• 0

    posted a message on Disable/Enable a specific smart command

    I want the player to not be able to use the mouse to tell the unit where to go, but at the same time I want the player to be able to use the mouse to tell which unit to attack. I think this might be a bit hard to accomplish.

    But thanks for replies. I'll try toying with those triggers.

    Posted in: Miscellaneous Development
  • 0

    posted a message on LF Feedback/Creative Writer for SP campaign project. Bio-Tech

    @Mozared: Go

    Nice.

    I hope I hear from you :)

    Posted in: Team Recruitment
  • 0

    posted a message on LF Feedback/Creative Writer for SP campaign project. Bio-Tech

    Hi.

    I am the creator of the Bio-Tech Company campaign. It is a small campaign which now contains 4 missions, but I am still working on it and I do have some ideas for future missions.

    The campaign can be found here:
    http://www.sc2mapster.com/maps/njordysevac/

    I am looking for creative people whom masters english that can help me with the story elements of my campaign. English is not my first language, and quite frankly I write terrible english.

    I have not made much thought or effort into the story in my campaign, but I realise that it is quite a vital part of any project. I would like to recieve feedback on my story and on my awkwardly constructed sentences, and if you would like to help me write a better story I would be very thankful.

    So I am seeking people to help me with the following two issues.

    1. A person to proof-read my dialogue and seek out spelling errors and awkward sentences.
    2. A person to contribute to the story. You might come up with ideas on how to continue the story, or to rephrase or rewrite the story in my current missions.

    I have uploaded a document with most of the text I have written in the campaign. If anyone would like to take this task I would be very happy.

    BioTechText document
    Link Removed: http://www.mediafire.com/file/vplh7hr8x456l07/BioTechText1a.doc

    Have a nice day :)

    Posted in: Team Recruitment
  • 0

    posted a message on Disable/Enable a specific smart command

    Hi.

    I'm working on a RPG-map and I want the player to use only WASD to move the Commando around. At the same time I want the player to be able to use the mouse to target which unit the Commando shall attack.

    I want to disable the mouse move-click while still have the attack-click available.

    I have tried to look around in the data-editor, but I could not find anything relevant. There are also a UI trigger that can disable smart commands, but that will disable Attack as well.

    Are there any way around this?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Irongate Diaries, a SC2 SP Campaign

    I saw throught your website and the terrain seem to be very nice indeed. However, you don't have that much else for us to see yet.

    At first glance this project seem to be a bit "too fantastic". Be sure to set up time to make the campaign, and not just envision it. I've seen many people fall into that trap.

    Good luck, I'm really looking forward to see how this will turn out :)

    Posted in: Map Feedback
  • 0

    posted a message on What do YOU want to see in a custom-made campaign?

    Nice, a campaign discussion. I think I am above average interested in campaigns, and here are some suggestions from my point of view.

    I have to admit that I seek some kind of superficial «professionalism»- impression in the game aspect of a campaign. I might not continue the campaign if my first impressions are that it is lacking severely in gameplay or terrain, or triggers, etc. You don’t have to be performing superbly on all these things, but they need to be on some basic level to sustain my interest. Place a few doodads and make some triggered challenges, and that’s a good start.

    In first impression it doesn’t matter if the gameplay is immensely fun, this is a campaign and it need pretty terrain, or else players might not stay long enough for the fun part. But at the same time there has to be something going on in the terrain too, so it can’t be just pretty pictures. I seek a whole campaign experience, so every aspect must be covered. Story is important, but it has to be in a game-friendly format, use the old saying “show, don’t tell”. Have dialogs short and compact.

    Such things will keep my interest, then you can move over to gimmicks and choice and what have you.

    On the subject of choice campaigns I might mention a gimmick I had on a Warcraft3 campaign I was making some time ago.

    It was a choice campaign that branched into two paths in the first mission, and then both the two second missions branched into two paths as well. The campaign had four different endings.

