Just a heads up. For tutorials, the names in the wiki tend to be the same as the thread name. So you can search the tutorial name in the forums search bar, and you can usually find it.
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Oct 3, 2017MaskedImposter posted a message on SC Tactics - Terran Heroics by Gastu (Mapcraft 2017)
Gameplay starts about 18 minutes into video.
Here I play Gatsu's version 1 submission for Mapcraft 2017! Everyone be sure to test out the mapcraft maps and give feedback! You can find them on Jayborino's discord.
Sep 2, 2017Posted in: Map Feedback
In reply to VastanX:Yeah might be because of machine too, but the final cutscene didn't work in case Alarak didn't enter a small region which could occur really often, so i made the region bigger. The Nexus works fine tho. Also i made the mask black, but I'm struggling with the deselection, maybe i'm just blind, but I can't find it in triggers, if you know where to look, please let me know :) Also really thank for your help & feedback, it's very valuable.I suggest using the actions "Store Unit Selection" to begin a cutscene, and "Restore Unit Selection" when it ends. With this you can clear the unit selection, and the game will remember what was selected, so when it ends, the units will be reselected. If you don't need to restore it, you can use "Clear unit selection".
Jul 31, 2017MaskedImposter posted a message on [Solved]Automated refinery (and other race ones too) not working.Posted in: Data
So I looked at your map Robinicus, and made two changes that seemed to make it work. Not sure if both are needed or just one.
1. Gave the player the campaign upgrade
Tech Tree - Set Story Mode Lab Tech - (Vespene Gathering) Micro-Filtering upgrade level to 1 for player 1
2. Removed a validator from the autoharvest behavior. There was a validator on the "Automatic Refinery - Auto Harvest Vespene" behavior that was checking to see if the player had a command center before giving the vespene. The validator was called "Autoharvesterharvest".
Does that make sense, or should I explain more?
Jul 17, 2017MaskedImposter posted a message on [solved] Moving units immediately after drop pod spawnPosted in: Triggers
For the immediately move part, you could spawn an empty drop pod with it's wait option off (for the animation). Then just use the create units instantly at the same spot the drop pod lands.
As for two different types of units, you could use my above suggestion with more than one create units instantly. Or you could create the units, add them to a local variable unit group, create more units and add them to the same local variable unit group, then add that local unit group to the drop pod.
May 29, 2017Posted in: Off-Topic
I finished Noir lvl 5. I'll copy the video to here when it's done uploading/etc. I played on normal difficulty. Overall a fun mission, but definitely hard. I have some suggestions in the video, but here are some I think may ease the difficulty without making it too easy.
- On normal difficulty give reavers -25% attack speed. On easy give them -50% attack speed.
- Have killing the pylons make the enemy no longer able to warp in reinforcements.
- When the boss has the invulnerable shield, make it so your units won't attack him (so they'll attack the zealots/cannons instead during that time)
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Feb 16, 2018DrSuperEvilGamepedia posted a message on [SOLVED] Raynor's breaching charge used on stuff besides doorsPosted in: Data
Just so you know to get the SOp window working you must have Combine Structure Values (Ctrl + Shift + N) view enabled.
Feb 14, 2018Posted in: Map Review
This community is what gave me a lot of exposure along the way - I hope it was mutual! To be clear, I'm not just up and abandoning what's going on with SC2, but I have simply played most campaigns so I have to find a replacement for something consistent to record.
I've considered messing around in the Arcade, that has a lot of potential to be great fun. Just gotta find consistently populated lobbies so it doesn't turn into tedium when finding something to play!
Jan 15, 2018Posted in: Trigger Libraries & Scripts
InsaneBriefing is a library I've worked on in the past months and it's a library I'm proud to release and I really hope to see it used.
By playing various custom campaign myself, such even as Mass Recall, I always noticed how difficult it was to have a really nice looking briefing that was also easy to implement for mapmakers. And by nice looking, I mean an UI that's a bit more modern and complex than what I've seen so far.
