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    posted a message on StarCraft II: Annihilation Campaign

    Played till level 4 and this mission is magnificent. Sooo many ideas I am going to steal :D

    The music is great. The WoW music additions are much better then those I have choosen in my missions. So I am going steal those.

    The mission system and open world feeling is great. Having a leveling system for rewards and resource gathering system for upgrades are a great idea. Variation avoids making leveling boring/static. So I am going steal this too. :p

    The terrain is wonderful. It got a very different feeling then my own snow terrain and the icy jungle plant fit very well here. You also add gameplay to all areas which means we spend time in those pretty places. I like the tropic/snow combo. Beautiful. I'll try not to steal here, but I'd rather draw inspiration from your work :)

    The missions is very story driven and feels much alive. Your have a very nice flow in your characters and dialoges, as I've said before. It makes it very interesting.

    Took note of two minor suggestion though. Very minor stuff as the mission is very gold as it is, but these ideas just came as I played.

    1. Mobs respawned before my eyes. You should avoid that. You can use a condition to make sure the player's camera are not located at the respawn location when the mobs are respawning. I took the liberty to look inside your respawn trigger and made this addition.

    Unit - Revive (Triggering unit)
    Unit - Hide (Triggering unit)
    General - Wait 45.0 Game Time seconds
    ..(my addition)
    General - Wait for (Conditions), checking every 1.0 Game Time seconds
    Conditions
    ((Current camera target of player 1) is in (Region((Position of (Triggering unit)), 5.0))) == False

    Unit - Show (Triggering unit)
    Unit - Enable the Attack ability for (Triggering unit)

    The 5.0 values might need some adjustment, but just so the mob won't respawn in the middle of the player game view.

    2. Boulders/Rocks aren't that fitting. Perhaps you could create some doodad barriers combined with a pathing blocker for more immersive obstacle?

    Ofcourse you would have to reapply the doodad modification trigger in case of save/load, but that can easily be solved with a boolean that that indicates that status of the obstacle. Like this:

    Timer - Every 1.0 seconds of Game Time

    Actor - Hide all HotS - Unbuildable Bricks (3x3) doodads in the region (Entire map)
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    Boleean Glacier1Melted == True
    Then
    Actor - Send message "SetOpacity" to actor (Actor for IceMelt1 [202.37, 24.47])
    Else
    Actor - Send message "SetOpacity 1.000000" to actor (Actor for IceMelt1 [202.37, 24.47])

    Will make the doodad invisible if true, visible if not. And you'll need to adjust the pathing blockers as well but this should probably be one-time actions within the trigger that changes the barrier and enable/disable the boleean.

    General - If (Conditions) then do (Actions) else do (Actions)
    If
    Boleean Glacier1Melted == True
    Then
    Unit - Remove Glacier1 Pathing Blocker from the game
    Else
    Unit - Create 1 Dynamic Pathing Blocker 2x2 for player 0 at IceMelt PathingBlockerPosition using default facing (No Options)
    Variable - Set Glacier1 Pathing Blocker = (Last created unit)

    Ofcourse this is just nitpicking but a mission this good deserves to be nitpicked about. ;)

    I'm gonna play more of this during the weekend. Looking forward for more.

    Posted in: Map Feedback
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    posted a message on Looking for a terrainer

    I could probably assist a bit if you'd like, that is if you don't mind my slow working pace. Check out my Ignos campaign for examples. I do best at natural terrains.

    Posted in: Team Recruitment
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    posted a message on WarCraft 3 vs StarCraft 2 Custom Campaigns Scene

    Beside from being a very good game in itself, Warcraft 3 came out when the Lord of the Rings movies were released and I think it got a larger player base by just being a fantasy game at that period, similar to World of Warcraft I presume. The editor and custom maps was also quite unique and since games were smaller in scope and fewer in numbers then I believe more people were inclined to check out custom content when they ran out of official content to play.

    SC2 made custom content a bit less available with the clunkiness of the Arcade and the not-so-obvious way to play custom content you've downloaded from some website, so some people probably abandoned SC2 Editor quite early.

