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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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    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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