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    posted a message on How to use 2 "weapons" on the same target?

    Set the backswing of both weapons to 0 and make sure "linked cooldown" under flags is unchecked. Also make sure that their periods are different.Also note that weapons with really fast periods (like .2 or something) can block other weapons from ever firing.

    Posted in: Data
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    posted a message on Just working out an idea

    Maybe by fiddling with acceleration and maybe temporary evasive abilities (like a speed boost, or something). You don't want the air vehicles to be heroes in themselves right? Just transportation with maybe a light weapon?

    Posted in: Project Workplace
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    posted a message on [WIP] Map: PЯOZPEKTOЯ

    Sounds interesting, although its a lot to read and seems like it can get complicated so its hard to judge. Definitely needs a playtest when ready.

    Posted in: Project Workplace
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    posted a message on Help! need map advice! everone welcome!

    Command and Conquer 4 also did this. Both factions had 3 subfactions, and you gained additional units over time based on how many games you have played.

    The way they made it "balanced" was by giving you a unit of each type right off the bat, so that you had something to counter everything. The damage types were vs light, vs medium, vs large, vs very large, and vs structure. You had one of each + your mobile base and engineers (repairs).

    As you played more, you gained more units. The saving grace was that the T1 units were -never- outdone by the higher tiers. The higher tier units would simply be specialty units that hardcounter their counters but had obvious weaknesses. A player with only T1 units could very well beat someone with a full arsenal, they just had to have good micro.

    (btw C&C4 has both of your ideas built into one)

    Posted in: General Chat
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    posted a message on Kids...

    @iSaintx: Go

    Because older people typically don't like playing games with kids. Being anonymous is only a good thing for them in this kind of situation.

    Posted in: Off-Topic
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    posted a message on whats the most liked terrain?

    My personal favorites are Ulnaar and Castanar (or just space ones in general). They allow for a very specific theme that is shown through blizzard's maps.

    Posted in: Terrain
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    posted a message on What is the name of this model?

    Looks like the terran icon background really.

    Posted in: Data
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    posted a message on Unit Defence Type Map, simply out of ideas

    What exactly are the T3 units? Melee, ranged, tanky, long ranged, etc. The model and name can also help spark ideas.

    Like, if it was a Thor, it could have an ability to launch a line of explosives in front of it, but that wouldnt make much sense coming from a Ghost.

    Posted in: Map Suggestions/Requests
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    posted a message on Would you play my map, or find it too offensive?

    Doesnt seem to be any more offensive than the Red Alert series (meaning not)

    Posted in: Map Feedback
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    posted a message on To Infest and Consume [Released]

    Update: 4/29

    • Battlegrounds removed. More terrans placed in now vacant areas.
    • Additional upgrades added to the infestor.
    • Choice of spawning Infested Marauders or Infested Medics at will.
    • Ultrafestor retains the Consume ability and loses the Grapple ability.
    • Feederling Stage now has a minimum duration. Future evolutions get a stat bonus based on the number of feederling kills.
    Posted in: Project Workplace
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    posted a message on Massive FPS drop when selecting lots of Infested Civilians

    Title pretty much says it all. I have a custom map with lots of infested civilians that you can use. However, when a bunch are selected at once the game's FPS tanks hard. Strangely enough, when they are deselected the game goes back to normal. Any ideas on what causes this?

    Posted in: Data
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    posted a message on Dark Colossus and Sentry icons

    Just thought i'd leave these here. I made dark colossus and dark sentry icons for my most recent map and thought i'd might as well share them. I haven't seen any yet anyway.

    http://www.sc2mapster.com/assets/dark-colossus-and-sentry-icons/

    Posted in: Artist Tavern
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    posted a message on Train unit, and spawn immediately as cargo

    @Kueken531: Go

    Well then

    <3

    Posted in: Data
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    posted a message on Train unit, and spawn immediately as cargo

    Well i found a "solution"

    Unit is created using ability -set invulnerable on for created unit -set opacity to 0 over 0 -Order building to use Load on created unit -wait .2 seconds -set invulnerable off -set opacity to 1 over 0

    This way you cant see the unit or hurt it during the 5 milliseconds that its visible before it loads.

    Posted in: Data
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    posted a message on Train unit, and spawn immediately as cargo

    Is there a way to do this without triggers? I have a moving building that can train units and has cargo space. I need the trained units to be sent into the cargo instead of spawning outside of the building.

    This is simply done by creating an order trigger than orders the building to load whatever it creates, but this causes the building to stop moving and you can see the produced unit for a split second before its loaded.

    Posted in: Data
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