    But I have to disagree that the SC2 campaign scene being dead-ish. I recall when I began to upload missions in 2012. Then it was really dead. Most projects between 2010 and 2013 were just 1-2 maps or very simplistic, and the number of projects were few. People didn't talk much about custom campaigns at all. It was almost a foreign concept.

    Now it seems a new showcase is popping up every week. Many more campaigns are in the making. I can post about making campaigns without feeling like the odd man out. And the new campaigns now have very complex and beautiful missions with good storytelling. It's much better then first years after SC2's release. So while it's not as big as Warcraft3 it is improving.

    Perhaps people just had to spend time getting used to the editor before they felt confident enough to produce something they felt were worth publishing. The first big campaigns like Crimson Moon and Mass Recall probably inspired people too, along with Jayborino's youtube channel.

    Posted in: General Chat
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    posted a message on [Co-op Campaign]Shadow of the Xel'Naga

    I took a look at your teaser for chapter 6. It looked fantastic.

    Loved the mechanics you added with units being promoted. The terrain were superb and that Battery fight. Wow!

    Really looking forward to this.

    One suggestion for your project page though. There is a lot of images and they all look good but it becomes a bit overwhelming and takes a long time to scroll down. How about having the very best screenshot image + the teaser video for each of the maps and perhaps give us a link to a gallery for the others?

    Ideally they should have been under a hide/expand button but I dont think sc2mapster support those.

    I really liked that you gave a description for each mission though. Seems very varied. :)

    Posted in: Project Workplace
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    posted a message on Looking for new exporter for WoW's Casc format

    Thank you for the tip :)

    Posted in: Off-Topic
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    posted a message on Can't replace any of the 8 textures

    @ScrinKing: Go

    Isn't it just to convert the texture in the texture tab under map properties? Textures that have painted on the map are shown there. If you have painted dirt just press the right dirt icon (dirt>dirt*) and you can replace that texture with the new one.

    Posted in: Terrain
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    posted a message on Looking for new exporter for WoW's Casc format

    The new version works with WoD now but only export models to m2 files.

    Is there an easy way to convert m2 files to m3 files without buying that expensive 3ds program?

    Posted in: Off-Topic
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    posted a message on 3-race campaign idea

    Excellent idea! I'd love to see this come to fruitation.

    Posted in: Map Suggestions/Requests
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    posted a message on Weekly Terraining Exercise #207: Tundra

    @TyaArcade: Go

    Thanks :D

    I really loved that zone to. That and Grizzly Hills made that expansion :D

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #207: Tundra

    This isn't a strict terrain exercise as it's a map I've been working on for a while. Hope that doesn't disqualify it.

    It's all playable and I've tried to include some variation so it won't be boring.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #206: Double Take

    Oooh, I really like this. A very cool scene :D

    Posted in: Terrain
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    posted a message on Behavior: Bring Air Unit to the Ground

    Sometimes it wont accept zero as a value. Have you tried to set the height to 0.1?

    Posted in: Data
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    posted a message on Best way to handle units dying and giving a hero energy

    Sorry for being a little short. I were a bit busy yesterday.

    I think this would work for your purpose. Just replace the "triggering unit" with Kerrigan.

    As seen in the first screenshot I posted, go to the value of the energy (2). Instead of writng a value go to functions. Select Arithmetic (Real). Here you can add two values togheter as seen in screenshort 2. Change the "Value 1" in (Value 1 + 2.0) to the function "unit property". It will then show as this:

    Unit - Set (Triggering unit) Energy to (((Triggering unit) Life (Current)) + 2.0)

    Change the Life into Energy, and replace "Triggering unit" with your Kerrigan unit.

    This set the old energy level plus 2 energy for every time the action triggers.

    If I understood you correctly then this is what your after :)

    Posted in: Triggers
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    posted a message on Best way to handle units dying and giving a hero energy

    Couldn't this be solved more easily with arithmetic? Maybe this can help.

    Posted in: Triggers
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    posted a message on Aureolin Eclipse (Single-player campaign)

    Air battles from below is always a good thing ;)

    Posted in: Map Feedback
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