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    posted a message on Weekly Terraining Exercise #266: Lazy River

    These are from a mission. Rearranged that terrain a bit so that I could take a bit more scenic pictures from side angles. 

    Posted in: Terrain
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    posted a message on custom minimap ping icon

    Hi. I'm trying to create my own minimap ping icon. I think pings are m3 files which makes this much more complicated then I thought it would be. I have no model experience and only have photoshop to work with.

    Do anyone have any experience creating their own minimaps icon in photoshop and importing them to a starcraft 2 map? Or know of a map where this has been done so I can try to grasp what needs to be done?

    Posted in: UI Development
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    posted a message on Need ideas for ability augment

    infectious fungal - target is infected for 9 seconds. Does not alter target unit in any way but gives a visual effect during the infection. After 3 seconds the infected target start bursting fungal disease every 2 seconds in a total of 3 times before the infection wears out (3+2x3=9seconds). The burts spreads a debuff to nearby friendly units that slow them 33% and last 3 seconds, original infected target is not affected. If the nearby friendly unit is infected again the duration is refreshed. Stacks up to 3 times (100% movement decrease).

    A sloppy player would have his units slowed by a total of 9 seconds while an attentive player would move away the infected unit before it start spreading.

    Posted in: Miscellaneous Development
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    posted a message on [Ask] How long is too long for a map ?

    In a final mission I think the player already would be invested enough to appreciate an epic ending.

    Posted in: General Chat
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    posted a message on My Ultimate Project: LifeForce

    I loved it!

    From the start there were a lot of great stuff. The scenic loading screen, the mission info screen with planet zoom, the hub with clickable heroes and the upgrades. Its all awesome!

    The new units/upgrades are unique and interesting and they fit together. They are not just a lot of cool stuff randomly thrown together, they fulfill each other and offer new strategies. Heroes also have nice abilities. Bosses too. I haven't seen a boss fight like that in mission 2 before.

    The terrain are very good, I am impressed. The swamp, the glacier, the canyon. You create your own unique terrain types and they are very intriguing. Especially the swamp was just beautiful. The plant life there was magnificent. I see you combine doodads from Zerus, Haven and Char, and it work wonders.

    Story is not my forte but I like the small-scale setting in contrast to end-of-the-universe from the get-to. I enjoy it.

    I do have some suggestions and bug-reports based on my first playthrough. I do suspect that you aim for a SC:BW old school feel with a slower pace so some of this might not convince you.

    • Mission 1 had a map that was a bit too big, and combined with the longer time it takes to build/train/upgrade it created a slow start on the campaign. Perhaps the player could start with more units/resources and shorten the distances in the forest.
    • On mission 3 I didn't know how many waves I should expect. The end-boss also stopped moving and stayed in the canyon.
    • The difficulty varied a bit. Mission 1 and 4 were very easy while mission 2 and 3 being relatively harder. I played on normal.
    • The Talent/Point upgrade system were a lot of fun., but perhaps you could create a reset button that will clear the talents and give back your points. In case I press the wrong button while considering talents.
    • Perhaps a reset/cancel button for the mini-games on mission 4. I had already missed too many hits so I had wait a long time to start a new round.

    Good work. Looking forward for more.

    Posted in: Map Feedback
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    posted a message on Weekly Terraining Exercise #234: Dark Chambers

    Mission 3 in my campaign has a Dark Chamber-ish area. It's only a small area of the map but is it concealed within a cave. Jayborini also played through the map on youtube. The Chamber is at 6:24 into the video.

    Embed Removed: https://www.youtube.com/v/RkWcTdpswZk?fs=1
    Posted in: Terrain
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    posted a message on 2 min temporary freeze bug

    Hi. I have an issue on a map I've been working on for some time. The games freezes during playing but only for a couple of minutes (which is still unbearable long) before it returns to action like nothing happened. This bug seem to appear randomly during playing, sometimes right in the beginning and sometimes 15 minutes in.

    Its a large B&D singleplayer map. Player (you) + ally computer vs 5 enemy computers. All computers have AI on, build stuff and sends attack waves. There is a lot of triggers and custom data and I've added Void dependency to get doodads and 16 textures but I am completely lost to what might be the root cause of this problem.

