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    posted a message on [Showcase] WingedArchon Talon Faction

    These Talon models look really badass...the purple and black color scheme makes it about 10x as cool as normal colors with the same mesh. Keep up the good work!

    Posted in: Artist Tavern
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    posted a message on Left2Die - More than 2 player?

    In order to increase the Sensor Tower radar range, you need to change the actor's range value, not sight radius. I attached a screenshot to show where it is.

    Posted in: Melee Development
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    posted a message on [Data]SCV builds auto turret - Custom Structures

    This is great, thanks!

    Posted in: Tutorials
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    posted a message on How to make the collapsing rock tower in sc2 editor??

    Indeed; as Edhriano posted.

    Posted in: Terrain
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    posted a message on How to make the collapsing rock tower in sc2 editor??

    Could've sworn I replied to you. In any case, go to Destructible in the Terrain Module's Units Palette. Looking for "Tower" under the Destructible category will give you all collapsible terrain objects. Triggers are unnecessary unless you want to do something with the resulting debris, such as make a checkpoint for a campaign that blocks the player from going backwards. It's an effective way to push progress forward. A trigger for this is outlined below:

     

    Event: Unit Enters Checkpoint1

    Conditions: Trigger Execution Count == 0

    Variables: <none>

    Actions: Kill (Rock Tower)

                   (Send Transmission if you want a message to play afterwards)

     

    If you want the resulting debris from the Tower to be indestructible you could go into the Data Module and find the resulting debris "unit" attached to the Rock Tower that your trigger kills. Go to its Flags and fill the checkbox next to Invulnerable.

    Posted in: Terrain
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    posted a message on Help! Where is the Collapsing rock/rock tower in sc2 editor???

    In the Terrain Module, head to the Units Palette and filter your search results by Destructible. Then search for the term "Tower" and all collapsible destructible doodads will appear in the list.

    Posted in: General Chat
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    posted a message on Some models showing checkered sphere

    Most of these errors occur because the required models have not been preloaded by the Editor (or downloaded by your computer, although this is unlikely). Check your dependencies - adding Void (Story) and Void (Campaign) should cover all your bases since they include data for Liberty and Swarm.

     

    Check the model data in the Cutscene Editor and see if you can bridge any gaps. A quick search of models with the Void campaign dependencies has yielded no HyperionAirlock.m3 for me, so I don't know how you found that. Regardless, sometimes unused data becomes deprecated and is no longer functional, sometimes given by Zz or zz deprecated. Occasionally, a sprinkling of units and doodads give checkered domes instead of models because they have none attached or reference a model which does not exist.

    Posted in: Cinematic Creation
  • 0.955607476635514

    posted a message on Left2Die - More than 2 player?

    This thread was a long time ago but for sake of response I'll give you one if you haven't found out how to fix it yet.

     

    Problem 1 Fix: You must go to the Triggers, add a new one with Ctrl+T, then make your event (yellow flag at top) to Map Initialisation. Then add a new Action (green cinema card next to the flag) and search for Set Alliance. Then set the alliance between the three human players: Make Player X and Player Y treat each other as Ally with Shared Vision and Pushable.

     

    Problem 2 Fix: You must follow these steps:

    1. open Left 2 Die map from Blizzard, ignore error. Put a Stank, Spotter, Hunterling, Choker, Kaboomer on the map. They are white domes right? Go to step 2.

    2. Go to dependencies and then double click on Left2Die.SC2Mod

    3. A window will pop up, go to the search bar and look for the Left 2 Die mod.

    4. Click on it, make sure the Data Download says 100%, the green bar must be full.

    5. Press OK, OK, when you go back to the Dependency popup Left 2 Die mod will not have a file path. This is ok.

    6. Check on the special units you added, they should all have their unit models which means everything is working correctly. If not then delete them and place them again, the mod data should load then.

     

    Problem 3 Fix: You must make a new Mod folder under where your game is installed. For me it is C:\Program Files (x86)\StarCraft II and I have a Mods folder inside StarCraft II.

    Posted in: Melee Development
  • 0.950762829403606

    posted a message on Map Feedback: Ascension of Duran Reimagined

    I quite enjoyed the first missions, I thought the idea of using the Leviathan backdrop and SM characters for the Launcher was awesome. I didn't notice any gameplay glitches, and in the first mission I think you captured the cavelike, winding cliffs of a snowy valley pretty well. Mission 2 felt like I was back on Kaldir.

