Why would you want terran and protoss units to spread creep? Thats just weird...But what are you asking for? Tutorials on how do do this? Well to start you off:
GO to EVERY TERRAN AND PROTOSS UNIT (not buildings) and change creep speed multiplier to something higher than 1. 2 is doubble speed on creep, 1.5 is 50% bonus on creep. Id go with 1.5. Now go to every structure you want to add creep, and give it the behavior "zerg creep growth lagre" or "zerg creep growth medium". You will find all of these under the units tab of the data editor.
How do you plan on making the heroes? Like sc2 or wc3? The wc3 hero deisgn, in my opinion, is much better but more difficult. If you didnt play wc3, it means that every time they level up, they get stronger and then can learn or upgrade 1 ability. They have 3 abilities with 3 levels of power, and 1 ultimate ability that can only be learned after level 6. This allows you to build your hero in the way you like. If thats the kind of hero you want, check out OneTwo's tutorial here
http://www.youtube.com/user/OneTwoSC#p/c/173BF2C00B5085DB/0/1et41pqbJsM
I am starting a small map, not sure If I'll finish it, but anyway.. 3 players control a group of Terrans. The entire colony has been overrun by zerg. The players start in a base similar to the one in the protoss defense mission from campaign. For those who don't know, that means there are 3 outer entrances and then 2 ramps on the inside leading up to the core of the base. The same amount of players will be on the zerg team, which selects the bests units to attack. The catch is that every player has his or her own hero. Heroes are unique to their race, meaning that a survivor cannon play as a hydralisk hero. Each player gets to build differently. (3 entrances, 3 Terrans, = 1 entrance per player ). You have limited resources, as the terrans revive income from computer controlled scvs and supply ships. So you can either use minerals to increase your heroes power, or build buildings and weaker units. So if your not much of a hero person, you can ignore him for the most part and focus on base building and macroing your forces. There will be a custom tec tree and I will be adding a day/night cycle. I want this cycle to have meaning though. Im thinking that during day, the terrans might be safe from any attacks or they have increased ships coming to drop of supplies. Ideas or suggestions?
Is there any way to quickly cover an entire map in water without manually placing down every block of water? And yes, I need the ENTIRE map covered because it floods every so often.
I play leage of legends, but Im not sure I like the fact that in order to get decent heroes you have to pay money or win a ridiculous amount of games. But DOTA is still a fun thing to program in sc2 and its still fun to play.
Yeah..I like the idea of a support player. He could set up temporary, turrets, monitor the battle since he would have full view, unlike the players, and give em updates and directions. He could use special abilities and things...but it might be kind of boring for whoever is the support player..oh well.
I was never really into the post apocalyptic kind of map like you described. I prefer mutliplayer maps. But yes, I was thinking of doing a map with night/day zombie defense, but its been done before, so....yeah. I had an idea for a melee map (or scenario, whatever) that was like that campaign map with rising/lowering water. IT would randomly rise and kill all units on low ground, but not structures. You would get a 30 second heads up, but again, its random, so you never know when to expect it.
Nice idea! So its sort of just survive by going around and scavenging resources and building up a base with your allies... Perhaps you could add some abandoned structures that the players could repair, and then once the repairs were done, use that building to produce more troops. Thanks for posting!
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Why would you want terran and protoss units to spread creep? Thats just weird...But what are you asking for? Tutorials on how do do this? Well to start you off: GO to EVERY TERRAN AND PROTOSS UNIT (not buildings) and change creep speed multiplier to something higher than 1. 2 is doubble speed on creep, 1.5 is 50% bonus on creep. Id go with 1.5. Now go to every structure you want to add creep, and give it the behavior "zerg creep growth lagre" or "zerg creep growth medium". You will find all of these under the units tab of the data editor.
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How do you plan on making the heroes? Like sc2 or wc3? The wc3 hero deisgn, in my opinion, is much better but more difficult. If you didnt play wc3, it means that every time they level up, they get stronger and then can learn or upgrade 1 ability. They have 3 abilities with 3 levels of power, and 1 ultimate ability that can only be learned after level 6. This allows you to build your hero in the way you like. If thats the kind of hero you want, check out OneTwo's tutorial here http://www.youtube.com/user/OneTwoSC#p/c/173BF2C00B5085DB/0/1et41pqbJsM
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With water? I have tried too, but water is just weird in GE. Could you try it and tell me if you manged to do it?
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Thanks! I was fairly confused when I moved from wc3 editor to sc2, so I am making these to help out people who have similar trouble.
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I am starting a small map, not sure If I'll finish it, but anyway.. 3 players control a group of Terrans. The entire colony has been overrun by zerg. The players start in a base similar to the one in the protoss defense mission from campaign. For those who don't know, that means there are 3 outer entrances and then 2 ramps on the inside leading up to the core of the base. The same amount of players will be on the zerg team, which selects the bests units to attack. The catch is that every player has his or her own hero. Heroes are unique to their race, meaning that a survivor cannon play as a hydralisk hero. Each player gets to build differently. (3 entrances, 3 Terrans, = 1 entrance per player ). You have limited resources, as the terrans revive income from computer controlled scvs and supply ships. So you can either use minerals to increase your heroes power, or build buildings and weaker units. So if your not much of a hero person, you can ignore him for the most part and focus on base building and macroing your forces. There will be a custom tec tree and I will be adding a day/night cycle. I want this cycle to have meaning though. Im thinking that during day, the terrans might be safe from any attacks or they have increased ships coming to drop of supplies. Ideas or suggestions?
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There is no max size for water. you place it in little blocks. I think.
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Is there any way to quickly cover an entire map in water without manually placing down every block of water? And yes, I need the ENTIRE map covered because it floods every so often.
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I play leage of legends, but Im not sure I like the fact that in order to get decent heroes you have to pay money or win a ridiculous amount of games. But DOTA is still a fun thing to program in sc2 and its still fun to play.
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Yeah..I like the idea of a support player. He could set up temporary, turrets, monitor the battle since he would have full view, unlike the players, and give em updates and directions. He could use special abilities and things...but it might be kind of boring for whoever is the support player..oh well.
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Edit the behavior called Hatchery - Spawn Larvae go to info array + and change the delay to something lower to increase the rate
then go to requirements tab. change the Hatchery Spawn Larva requirement. go to requirement+ and change the constant 3 to the amount of larva you want
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This is probably not a great idea for a first project, but...I'd start by asking whoever made the reaper platformer for some advice.
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Make it like tg\hat reaper map, where all the models are sideways and the camera is top down. http://forums.sc2mapster.com/development/project-workplace/3677-reaper-arena/
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I was never really into the post apocalyptic kind of map like you described. I prefer mutliplayer maps. But yes, I was thinking of doing a map with night/day zombie defense, but its been done before, so....yeah. I had an idea for a melee map (or scenario, whatever) that was like that campaign map with rising/lowering water. IT would randomly rise and kill all units on low ground, but not structures. You would get a 30 second heads up, but again, its random, so you never know when to expect it.
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If you develop the idea a bit, feel free to post it here http://forums.sc2mapster.com/development/project-workplace/6056-map-idea-thread-check-it-out-please/
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Nice idea! So its sort of just survive by going around and scavenging resources and building up a base with your allies... Perhaps you could add some abandoned structures that the players could repair, and then once the repairs were done, use that building to produce more troops. Thanks for posting!