• 0

    posted a message on Ignos (Campaign)

    Thanks :)

    I've also discovered that I can change doodad height via triggers. I hope to make some nifty effects with that :D

    Posted in: Map Feedback
  • 0

    posted a message on Looking for new exporter for WoW's Casc format

    Good to hear it's being worked on.

    WoW Model Viewer was such an easy way to get WoW models into SC2. I see that the current alpha don't export m2 to m3 like before, but I understand that they basicly have to rewrite the whole program. It's was a wonderful tool though, so I hope they it get up and working soon :)

    Posted in: Off-Topic
  • 0

    posted a message on Who's going to BlizzCon?

    I don't know if a marketplace at Starcraft's current state would work.

    If they on the other hand merge the Arcade with Heroes and perhaps a Warcraft game, thus supplying us with a playerbase of WoW fans, it could possibly work.

    Posted in: General Chat
  • 0

    posted a message on Ignos (Campaign)

    I have taken down the download for missions 1-3. I will reupload an updated version of missions 1-4 within a week.

    EDIT: Up again

    Posted in: Map Feedback
  • 0

    posted a message on Looking for new exporter for WoW's Casc format

    Thank you very much :)

    Posted in: Off-Topic
  • 0

    posted a message on Is it possible to modify range through Triggers?

    Made a small test map to check this out and it seem to work.

    Write 10 in game and the Psi Disrupter radius changes to 10, 20 to get radius 20 and 40 to radius 40

    The trigger changes both the effect and the range of actor (the white circle)

    Hope this is what you were looking for.

    Posted in: Triggers
  • 0

    posted a message on Is it possible to modify range through Triggers?

    @joecab: Go

    Are you certain that a "Catalog Field Value Set" trigger would not work?

    Ofcourse it would affect all Psi Disrupters for the given player, if it works at all.

    Posted in: Triggers
  • 0

    posted a message on Ignos (Campaign)

    A small update:

    Mission 5 was supposed to be a reworked mission based upon the old mission 4 terrain concept. Here are some development screenshots

    Old Mission 5

    Old Mission 5

    The concept for the mission was that you (the player) controlled both a protoss base and a revivable Agdos. At the start you have a limited tech tree and you must search for relics to unlock new unit types. You need to find all relics to get air units, which you'll need to attack the final Terran base.

    My ideas for the mission did not work out as well as I thought and I'm generally just frustrated with it. It would be hard to balance around having both regular units and the superhero Agdos and to be quite honest I'm sick of it.

    So I will make an entirely new mission 5. This means it will take even longer to finish it as I'll have to rewrite some story and think of new gameplay. Luckily I have some terrain concepts laying around and I've picked one that I think have much more potential. Here are some screens.

    New Mission 5

    New Mission 5

    Current gameplay plan is a hero mission ala BioTech5 but were the hero must gather limited resources scattered across the map to pay for upgrades that enable new abilities, skills or attributes. The player have to choose which upgrades he/she will prioritize from a relative large pool of available upgrades. Ideas and suggestions are appreciated.

    So I just wanted to give a heads up that I have not abandoned this project, and that it will continue to develop in it's usual snail-paced speed.

    Posted in: Map Feedback
  • 0

    posted a message on Ignos (Campaign)

    @Hockleberry: Go

    Haha, nice. Then it's no to easy this time. Perhaps I went a bit overboard on the difficulty there. I'm planning to update mission 1-4 and the difficulty is something I will look at (already added banelings in mission 2, thanks for the tip).

    Aww, thanks. Glad you like the terrain. I was inspired when making it so this mission didn't take so long to make. Been much harder to work on mission 5, but more on that below.

    The Boss fight might is a bit stale. I will add a sprint/charge ability to the boss making him run twice as fast periodically, forcing you to blink. Perhaps I'll think of some interesting new encounters to add to the fight as well, but no promise.

    About the valley: Others have had that bug as well. It is hard to fix since the default game camera has an angle and to see pathing i must hide doodads. It's a bit nit-picky work, with twisting and turning the camera and showing and hiding doodads and trying to predict were the pathing is in relation to the doodads while I can only see one of them at the time. I'll try to fix this but I don't know if I'll manage it perfectly.

    The terrain on the islands has a ton of doodads at the same time so it much more demanding of the computer then normal starcraft 2 terrain.

    Very glad you like it. Your feedback is much appreciated :)

    Posted in: Map Feedback
  • 0

    posted a message on Looking for new exporter for WoW's Casc format

    World of Warcraft now has a new storage system which uses CASC files instead of MPQs. I've searched for an update for the WoW model exporter but stuff indicates that creators have abandoned it. Have there yet been a release for a new easy-to-use program which can export files (mainly models and music) from those CASC files?

    Posted in: Off-Topic
  • 0

    posted a message on Abandonment(Campaign)

    Your right, the error was in the difficulty selection trigger. Here it is in case you haven't found it yet.

    In the trigger named Difficulty - Finished you have two Run "Opening Credits" actions if the difficulty integer is 2. Just delete one of them.