As an engineer, I love to solve this kind of problems, and from that InsaneBriefing has born. Like always, it's a library for mapmakers, so it's something that mapmakers can use to make it easier for them to make maps.
The main features are:
- Modern briefing interface with four portraits
- Support for cancel and start mission with trigger handlers
- Support for play/stop the briefing actions (single player only)
- Support for difficulty choice and customizable difficulty profiles
- Support for different players, up to 16 togheter with different briefings each
- Support for voiceover, beep sound and tooltips for title of the briefing transmission text
- Support for no portrait transmission
- Support for UI customization without changing the core code (just need to extend the right preset)
- Full integration of InsaneTransmission: custom portraits and big preset are available for InsaneBriefing by default
If anyone is interested, it's here for you to see and use.
To download, togheter with my other libraries, refer to this page.
Hope you enjoy.
If there is some glitch or bug please report to me and I'll try to do my best to solve it. Truth is this library is very complex in its structure, and as such some glitch I fear it's almost inevitable.
As a side not, I also announce the release of InsaneUI library.
More a collection of assets than a library, InsaneUI contains some layout templates I used when I was making InsaneBriefing.
It also features an interlude system that allows map makers to create interludes similar to those we've all seen in Brood War or Starcraft Remastered.
The main features are:
- Borders, Buttons and Scrollbars layouts templates and more
- Brood War style interludes
- Starcraft Remastered style interludes
- Support for different players, up to 16 togheter with different interlude each
This library is very easy. If you are interested, more information you can gather here.
The last attachment is an example text generated using this library. Actually, by just 3 actions in the GUI.
Hope you enjoy and, as always, good luck with your mapmaking!
Oct 22, 2017Posted in: Map Feedback
Mapsters 4.5 for Mapcraft 2017 has been significantly updated. Very interested in feedback for anyone who has time. Just about 20 days til contest ends.
Some changes of note:
- The end is an actual boss fight now, far different than it was before. So much improved. Type "boss fight" without quotes after you choose difficulty if you want to skip straight to it for testing purposes.
- Changed the supply max to 100, and added an addition second level upgrade for the healing bots. This makes it easier to keep a fully healed up army.
- Changed the tanks impact indicator to make it more distinct from the grenade ability indicator. So hopefully that'll help the player to know to dodge the tank attacks.
- Lots of other various things I don't remember :P"boss fight" should probably activate all upgrades....anyways the 2nd upgrade for the healing bots now makes them healing grenades, and making the single target heal rather pointless (except on heavily damaged marauders or heroes). Throw one in front of your army, crowd around it, and shoot for 25 healing and then you can keep moving (saving you time)Drop pods are interesting, but in the end it's a pain to keep selecting new units that can be on the other side of the ship and try to group them with you.Ghost dude's epic cloak on wound means that it's actually generally better to keep dying (which you will anyways, due to the sheer hp of everything that spawns)
Sep 16, 2017Posted in: General Chat
The main problems mentioned above with StarCraft II is a change in general player habits rather than anything to do with Blizzard.
StarCraft II engine was made during the early days of wide spread truly simultaneous multi threading. It edged on faster dual cores with only 2 heavy threads, as opposed to where computers actually went with slightly slower quad cores, and now going towards hex and oct cores. It was also created just before entering the era of the monster graphic cards so was designed to support some pretty old D3D9 style hardware as opposed to taking full advantage of the cutting edge D3D10 hardware. In fact the game engine was so optimized around this style of graphics it is one of the few game engines that has been known to cause hardware damage to GPUs due to it making them use so much power, although that is really a design flaw with the GPU hardware/driver.
