While it is a single player map, it is not a campaign. Orbital Drop is its own entity. There is no overarching deep, complete storyline. It's purely for fun, featuring sometimes strange and ridiculous ideas.
Features
Premise: You, commander, have been sent to a derelict Xel'naga vessel to secure some minerals that the higher-ups desire. Unfortunately, there is also a large protoss force on this vessel. Outmanned and outgunned, all seems lost until KABOOM BABY, the Marauder Squad has arrived!
Featuring: Marauders! Who needs the rest of the terran arsenal when you have marauders? Seven kinds of marauders at that.
Marauder - The plain ol' Marauder.
Firebat - Technically a Marauder (or vice versa).
Roaster - A firebat who ripped the flamethrower off of a hellion and decided he could use it better.
Spaztastic - A marauder scavenged the parts of a destroyed Stalker and decided to recycle their particle disruptors. It turns out that Stalkers restrain themselves a lot while in action; this thing fires fast!
Thumper - A similar story to the Spaz, a marauder repurposed the weapons of a dead Immortal. More bang fer yer buck.
RoboRauder - What happens when you give a squad of Marauders access to cybernetics.
Big-ass Marauder - Because big-ass is kick-ass.
The Marauder Squad doesn't skimp out on its structures either.
Marauder Barracks - Who needs marines when you have marauders?
Punk Blaster - No, we didn't kidnap probes and shove them into our missile turrets. Where did you get that idea? - Former Dominion Technician.
Tower of Power - Marauders don't believe in sending women out to the front lines. That's barbaric. Instead, willing Medics unite to charge of the Tower of Power to heal nearby allies.
Kaput
Credit for the dark protoss portraits goes to Thrikodias.
If I may interject, the Enemy Within mission where the broodmother takes over the protoss ship played in an incredibly similar manner to a map I made a while back: http://www.sc2mapster.com/maps/infest-and-consume/
I know they didn't copy my ideas, but still, it was incredibly weird to see this play out so similarly.
My map has a larva go around and take control of enemies, who you can walk around in and kill to gain points. After enough points, you can evolve into an Infestor, who can kill some more and spawn more units/get upgrades for points. You can even evolve again to an Ultrafestor. There's even a segment where I had the overmind order you to grow, the same way Kerrigan did.
Thor2 was what the texture was called in the example.
I attached the map that the Thor was in where I added a stalker and a zealot both using different methods. None of them work and give me the error message after restarting the whole editor.
EDIT: ...directly after posting this, I went and opened the Texture Swap test map. Played with it for a minute, went back to my map...and the zealot and stalker suddenly worked. Like, what? This was after restarting everything with no dice. I simply tabbed from my map, to the test map, and then back to mine and BAM. Flawless. Dafuq?
Not sure if my editor is borked or what, but I cannot for the life of me get any of this to work. Every time, the error is the same. For example, with the Thor example that was posted way back in this thread. I opened it, changed the blue texture to something else and got this:
USER: [ 7 1] CActorUnit[Thor] ThorCE Assets\Units\Terran\ThorCE\ThorCE.m3; Could not find texture with id Thor2 and expression <None>
Not to mention that it didn't work to begin with.
I went and duplicated essentially everything written out and explained in this thread yet the error is always the same. Other people's maps don't even work. Any idea on what the issue could be?
WC3 was better because the maps were owned by you rather than Blizz, so you could break all the copyright laws you wanted (Well, not all of them, but I think you get what I mean) and they wouldn't ban your map.
They did still own your map, they just didn't have a way to enforce it. Now they do.
oh wow, after looking over your tutorial several times, remaking this stupid ability a few times, and scanning this site for alternative channel methods, i overlooked the fact that there were -two- persistent effects -.-
But the way the projectile ability works makes the persistent channel flat out not work, so i either need a way to channel a projectile or a new method for creating a projectile ability.
(for those who dont want to look at that, it launches a missile that runs target checks and suicides when it either reaches its max range or collides with another unit)
And it worked fine, made several other abilities with the same base with different attributes. But one thing is killing it, and that is the ability to fire multiple projectiles with one cast. I looked through channels, but the nature of the projectile ability craps on the Persistent effect method. I tried using several launch actors, but I still can't find a way to delay the launch for, say, 0.5 seconds so that they all fire in succession instead of all at once. Any ideas?
-in short, how would one modify the linked ability to launch more than one projectile, each one being slightly delayed so that they fire in succession?
