Hey terminator, I know I tried to do this for you earlier and only managed to get a semi-working Human race UI working. You can find these textures by digging in one of the asset files, I believe. However, you probably don't want the actual SC2 UI textures, right? Use an MPQ Editor to dig into WC3 .mpq file - there's actually an MPQ Editor/Viewer found on www.wc3c.net that will export the model file as a .tga for you instantly! So, it's pretty simple. After that, you just gotta rearrange and mash up the pieces yourself.
Since these textures are a static size, it will NOT scale to user's resolution! So, you must build your UI for a 1600x1200 user, then add "patches" for the 16:9 and 16:10 users.
NOTE: After exporting the texture from the mpq viewer, make sure to go into photoshop and save it as a .dds file with alpha.
I'm assuming it's gonna be "very compatible". Since things rely on dependencies, I'm going to assume players will not be able to see anything with a HotS dependency sticked onto it in the arcade. However, HotS will be able to see all arcade games.
In short - WoL can play everything non-HotS and with anyone, even HotS players.
Ladder will be transitioned into HotS, guaranteed. There will be no separate ladders, as there is no point.
Try deleting your sc2 editor registry folder. Then, open the map editor. Login to battle.net on the editor through the "File -> Manage Published -> Login".
Aye, for the moment it is only zealot as a playable character. Since having different characters don't really matter mechanically, I have decided to make different characters have different storylines and different quests.
So, if you want to see the story of the zealot, play the zealot. He will have his own unique quests. Same for the other characters.
The map is very fun, and it actually does require strategy to win. It doesn't take too long to get used to the boss and get the strategy down. It does get a bit of a instance boss feel, but not quite at the raid level material. Though, some raid bosses in games are just utter trash anyways. Only did the first boss, but definitely felt a little harder than a normal instance boss.
Equipment system is confusing for the first 15 seconds, but just give it that 15 seconds and you'll understand it.
Looting doesn't seem as epic as it should, but it is there, and it will make you want to get more loot.
My major issue is losing control of your unit, and then not being able to quickly select it back (as you can't bind it to anything, nor is there a hotkey to reselect it) after losing control. Sometimes it's hard to reclick your unit as the boss takes up quite a large selection circle.
I don't see long-term replayability in this map, YET. It's pretty basic atm, but that's because this was just an alpha/beta test. Still very fun even if you only play 1, or 100 times.
Overall - very fun, I'd give it 5 stars on the rating system. If I had to actually grade it accurately, I'd give it somewhere around an 80~ out of 100.
Some thoughts - Don't think anyone's going to play with the easy setup system on. I think it's almost certain to cause ppl to leave/rage if they're forced a role.
I believe he did just test it himself. The editor does automatically make everything into it's special encoding like &whatever. I've never run into problems yet - and I have done it in the banks.
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@Terminator8: Go
Hey terminator, I know I tried to do this for you earlier and only managed to get a semi-working Human race UI working. You can find these textures by digging in one of the asset files, I believe. However, you probably don't want the actual SC2 UI textures, right? Use an MPQ Editor to dig into WC3 .mpq file - there's actually an MPQ Editor/Viewer found on www.wc3c.net that will export the model file as a .tga for you instantly! So, it's pretty simple. After that, you just gotta rearrange and mash up the pieces yourself.
Since these textures are a static size, it will NOT scale to user's resolution! So, you must build your UI for a 1600x1200 user, then add "patches" for the 16:9 and 16:10 users.
NOTE: After exporting the texture from the mpq viewer, make sure to go into photoshop and save it as a .dds file with alpha.
EDIT: http://www.wc3c.net/showthread.php?t=82558 is the link to the mpq viewer you want. This will NOT work with Windows 8.
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@bloodydrain: Go
Sorry, this is not Starcraft Universe. If you want info on that, please go to www.starcraftuniverse.org
Yes, this will be released on all servers.
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Thank you for the praise :)
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@Gradius12: Go
Wow, I'm surprised... I didn't think Blizzard would still think like that.
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@SolidSC: Go
I'm assuming it's gonna be "very compatible". Since things rely on dependencies, I'm going to assume players will not be able to see anything with a HotS dependency sticked onto it in the arcade. However, HotS will be able to see all arcade games.
In short - WoL can play everything non-HotS and with anyone, even HotS players.
Ladder will be transitioned into HotS, guaranteed. There will be no separate ladders, as there is no point.
No segregation other than the dependency.
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@Selfcreation: Go
Try deleting your sc2 editor registry folder. Then, open the map editor. Login to battle.net on the editor through the "File -> Manage Published -> Login".
Try loading your map now.
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@Dragoneles: Go
Aye, for the moment it is only zealot as a playable character. Since having different characters don't really matter mechanically, I have decided to make different characters have different storylines and different quests.
So, if you want to see the story of the zealot, play the zealot. He will have his own unique quests. Same for the other characters.
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@Enexy: Go
Why was this moved?
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@Stealthsam: Go
Did some testing with stealthsam.
The map is very fun, and it actually does require strategy to win. It doesn't take too long to get used to the boss and get the strategy down. It does get a bit of a instance boss feel, but not quite at the raid level material. Though, some raid bosses in games are just utter trash anyways. Only did the first boss, but definitely felt a little harder than a normal instance boss.
Equipment system is confusing for the first 15 seconds, but just give it that 15 seconds and you'll understand it.
Looting doesn't seem as epic as it should, but it is there, and it will make you want to get more loot.
My major issue is losing control of your unit, and then not being able to quickly select it back (as you can't bind it to anything, nor is there a hotkey to reselect it) after losing control. Sometimes it's hard to reclick your unit as the boss takes up quite a large selection circle.
I don't see long-term replayability in this map, YET. It's pretty basic atm, but that's because this was just an alpha/beta test. Still very fun even if you only play 1, or 100 times.
Overall - very fun, I'd give it 5 stars on the rating system. If I had to actually grade it accurately, I'd give it somewhere around an 80~ out of 100.
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@Fant0m1: Go
www.sc2mapster.com/forums/player-zone/map-feedback/44412-rise-of-nigma-rpg/#p1
I'm coming close.
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@egodbout: Go
Ego, I make a lot of spells like what you ask - all in triggers. I can throw them your way through PM when I get a chance.
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@Stealthsam: Go
O.o nice. GL
Some thoughts - Don't think anyone's going to play with the easy setup system on. I think it's almost certain to cause ppl to leave/rage if they're forced a role.
EDIT: Feedback coming soon
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@Mille25: Go
I believe he did just test it himself. The editor does automatically make everything into it's special encoding like &whatever. I've never run into problems yet - and I have done it in the banks.
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Rise of Nigma, a third person RPG is recruiting members. For detailed info on the project, please visit:
http://www.sc2mapster.com/forums/player-zone/map-feedback/44412-rise-of-nigma-rpg/#p1
Positions:
Data Editor - For Spells
Data Editor - For Unit Creation
Modeler
Animator
UI Artist
Quest Designer
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@Enexy: Go
Bump for some latest post time, lol. (SC Expanded hogs the spotlight XD)