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    posted a message on Noir : Evolution - Custom Campaign feedback

    Handsome Jack here, Handsome Jack there. Borderlands here, Borderlands there. For some reason, I LOVE that character and all the other personalities you've built up through the Noir storyline (but mostly Handsome Jack :D).

    Posted in: Map Feedback
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    posted a message on Texturing

    I've imported some custom models into the editor, along with their corresponding textures, but the model just shows up pure white when I view it in the Editor.

     

    Is there some way for me to use the Data Editor to apply the textures to this model?

    Posted in: Data
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    Thank you edhriano! :)

     

    its actually in between Swarm and Void. Maybe I should modify the desc - I was planning to make it so Amon stole the exikas technology and used it in lotv

    Posted in: Map Feedback
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    All above mentioned fixes made. I know this is a long time after, but i slept after sending that message :P

    Posted in: Map Feedback
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    Rescinded the latest update because something was absurdly OP in it. The new unit for Mission 3 made it way too easy I feel, and I made the waves much bigger than before. Will repost update in a couple hours :(

    Posted in: Map Feedback
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    In reply to TChosenOne:

     I'm guessing that Mission 1 is OK based on what you said. Nothing fancy, but does what it has to.
    On Mission 2 I'll be removing Brood Lords, Guardians, and that bonus objective, as well as decrease the Sunken Colony count and frequency so there's less waiting around for an allied attack.
    Mission 3 we discussed - harder and more frequent waves, nerf some OP units and force more various usage of unit types. Also planning on adding more attacks than just up that one ramp, maybe air-based from mutalisks or a nydus in your base. So force you to make those adept things instead of massing the Kax'roth marines :P
    Posted in: Map Feedback
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    Thanks for letting me know. I'll take a look at the mission 3 one especially, idk if this is the old version you played because I just fixed that error. But I had my computer in Japanese locale, might've messed with that trigger.

     

    The opening line for the launcher is done on purpose. It'll become clearer when you hit mission 3, it kinda clarifies the weird dialogue. And I notice you found the Easter egg in mission 2.

     

    by the early game vespene not sure what you mean. Do you mean having to rely on vespene that early in the campaign?

    Posted in: Map Feedback
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    Recently edited the thread - if anyone wants to help me test this thing (as well as the future 3 missions!) that would be great. Obvious issues include buildings that do not play the correct warp-in animation when construction and/or are completely invisible or unselectable.

     

    link to the project page is in my signature, just download the project and play. you can PM me any glitches you find or just post them here (whichever you prefer)

    Posted in: Map Feedback
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    Some screenshots for you to take a look at. These are from the first two missions - I'll update the "images" page with stuff from Mission 3 as soon as possible.

     

    The main project has been updated yet again - Mission Pack 1 has some fixes and new additions to make the missions a little easier!

    Posted in: Map Feedback
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    A little "back to mapster" project I did when I started using the Editor again. Been in the works for some time, trying to come up with ways to use some mods I made. So, I made this Protoss-esque campaign.

     

    https://www.sc2mapster.com/projects/twilight-of-the-exikas

     

    Currently in beta because there are things I need to fix and there may be stuff that I missed in my own testing runs. Hope you enjoy!

     

    p.s. I'll make some screenshots soon for the project page

    Posted in: Map Feedback
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    posted a message on [Resuming]How does one Morph a Building/Unit into another building/unit with proper morphing animations. [Project Critical]

    Then perhaps continue to look into how the Evolution Missions set up the unit "evolution" sequences. Something might turn up there.

    Posted in: Data
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    posted a message on [Resuming]How does one Morph a Building/Unit into another building/unit with proper morphing animations. [Project Critical]

    Sometimes, you just can't avoid it because you're using custom content. I think I've seen a couple things like this in Mass Recall (they might've patched it though).

     

    I don't know if there's a way around this, and if there is, it is likely to be very complicated. No player would have any problems with that glitch, seeing as how it's so minor and almost impossible to avoid with custom content. It is neither an eyesore nor a game-breaker, so I wouldn't worry too much. Glad you got it worked out, it took a while to get this fixed :)

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #273: Gardens of Madness

    In reply to LucidIguana:

     oh rip xD i didnt know
    Posted in: Terrain
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    posted a message on Remove VoidCampaign Data over Multiplayer Units

    In reply to VisionElf:

     No they will not be changed from whatever your .SC2Editor has saved the file as. Balance updates do not affect Campaign dependencies as they override the multiplayer ones (Mod) and (Multi). 
    If I'm not mistaken, campaign dependencies contain the data for multiplayer ones anyway.
    Posted in: Data
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    posted a message on (Solved) Weapon: Structure that "fires" spawned units

    Oh true dat dunno why I didn't think of that

    Posted in: Data
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