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Here's a short vid of a segment featured in Firejumpers
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Requires Heart of the Swarm.
Link to map page: http://www.sc2mapster.com/maps/marauders-orbital-drop/
Marauders!
Marauders! is a single-player campaign emphasizing on wildly different ideas and scenarios. The story is a subtext without any emphasis.
The first map is called Orbital Drop.
Orbital Drop
While it is a single player map, it is not a campaign. Orbital Drop is its own entity. There is no overarching deep, complete storyline. It's purely for fun, featuring sometimes strange and ridiculous ideas.
Features
Premise: You, commander, have been sent to a derelict Xel'naga vessel to secure some minerals that the higher-ups desire. Unfortunately, there is also a large protoss force on this vessel. Outmanned and outgunned, all seems lost until KABOOM BABY, the Marauder Squad has arrived!
Featuring: Marauders! Who needs the rest of the terran arsenal when you have marauders? Seven kinds of marauders at that.
The Marauder Squad doesn't skimp out on its structures either.
Kaput
Credit for the dark protoss portraits goes to Thrikodias.
I would appreciate any feedback.
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If I may interject, the Enemy Within mission where the broodmother takes over the protoss ship played in an incredibly similar manner to a map I made a while back: http://www.sc2mapster.com/maps/infest-and-consume/
I know they didn't copy my ideas, but still, it was incredibly weird to see this play out so similarly.
My map has a larva go around and take control of enemies, who you can walk around in and kill to gain points. After enough points, you can evolve into an Infestor, who can kill some more and spawn more units/get upgrades for points. You can even evolve again to an Ultrafestor. There's even a segment where I had the overmind order you to grow, the same way Kerrigan did.
0
Thor2 was what the texture was called in the example.
I attached the map that the Thor was in where I added a stalker and a zealot both using different methods. None of them work and give me the error message after restarting the whole editor.
EDIT: ...directly after posting this, I went and opened the Texture Swap test map. Played with it for a minute, went back to my map...and the zealot and stalker suddenly worked. Like, what? This was after restarting everything with no dice. I simply tabbed from my map, to the test map, and then back to mine and BAM. Flawless. Dafuq?
0
Not sure if my editor is borked or what, but I cannot for the life of me get any of this to work. Every time, the error is the same. For example, with the Thor example that was posted way back in this thread. I opened it, changed the blue texture to something else and got this:
USER: [ 7 1] CActorUnit[Thor] ThorCE Assets\Units\Terran\ThorCE\ThorCE.m3; Could not find texture with id Thor2 and expression <None>
Not to mention that it didn't work to begin with.
I went and duplicated essentially everything written out and explained in this thread yet the error is always the same. Other people's maps don't even work. Any idea on what the issue could be?
0
They did still own your map, they just didn't have a way to enforce it. Now they do.
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@Nebuli2: Go
Using his logic, maps should look more like Blizzard's maps in that they look nice but are also very clear.
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It looks fine to me, its just that the face of a Zealot has changed a lot since SC1.
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-.-
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You could try something that hasn't been done before.
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oh wow, after looking over your tutorial several times, remaking this stupid ability a few times, and scanning this site for alternative channel methods, i overlooked the fact that there were -two- persistent effects -.-
anyway thanks for the click.
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But the way the projectile ability works makes the persistent channel flat out not work, so i either need a way to channel a projectile or a new method for creating a projectile ability.
0
So I used this tutorial for making the fireball projectile: http://www.sc2mapster.com/forums/resources/tutorials/17154-data-colliding-projectiles-correct-kill-credit-hit/
(for those who dont want to look at that, it launches a missile that runs target checks and suicides when it either reaches its max range or collides with another unit)
And it worked fine, made several other abilities with the same base with different attributes. But one thing is killing it, and that is the ability to fire multiple projectiles with one cast. I looked through channels, but the nature of the projectile ability craps on the Persistent effect method. I tried using several launch actors, but I still can't find a way to delay the launch for, say, 0.5 seconds so that they all fire in succession instead of all at once. Any ideas?
-in short, how would one modify the linked ability to launch more than one projectile, each one being slightly delayed so that they fire in succession?
0
RODRIGO
I have a map
And it it here: http://www.sc2mapster.com/maps/infest-and-consume/
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All my ideas come when I am sick of mapping, then i try to use the ideas but i don't feel like it so nothing ever gets done.