a campaign can be a huge pain in the ass.

    There aren't only units to be stored. There are orders, rally points, training queues, resources, behaviors, upgrades, missiles, alliances, unit and player properties, traceable booleans, actors, charges, inventories, time of day, UI status, etc. (and those are only the ones I can think of in a couple of minutes). Recovering them would involve lots of coding.

    Still, finding the most optimal moments could reduce considerably the efforts as you say, but it's not always applicable and it doesn't necesary happens when the difficulty reaches peaks, where the checkpoints are needed. That would attempt against a consistent checkpoint system in a campaign.

    Posted in: Map Review
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    posted a message on [Library] StarMovie: Play a video inside map

    Check out this asset. It's a portrait model that gives the video player more alternatives.

    I believe that your error comes because of the name or the path of the ogv file. Try renaming it to video_RickRoll_.ogv, and moving it to "assets/textures". Then edit the entry RickRoll_ in the "textures" section of the data editor with the new name.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Narud Kerrigan

    That's a full model. Check it out.

    Posted in: General Chat
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