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    posted a message on Odyssey (custom campaign)

    I've been watching those videos and they look amazing. Some really nifty gameplay aspects too. I hope to be able to dissect his maps sometime ;)

    Posted in: Map Review
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    posted a message on [New] Prime Resurgence v2.0 Feedback

    Big fan of your mission's style. It's fast and fun :)

    Thanks. Might even steal some unit modification ideas as well, you do them so well ;)

    Posted in: Map Feedback
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    posted a message on [New] Prime Resurgence v2.0 Feedback

    Now to mission 1

    Very fast paced and fun mission. A tad easy but it's the first missions. Excellent.

    I massed battlecruisers as the attack force and built 8 barracks to reinforce bases that were under attack. My bases were never really threatened but I often lost my attack force.

    I also love the terrain on this one. Very bright but very cool. Yeah, you definitely can do Terran city terrain.

    The victory screen with the cityscape was very nice. Do you mind if I borrow that victory screen concept in my missions?

    Posted in: Map Feedback
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    posted a message on [New] Prime Resurgence v2.0 Feedback

    Played through Protoss Mission 03

    Always fun to play your missions, you add so many gameplay twists. I really loved the flying probes and automatic refineries. I am also very fond of the hero and that you can revive the hero at the nexus. :)

    The zerg attacks are heavy. I had to restart some times.

    My strategy was to mass freeze rays and send them to attack with a few observers and Radiance. I had Radiance in the back and she placed chain energy on the freeze rays as often as she could. By doing this the mission became very easy actually, perhaps freeze rays need a little nerf?

    Anyway, it was tough at the start but easy when I began massing freeze rays.

    I think this might be because the Terrans didn't attack. Very glad they didn't at the start of the mission, but when I got momentum they could have began attacking after I had taken a Zerg base or something. It was very easy to destroy the terrans too, I had just about 25 freeze rays and that was enough.

    The ice terrain is a bit bland. Perhaps place some more rocks here and there, some ice crystals. Take a look at the Kaldir missions 1 and 2 for inspiration. The terrain concept is cool thought, and the terrans base was very good. I think you have a knack for terran terrain.

    I really like this, but it probably need a few adjustments. Don't know if the terrans not attacking was a bug or not. But all in all, a very good job :)

    Posted in: Map Feedback
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    posted a message on How to: Order AI to setup and maintain a small base?

    Glad it worked :)

    I'm a bit uncertain. Perhaps you can try to place the refinery, unselect the initially created and such so that it's purple, then place a geysir on top of it. You can place it above the refinery if you press shift. Have you tried that?

    Posted in: AI Development
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    posted a message on How to: Order AI to setup and maintain a small base?

    Just place the base in the editor as you want the base to appear when it is completed by the AI. Then select each unit in this base and press enter. In the menu that comes up there is three tab options, general, ai and textures. Go to ai.

    Do the things I said there, unselecting "initially created" and setting the rebuild count to always. The units should appear purple now.

    You have to enable the ai to run in order for it to build anything. Don't worry, if you don't make attack waves for the computer player it wont actually attack. Set up a trigger for when you want the computer to build and add these actions:

    AI - Start the campaign AI for player 2
    AI - Activate bullies in region "Player 2 Base" for player 2

    Remember to give the computer (in my example player 2) enough resources and scvs/drones/probes to be able to build anything.

    Sorry if I'm unclear, I'm not really good in English. Hope this works :)

    Posted in: AI Development
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    posted a message on How to: Order AI to setup and maintain a small base?

    I think bullies would be a nice way to do this.

    Place the buildings and units that the AI should build. Select all, press enter and go to object properties, then go to the AI tab. There you can uncheck "initially created" so that buildings aren't created when the game begins. "Available for attack waves" are up to you. In difficulty you can select how many times the different difficulty level ai shall rebuild the units/buildings. Set to always (or a set number up to 13)

    Make a region around the base and when you want the AI to attempt to build the base create a trigger with the action "AI - Activate bullies in region for player"

    The AI must be running by this point.

    I'm pretty sure this would work.

    Posted in: AI Development
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    posted a message on (Solved) How do I prolong the Torrasque Chrysalis duration?

    Thank you very much for your help. I would not have gone anywhere without it :)

    There were some weird actor thing going on so I could not just add the behavior modification to the regular Torrasque because then the chrysalis would not spawn and it would be stuck in corpse mode. I had to wait for the chrysalis to spawn to control the morphing time.

    My new behavior blocks morphing time. With this I can more easily control the morphing progress through triggers. I simply add the behavior when I want to freeze the morphing and remove when it should continue. Not perfect since it still needs the 6 seconds total to perform the morphing but I just remove it 6 seconds earlier then it should in my freeze trigger.

    I reckon other people would prefer data but I find it easier to work with triggers, and I can more easily adjust the pause according to gameplay events.

    Posted in: Data
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    posted a message on WC3 Models Hype!

    I think the upgrades are very noticeable.

    But that Tyrande model... :P

    Posted in: Warcraft Modding
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    posted a message on WC3 Models Hype!

    Ooh, those flora and rocks look real nice :D

    The other stuff was cool as well. Hehe, demon zerglings. :)

    Posted in: Warcraft Modding
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    posted a message on (Solved) How do I prolong the Torrasque Chrysalis duration?

    In my map I want the Torrasque to only be killed while in chrysalis form.

    I have reduced the killable period after a resurrection to 1 second so that the Torrasque don't die while in ultralisk form. I want the player to kill him several times and for each time the chrysalis form should last longer, making it easier to kill the chrysalis before he resurrect again.

    But I can't for the love of anything find the spot in the data were the duration of the chrysalis form is. I think I've looked in every connected buff and effect.

    Have I overlooked something? Anyone else have any experience with this?

    Posted in: Data
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    posted a message on WC3 Models Hype!
    Quote from Traysent: Go

    All structures are included. The spell effects have not been recreated. Unit sounds include selection and order sounds. The mod is like the standard SC2 mod files.

    Oh well, someone will probably make a mod with all the spells sooner or later.
    This is neat :)

    Posted in: Warcraft Modding
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    posted a message on WC3 Models Hype!

    Do we only get the models or are the units/heroes with all abilities ready in the editor?

    Dont expect it really but it would save a ton of time if the abilities were already there :)

    Posted in: Warcraft Modding
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    posted a message on WC3 Models Hype!

    This is awesome :D

    Posted in: Warcraft Modding
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    posted a message on Ignos (Campaign)

    @StealthToast: Go

    Nice. I've already got reports on issues i need to fix. I'll fix them and send you a link on a pm as soon as possible.

    Thanks :D

    Posted in: Map Feedback
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