    Have anyone encountered a similar problem and found an solution?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Co-op Campaign]Shadow of the Xel'Naga Released!

    Awesome! :D

    Are you going to upload it here on Sc2mapster as well?

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    Look marvelous :)

    Posted in: Map Feedback
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    posted a message on The Future of Starcraft 2 is friday! (Questions and hopes)
    Quote from SoulFilcher: Go

    I'd rather have a map file that can link the player(s) directly to other maps, like in SC1 custom campaigns, instead of just a standard arcade screen. This way we could go crazy and make it look the way we want. I have suggested the arcade list of maps before but it isn't the best approach.

    My ideal solution would be a campaign file format, similar to w3n format for custom Warcraft3 campaigns, that would launch Starcraft 2 when doubleclicked and opened it's own campaign menu. All offline, lagless and with save function.

    The Arcade could have project pages which had links to the campaign files on the regular web (for greater size limits) and clicking on them would automatically download the campaign and put it in a Campaign folder under Maps ready to be played offline at the Custom Campaign tab. Only the right file format would be accepted by the Arcade.

    one can dream..

    Posted in: General Chat
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread

    @FunkyUserName: Go

    My bad. I misintepreted the issue because of doodad and pathing settings in my map.

    The footprint remains. It seems that only the act of raising units above the ground were affected. If you hide a bridge units can still go over the canyon but they glitch and move up and down instead of in the middle of the air.

    Sorry

    Posted in: General Chat
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread

    EDIT:

    I misintepreted the issue because of doodad and pathing settings in my map.

    The footprint remains. It seems that only the act of raising units above the ground were affected. If you hide a bridge units can still go over the canyon but they glitch and move up and down instead of in the middle of the air.

    Original post

    New pitfall: Using the Show/Hide Doodad trigger now affect footprints. This can be a good thing as hiding a doodad will remove it's path blocking qualities. But this is also a problem if you hide a bridge/platform doodad as the bridge will no longer keep ground units in the air. They will rather fall down to lowest terrain level while walking over it.

    Me and many other mappers have made special bridges out of debris doodads, or stone's, tree's etc.., placed a bridge/platform over them to give them "over ground" pathing then hidden the bridge/platform with a trigger.

    Solution: Instead of hiding the doodad you can create the same effect by sending an actor message setting opacity to '0'

    You can send the actor message with a trigger but you can only send these messages to specific doodads, meaning you must send alot of actor messages if you use many bridge/platforms doodads with this intent.

    Or you can send the actor message on the bridge/platform actor. Open the Events tab on the doodads under Actor in data. Add an 'ActorCreation' event and add an "SetOpacity" message there. This will make the doodad type visible in editor but invisible in-game.

    Posted in: General Chat
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    posted a message on Philosophy of Design - Educational Developer Series

    Some people would probably appreciate the somewhat harsh tone and lack of positive affirmation. I don't think I would, and most beginners probably would'nt like it either. But that doesn't mean that no one can appreciate this form of communication. I think it's more a matter of preference and personality.

    So I am inclined to agree with this suggestion.

    Quote from JayborinoPlays: Go

    I should add that this series is a good idea so long as you ask the creators if they want to get this kind of critique.

    I think this should be normal courtesy in all forms of showcase, anyway.

    Beside from that you do have some interesting thought's on certain issues.

    Posted in: Map Review
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    posted a message on StarCraft II: Annihilation Campaign

    @DeltaCadimus: Go

    While I think you bring up several valid issues and point out some of the weak spots in the map I think the overly negative tone in your post is counter-productive. In my opinion you are blowing faults out of proportion and setting an unreasonable high standard.

    If the map making scene is to grow we need to encourage people with enthusiasm, not scare people away with unrealistic expectations of professional-like quality.

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    @DudkiSC2: Go

    I do recognize the core concept from one of my maps but the execution and the additional gameplay elements make this a better experience. It was perhaps not that different then much more refined.

    I was in the process of abandoning my rpg as something in it didnt feel right. I might put it back on track now with the inspiration from yours.

    I did recognize some doodads but the general feel of the terrain is different too. It has an unique tone i very much enjoyed.

    Glad you found the triggers useful :)

    Posted in: Map Feedback
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