     

    My only comment would be that Archons attack godly fast - whether this is just a SCMR thing I never noticed is unclear, but man they rip through your forces like nobody's business XD Maybe tone that down a bit, in the early missions your only meatshields are Zerglings and they get shred really easily as a result. It isn't really an issue, as you could just fall back and make more, but it somewhat forces you to resort to poking tactics. Also, the Archons turn green when they attack. I'm not sure what that's about.

     

    For a future mission, do you like the idea of a "hold out" or "defend the allied base" type mission? I think a holdout would be nice where you need to defend yourself for a certain period of time, get reinforcements, and then clear your way out. Or a mission where your allied base is controlled by that new Cerebrate and he'll be able to train elite Zerg breeds, and sorta go at the Protoss like an AI tug-of-war. Just throwing things out there, I'm liking it so far.

     

    Edit: I agree with TChosenOne - the AI does not have enough production to keep up with rebuilding lost preplaced units so just opt for stronger waves - this can be offset by a slightly longer delay, although I wouldn't increase it too much. Mission 2 felt really campy in the sense that you could only push against the main base while camping in the third and holding off the flanking Scouts and main attack forces.

    Posted in: Map Feedback
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    posted a message on Strictly Business Campaign

    Yes, I agree with both of you. I wanted the player to play more campy and then make a victory force, but in the future I think I want to tone that down a bit. I think I dug a little too deeply into the WoL mission patterns. So in my future scenarios/campaigns, the player will have the opening to cover some ground with their initial units and maybe secure or scout for an expansion early on. Because that is very difficult to do in this campaign, save for Mission 5 which I also agree is the best mission in the campaign.

     

    And of course, I will make the enemy upgrades scale with the player's...

    Posted in: Map Feedback
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    posted a message on Strictly Business Campaign

    Good to see you finally back here Vinodh. And thanks for the feedback! My next project will probably be a Protoss-oriented campaign (or maybe a MOBA but not sure) since I've got the first Hero unit done.

     

    As for Strictly Business, I am closing out my work on that project. Unless there are bugs that require immediate attention, similar to the ones that have already been told to me (all of which I've fixed, save one or two icon issues) I will not be updating the Files for this campaign. Instead, I will be doing "developer playthrough" videos for people having difficulty with the missions as they do not have a difficulty system. I will not add one because I don't feel like going back and editing tens of waves individually for all 8 maps and then making triggers and buttons for each to select difficulty. I will instead do that from the get-go with all future scenario/campaign maps.

     

    Keep your ear to the ground as I will release the next 7-mission Episode once 4-5 missions are fully complete.

     

    Posted in: Map Feedback
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    posted a message on Noir : Evolution - Custom Campaign feedback

    Is this the final part in Noir or will there be more. Or is it just trilogy series? Because the characters are good to continue with in my opinion.

    Posted in: Map Feedback
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    posted a message on Changing Textures

    Ah yes, I just found it. TY

    Posted in: Data
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    posted a message on Changing Textures

    How do I change the texture wrapped around a unit? I want to give the Aiur Zealot the Tal'darim colours, but I don't know how.

    Posted in: Data
  • 0.955307262569832

    posted a message on Strictly Business Campaign

    Hello everyone, I have recently completed the first huge chunk of my latest project. Those of you that know my older ones know that they were incomplete and effortlessly done, but this project is a far cry from that (get it?). While still an amateur project, as my level of skill in the Data Editor and Terrain is still improving, I feel like I've put in a great deal of work to make something that is worthy of being shared.

     

    https://www.sc2mapster.com/projects/strictly-business-campaign

     

    Please post here if there are any bugs I may have missed. I've tested all of them myself and have yet to see anything, but you might find something I didn't. Also note that I will be working on a difficulty setting as soon as I am done with the final mission, but as it stands currently the campaign is about Hard to Brutal for a Blizzard campaign. If you've beaten those, you should be alright for the most part. I did test that none of the waves were obscenely difficult if you approach them the right way, but if you have too much trouble getting past them I will lower their difficulty or tell you how I beat them :)

     

    Note: Secret Mission is quite difficult, if it is too hard for you I will lower wave difficulty and preplaced enemies without question.

    Posted in: Map Feedback
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