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    posted a message on [Contest] Themed Creature - Vote Now!

    Remind me again why no one uses these kinds of things in actual maps?

    Posted in: Project Workplace
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    posted a message on Terrain Test: Sky Ruins

    Or to give it a more proper name, Skyward Infestation.

    Its a little something to show what sky ruins would look like in SC2, and in a playable format.

    Linky: http://www.sc2mapster.com/maps/skyward-infestation/

    To those who have been around long enough to remember, yes i did do this a while ago. But that map didn't have any gameplay on it while this one does.

    Scenario details:

    Aid Karass in retaking the area from the Zerg.

    Length: Approx 45 mins (if you don't turtle near the end)

    Difficulty: Medium. If All In or In Utter Darkness were rather hard for you on Hard, then this may be a challenge towards the end, but like that matters, the point of this is to show off the environment.

    If we want to rediscover how to achieve this look, i'll post it if enough people care but i'm pretty confident in my fellow mappers that they will figure it out easily and probably improve on it because hey, i'm no terrainer.

    Posted in: Project Workplace
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    posted a message on Global sound muffle?

    Is there a way to distort or muffle all sounds globally? Like in some games when you go under water all the sounds become deeper and muffled, that kind of effect.

    Posted in: General Chat
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    posted a message on Requesting the minds of the community

    Normally, i can come up with my own ideas but lately i've been having a massive brain fart when dealing with this map here.

    http://forums.sc2mapster.com/resources/project-workplace/22171-pilot-new-ish-concept/

    For those who don't want to go through that thread, heres the deal:

    Theres several different super-vehicles that players can use. They are used against other players inside of vehicles and against a separate zerg player who controls lots of zergies.

    What im struggling with is the various weapons of each vehicle. I have most of it down, but something doesn't feel right about them. The basic idea for the weapons is that they should be easily recognizable (as in similar to existing weapons) to avoid confusion in what each weapon does, as there are multiple firing at the same time. On the other hand, they need to be interesting and unique to each vehicle. As such, each vehicle has its own characteristics that it is based on.

    (vids should be viewed in full screen mode)

    • Behemoth (Tank)
    • Description: Slow, Explosives, Area Damage
    • Video Demo:
    • Current Weapons: Siege Tank, Goliath AA, Missle Turret hailstorm missles.
    • Gatling Walker (Viking)
    • Description: Rapid Fire, Guns and Bullets.
    • Video Demo:
    • Current Weapons: Viking Ground, Viking Air, BC attack.
    • Spartan (Goliath)
    • Description: Lasers, Future tech
    • Video Demo:
    • Current Weapons: 2 Phoenix, Stone Zealot Air and Ground
    • Titan (Odin)
    • Description: ...Is the Odin.
    • Video Demo:
    • Current Weapons: Odin weapons
    • Warbot (ARES)
    • Description: Jack of all trades, switches weapons to kill certain unit types (light/armored/air)
    • Video Demo:
    • Current Weapons: Warbot weapons
    • Super Crane (Super Crane)
    • Description: Builder, Melee
    • Video Demo:
    • Current Weapons: Custom, standard melee attack with splash
    • Incinerator: (Hellion)
    • Description: Fire, Electricity, Fast
    • Video Demo:
    • Current Weapons: Hellion Flame, Firebat Flame, Archon zappy strings

    On the other hand, people need something fun to slaughter, like zerg. To spice things up a bit, brand-spanking new zerg units were added to create a diverse zerg army to fight and actually pose a threat. I mean really, fighting roaches, hydras, and mutas all day is boring.

    • Slicer: Bigger, faster, melee-only roach. By faster i mean a LOT faster
    • Swarm Guardian: Air artillery that isnt super slow like the broodlord, plus mass broodlords vs any big target would be completely unfair.
    • Hybrid Hydralisk: A stronger hydra that shoots lasers
    • Infested Marauder: Speaks for itself
    • infested Medic: Also speaks for itself
    • Roach Roach: Roach + Spore Crawler = long range baneling launcher with legs.
    • Sluge: Attack does no damage, but stuns for half a second.

    So heres a vid on those:

    I feel like this department is...lacking as well. The only original thing there is the Rocket Roach.

    Any suggestions on different weapons for the vehicles or out-there zerg unit ideas would be much appreciated.

    Posted in: General Chat
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    posted a message on SC II Galaxy Editor Memes
    Quote from Mephs: Go

    @zeldarules28: Go

    I told Dogmai to let me make the video. Then maybe it've seemed more impressive. =]

    And we will all be...

    Impressed

    Posted in: General Chat
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    posted a message on Big projects & Mini-Games

    I dont even do anything with the maps i make. Granted they aren't all that amazing, and I never bothered to advertise any of them, so wee no updating for me. I just sit around thinking of new game types (as in not a TD or dota clone or whatever).

    So for me it would be mini-games, although they could be full blown projects if people actually wanted to play them without my advertising.

    Posted in: General Chat
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    posted a message on Does anyone knows this map

    Sounds like Overrun, i dont know what this Outpost Defence is, but what you described is Overrun exactly.

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

    Posted in: General Chat
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    posted a message on Pilot (new-ish concept)

    Its standard RTS controls.