    Let me summarize: You were a demon slave, first mission you could chose to escape or stay. If you escaped, you could chose to side with the humans or the orcs. If you stayed, you could be rescued by night elves or stay loyal to the demons. The faction you allied with decided which faction you would control in the last mission, where I was to make a remake of the last Night Elf mission ”Eternity’s End”

    I never finished that campaign, but I hope someone might be inspired by this concept :)

    Good luck with your campaign, looking forward to play it when it's done ;)

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Evacuation – Singleplayer mission map (WIP)

    Just wanted to advertise that I have worked some more on this mission, and this new version is very close to be a release version. If I get some suggestion or advice I might implement them, but otherwise I consider this pretty final.

    Posted in: Map Feedback
  • 0

    posted a message on Change position of hero icon

    Hi. I used the search function but could not find an easy answer.

    Is it possible to move the hero icon from right bottom to top left?

    Posted in: Data
  • 0

    posted a message on Evacuation – Singleplayer mission map (WIP)

    Hi!

    Here is the latest version of my “Evacuation” map. I have spent some time polishing it, adjusting difficulties and fixing bugs. Made some minor improvements here and there, and it should feel a lot more “professional” then my first version.

    I’m still interested in feedback and suggestions. Maybe someone could point out my spelling errors as well, I’ll pay you in praise

    Here are some screenshots to lure you folks into the deal :)

    http://www.sc2mapster.com/media/images/41/552/Terran01v1.02_B.jpg

    http://www.sc2mapster.com/media/images/41/551/Terran01v1.02_A.jpg

    http://www.sc2mapster.com/media/images/41/147/Terran01a.jpg

    “Evacuation” - Map
    “Evacuation” - Mod

    You are in control of the Evacuation Carrier, a personnel carrier with formidable defenses used to carry VIPs away from dangerous situations. As the Zerg run rampant, you are to escort the Evac Carrier to the Starport,

    The mission consists of moving the carrier through a zerg-infested terrain while also picking up various civilians who are hiding here and there.//

    I am interested in all sort of feedback. What’s good and what’s bad, what work and what doesn't

    http://www.sc2mapster.com/maps/njordysevac/

    - Njordys

    Posted in: Map Feedback
  • 0

    posted a message on [Campaign] Key of Life [Series]

    Hi.

    I tested your mission, and here are my feedback.

    I like the concept, but for me it was too hard. It was a constant stream of zerg forces attacking, and I had no chance to counter them. Pause the attacks once in a while, so I can catch my breath.

    Also, I would have made more entry-points for the zerg to attack. With just one entry to the base, I have only one place to defend. It can be a bit static.

    I would like you to spend some more time on this mission, it has some potential. Good luck :)

    Posted in: Map Feedback
  • 0

    posted a message on How to keep interest in you project

    Taking breaks are quite a good tip. I tend to overfocus on one hobby or activity at a time, spending almost all free time on that activity for a week or two. I think I'll play another game today.

    And to add to suggestions/tips, implement concepts before content. I'm working on this campaign mission where half the mission is 100% finished and functional, and the other half is not even began on. It is perhaps best to make a functional map with basic concepts, and get feedback on that, and wait with all the scripted attack waves and careful doodad placements before you know if it's actually worth the workload.

    Quote from Mozared: Go

    P.S. What universe is that map in your picture from, Njordys? I'm positive I've seen it before but I have no idea where. Heroes of Might & Magic? League of Legends?

    Actually, it's a fantasy-map I made in GIMP. I just shamelessly use it as an avatar because I'm quite proud of it :p http://njordys.deviantart.com/gallery/24671773#/d42fnl5

    Posted in: General Chat
  • 0

    posted a message on How to keep interest in you project

    Ideally, this would never be a issue, but I tend to overstrech myself as my mapping project grow old on me. Then I start more and more projects, with few of them actually becoming finished. So do you have any tips on how to keep interest and focus on your project, to keep it fresh?

    At least one thing I've become aware of is that I should make more changes before I test the map. If you test the map for every little nitpicking change, you'll become weary of it. It's better to make alot of changes at once, and to make temporary "cheat-triggers" so that if one feature of the map doesnt work, you can test out other parts of the map without being stuck where the first feature failed.

    If you have more tips, let me know :)

    Posted in: General Chat
  • To post a comment, please or register a new account.