    Easy to miss. :)

    Posted in: Map Feedback
  • 0

    posted a message on Abandonment(Campaign)

    This was a very nice experience. Here are some notes I made.

    Some bugs I experienced:

    - I got two sets of all heroes at the beginning

    - There were two "must survive" objectives and two "investigate" objectives at the beginning.

    - During the truck part I didn't recieve a new objective.

    - Aurelian died during the last cinematic which made me defeat.

    My impressions:

    First, the loading screen with the quote was interesting, like a foreshadowing omen. Was that an imported loading screen image? I can't recall seing it before. It was nice.

    I liked the difficulty selection box ;)

    You sure have alot of difficulty choices. I choose causal for the sake of testing. Also, I'm not that good ;)

    The introduction cinematic was veeery nice, the drop down to the planet were impressing. The cinematic part that followed were also well done. Liked the music from the car and the zerg noises in the wilderness. Made some nice suspense. You really put an effort into choosing the right music to the right scene/mission part. This is a very important mood enhancement which I have just recently gotten into myself in my own missions.

    It was also interesting that you saw Aurelians memory flashback in a cinematic making us aware of his loyalties. Good storytelling.

    The terrain is quite good. The nature environments could use some love but the human doodads and settlements were nicely placed and convincing. The atmosphere is dark and loomy.

    I think the last objective were you must return to the starting points work very well here, especially since it is a bit short mission.

    Overall, a fun experience.

    Some suggestions:

    First all, this is all mere suggestions based on what I would try do if I made this mission. Be sure to ignore those that don't fit your vision.

    - Aurelian could use a hero white icon in group selection.

    - I found the last part a bit confusing. Was I there yet, were should i go now? Perhaps place a terran beacon at the end so that I know I've won the mission when the truck reaches the beacon.

    - Make a trigger that puts the heroes lifes to 100% whenever something are attacked during the cinematics. You can turn the trigger on during a cinematic and off after a cinematic.

    - Perhaps some rock textures on the hills could improve the terrain. Use low increment.

    Also, often in your cinematics the Zerg move too synchronized. One solution I can think of is that after the trigger action that orders the zerg group to move you'll add an action that picks some random units from the unit group and gives them order to move to the same location, only at a random place near the location.

    Here is an example trigger. Put this action after the "order all units" action.

    Unit - Order (Random Living unit from (Any units in ZergCin owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to ( Move targeting (Random point in (Region(ZergCinMove, 2.0)))) (Replace Existing Orders)

    With this trigger one of the zergs will move unsynchronized to the others. If you copy this so that if effect lets say 3-4 random units it can make an impression that the zerg are moving in a more natural and chaotic matter, and less like a disciplined military unit.

    To summarize

    This campaign has much potential, I'm looking forward to see more.

    I often make sloppy sentences in English that can confuse others so if you want me to elaborate on something or need help in any way just send me a message.

    Posted in: Map Feedback
  • 0

    posted a message on Abandonment(Campaign)

    I'm planning to test this during the weekend. Stay put. :)

    Posted in: Map Feedback
  • 0

    posted a message on Perfect Soldiers (trilogy campaign)

    This will be great! :D

    Yeah, a 40 mission zip file might be a bit intimidating. Perhaps you could make some arbitrary chapters just for the sake of making it more digestible. It doesnt really need to be even numbers or relying on the setup of the previous campaigns. You could just as well end an act at a cliffhanger or a major plot development mission, and then begin a new act. Like this:

    Act 1- Mission 1-5

    Act 2- Mission 6-13

    Act 3- Mission 13-20

    Basicly, writing the Acts around the story, not around even numbers.

    Posted in: Map Feedback
  • 0

    posted a message on Ignos (Campaign)

    @Hockleberry: Go

    Hi, thanks for feedback :D

    Regarding Mission 2:

    Mission 1 was far too hard for a first mission so this is more on difficulty level I'm planning that this campaign should lay on. But I do think you have a point with the mutalisk. Perhaps I should add some upgrades to them and perhaps also randomize the attack routes of the primal zerg later in the mission. Hard difficulty could be harder.

    Hehe, yeah, Perhaps I should add some more spice to the ending cinematic here.

    Regarding Mission 3:

    Very glad you like the terrain and atmosphere here. I've spent some time on it, perhaps at the expense of the gameplay.

    I don't think I want to add support troops, but I think this mission could need some additional encounters. It is a bit easy, I might go back to this and add a hard difficulty level. No promise.

    I don't think I will make so many changes to this mission though. On the fourth mission you will still control Agdos and have the same abilities but that map is a bit harder and a more complex mission. Mission 3 is more of an introduction to the hero's abilities, you could say.

    The Guardian is for sure more Xel'Naga then hybrid :)

    Hope you'll play mission 4 as well. It can be downloaded at the Ignos download page. (it's not in the zip)

    Posted in: Map Feedback
  • To post a comment, please or register a new account.