    It was going to be third person WASD at first actually, but then it would have gotten rather complicated to do upgrades and such on the fly. The mouse would be used for both aiming and upgrades, so that would have been a hassle to play the game with.

    Posted in: Project Workplace
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    posted a message on Pilot (new-ish concept)

    After some fiddling, i got the basics of some zerg players down. They control an invincible overseer (that also uses the ground plane, so no flying over cliffs) that spawns the various units the zerg have. The units range from crap like zerglings to Brutalisks and Hybrids. They are restricted by the overseer's energy and the supply count.

    For right now, the Zerg player's only purpose is to destroy the neutral towns and essentially provide the two other teams their kills. With clever tectics, overwhelming a Titan should be possible but not common. In all, the zerg players enjoys themselves as an extra open slot that isnt necessary.

    Thoughts?

    Posted in: Project Workplace
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    posted a message on Is there a list anywhere?

    I doubt a "my map is better than yours" list would ever pop up around here.

    Posted in: General Chat
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    posted a message on Is this Heart of the Swarm Ending Leaked?

    More like an abandoned WoL ending.

    Posted in: General Chat
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    posted a message on Pilot (new-ish concept)

    @Shad0wsEdge: Go

    Originally i had it to where if your pilot died (which it will if your vehicle dies) your game ended. Also, the zerg will not be cannon fodder. People will die to them. Ganking people while they are defending vs zerg would also be common i would imagine.

    I guess it could work to where you are given a fraction of what you spent upgrading a vehicle if it dies. Death does need a penalty.

    As for normal vehicles, its so that people know what is going on before having tools of destruction and so that they dont carelessly lose them. Its not like they are sitting around waiting to be used, you either buy them or one is spawned somewhere on the map and people rush to get it before the other team.

    Posted in: Project Workplace
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    posted a message on Pilot (new-ish concept)

    @Iamthecreeper: Go

    But then the zerg player could flat out ignore his actual objective and go player hunting =/

    Posted in: Project Workplace
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    posted a message on Pilot (new-ish concept)

    This is called

    Pilot

    It involves pilots.

    The rundown

    A mixture of hero arena, base defense, and flat out conquest. Each player controls a pilot, which as the name suggests, can pilot vehicles and will respawn on death. There are 2 teams, each with a safe hangar for the team to use.

    Generic vehicles are Vultures, Goliaths, Tanks, Diamondbacks, Vikings, and Thors. These are expendable and are expected to die frequently, but dont be afraid theres plenty sitting around in the team hangar and neutral hangars. They respawn too.

    Heroic vehicles (or what i like to call "titans") are the main focus of the game. Teams can either purchase or find them one at a time for use. Like any vehicle, they can be used or left sitting around with no pilot at all. Now heres what makes Titans important:

    • Becomes stronger over time.
    • Upgradeable
    • Multiple weapons
    • Vastly superior to normal vehicles.
    • When a Titan dies, all progress with it goes as well. One of the key upgrades are weapons. They all start with their most basic weapons, with additions doing, for instance, splash damage or one that fires while you move. They all stack too.

    The player is expected to use one asap. Now heres a list of them

    • Incinerator (Hellion): Specializes in fire and electricity. Fastest Titan. Splash damage.
    • Spartan (Goliath): Specializes in beams and lasers. Variety of weapons.
    • Behemoth (Tank): Specializes in explosives. Slow but powerful.
    • Gatling (Viking): Specializes in rapid fire and bullets in general.
    • Warbot (ARES): (wip, intended to be a jack of all trades with its multiple attack modes provided from the campaign)
    • Super Crane (is a super crane): Specializes in construction of buildings and assisting units, Only weapon is melee, but its a strong one.
    • Titan (Odin): Specializes in overall destruction. This is intended to be the ultimate and only one is allowed per team. Cannot be found, must be purchased. Also the slowest.

    The map consists of 2 bases, one for each team to have a safe haven, and 4 neutral towns. These towns come under attack from legions of zerg every so often and its up to the pilots to save them. However, each team tends to hold grudges so they both fight each other while fighting to save the towns from zerg. The overall objective is to destroy the enemy team's base, but if a certain number of towns are overrun, everyone loses.

    Upgrades are obtained using minerals which are earned from kills. Killing an enemy pilot grants more minerals. Upgrades are used on a vehicle to vehicle basis, as in upgrades don't follow the pilot and stay with the vehicle they were used on.

    The zerg aren't filler either. I'm using multiple custom units to spice things up and make it more interesting than mass zerg carnage. For instance, a roach with a spore crawler on its face that shoots banelings from far away, and a mid range attacker than stuns you for a millisecond.

    After fiddling with this concept, it seems like it could became a very dynamic game with the whole town defense part. It would be interesting to see how people would deal with enemy players in the same zone going after the same goal. A lot of sneaky business i supposed.

    So anyway, thoughts? Opinions?

    (side note: Terrain is done, doodads and neutral buildings are under revision, base design is under revision, and Hero vehicle abilities are up and coming)

    Posted in: Project Workplace
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    posted a message on Tofu (Project TMA) Official Thread
    Quote from Keyeszx: Go

    I still hope it comes out just so it can knock sotis down. This is more traditional dota compared to smashcraft so more people would be willing to pick it up. Is 40 items and 18 heroes that much? Look at LoL.

    Dota?

    wat?

    Posted in: Project Workplace
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