All this means the game has not aged well, in fact it might even be aging worse than Warcraft III. Warcraft III will run extremely well on pretty much any modern computer that has a CPU and a GPU from the last 10 years, even integrated GPUs. StarCraft II on the other hand still needs a pretty decent computer to run well, and even then it can still cause modern GPUs to overheat under some conditions. It also seems that Blizzard has given up modernizing the SC2 engine, since HotS constantly receives performance optimizations and new features that will likely never be ported back to StarCraft II.
A lot of old Warcraft III players did not move to StarCraft II, instead moving on to discrete MOBA games, mobile games or even giving up gaming for social networking. A lot of old Warcraft III developers gave up modding StarCraft II due to early day problems. StarCraft II also did not attract the flood of "trash" content that populated Warcraft III custom game list for years since it has more strict publishing rules and the editor requires a little more intelligence to use. Many of the better Warcraft III creators grew out of this style of content creation entirely and moved on to creating their own independent games. The real nail in the coffin is the false news style dark cloud that constantly covers StarCraft II of all the "arcade issues" that were fixed early on but people still insist that they exist and constantly spam about them everywhere.
That said StarCraft II arcade should not be under estimated. If your map is good it can get access to thousands of players, far more than Warcraft III ever allowed (most players were there to only play DotA Allstars). Additionally if one works with the game engine rather than against it one can create some highly polished content. If enough people published decent new content to the Arcade StarCraft II could still take off, since playing the same old maps does get boring eventually.
StarCraft II also never got the technical expertise that Warcraft III got. There was no generation of people like Vexorian for StarCraft II early on. It took several years before the model format was finally cracked, and even then it was done largely by the Warcraft III technical community. The lack of such expertise is obvious and unfortunately does not help the game's image as there are many wide spread StarCraft II technical documents or tutorials that are just out right wrong. For example the belief that running actions in new thread makes them run in parallel on multi core systems and that synchronization is needed between threads is entirely wrong, as the game uses a similar trigger threading/scheduling model as Warcraft III so only 1 thread can run at any time and all state is consistent between threads so there is no concept such as synchronization.
Sep 1, 2017Posted in: Map Feedback
Problem with looking like alarak cares is that everyone, even his own troops, know that he doesn't. Heck, even Ji'nara knows better than to cross him.
First off, I'm pretty impressed by the new units and the custom voice acting. Was unique to say the least.
The mission isn't lacking as well. Wrathwalkers and vanguards provide spikes in difficulty on demand, and I decided to fight the hybrid and his two lackeys as solo alarak (and won).
For a relatively new hand at the editor, this is a strong first mission, and hopefully once we get into macro missions the fun will remain.
- Armored votary doesn't get armor/shield upgrade
- Stalkers don't autocast their autocast ability
- Setting the game speed to faster (force of habit/more exciting micro) screws with dialogue triggers
"youareatraitor" and "noitcan'tbe" - feels to fast
"This campaign is placed in time one year after epilogue of Legacy of the Void" -> ""This campaign is placed one year after the epilogue of Legacy of the Void"
"Alarak declined the alliance"
"true strenght" -> "true strength"
"to clear it from trees" -> "clear the trees"
"could damage your force" -> "could damage your forces"
"briefs his forces inside the warchamber"
"confrontation with the Hybrid"
"if anyone other" -> "if anyone else"
"surrending" -> "surrendering"
Sep 1, 2017Posted in: Map Feedback
- The map is in shadows. For total black Map Properties Grey Mask to Black Mask
- The nexus for you reinforcements don't star construction
- Mineral / Vespen and Supplies dont apeard
- The reinforcements are allies? Is not clear because they don't help you in the advance.
- Deselect unit in the cinematics
- Final cinematic don't activate when you kill the hybrid.
Just a thing
-The first cinematic is to short and is not really a got intro to your campaign. Maybe show when Alarak separate the Daelam of the Taldarim o a discussion with Artanis.
- Also Alarak speak to with care of his troops. He doesn't give a shit about his troops. He only care for the price.
Good star for your campaign
- I love The "clean area" thing. Very good.
- The voice of your units is great
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