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    posted a message on Map Ideas Thread

    Both.

    PS: Mod is as done as it needs to be for level 1 and the first 2 minutes of the level are ready for testing.

    Posted in: Map Suggestions/Requests
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    posted a message on Map Ideas Thread

    Thank goodness I refreshed, because I was just getting started on the data part before getting to the meat of it. If somebody wants to set up a project page or something, I can post it there along with the map when I finish.

    Posted in: Map Suggestions/Requests
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    posted a message on Map Ideas Thread

    If you guys can really convince me, I might find a few free hours to make level 1. :)

    PS: I like the idea.

    Posted in: Map Suggestions/Requests
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    posted a message on SC Expanded: melee mod

    A simple thought/solution? here. Perhaps give the dark archon over to the dark templar, then use the hybrid behemoth as a replacement for the tal'darim archon, since they supposedly "ascend" into hybrid anyway.

    I understand this has some drawbacks, but I think the advantages are there and it's a decent compromise. It also means you have less hybrid you'd need to balance.

    Edit: For hybrid names, I think since they're separate from the normal races, they should be the ones to get the name changes. The way that I would do that, personally, is to just replace their names with synonyms that sound like good units that aren't currently in use.

    Posted in: Map Feedback
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    posted a message on How to use the Spear of Adun in Multiplayer Maps?

    Thanks Imposter for putting it all together and making a simplified trigger. It's difficult to weave through the fluff and find what's needed. Looking forward to that tutorial and I hope to see some other parts of the system figured out.

    Posted in: Triggers
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    posted a message on How to use the Spear of Adun in Multiplayer Maps?

    Everything that everyone's mentioned in this thread, I've managed to do myself in the editor and I've gotten to the same place as several other people have previously. I'm usually fairly adept at the editor, but I never thought to create a custom command card in the past, everything I've done previously was using the main game mechanics. Anyway, I looked up any kind of information I could on creating a custom command card and linking a unit to it, but no luck. I also tried the editor, but I just can't find it and I don't know where to look. My question is, can I get a link to a tutorial or an explanation on creating a custom command card and linking a unit to it using triggered dialogs?

    Posted in: Triggers
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    posted a message on Looking for a Terrainer for an Installation Map

    Just wanted to let you all know that there is now a .

    Posted in: Team Recruitment
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    posted a message on Philosophy of Design - Educational Developer Series

    Double Post.

    Posted in: Map Review
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    posted a message on Philosophy of Design - Educational Developer Series
    Quote from ArcaneDurandel: Go

    @EivindL: Go

    Something I think that gets overlooked in this kind of discussion is the tradeoffs that must be made. Simply put, Good Fast Cheap: Choose 2, applies here. Thus if we want quality, we must accept it will be slow coming. Also a team is basically mandatory, because there exist very few people who are gifted enough to be good at game design, good at artistic work and good at logic/programming. In my personal case, I'm the engineer, I do 0 game design, I work with a designer and just implement and give some feedback.

    I like to think I'm one of those very few people. Not really a weakness. ;)

    Posted in: Map Review
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    posted a message on What would you do?

    Option A: Raise my supply depots, pull my SCVs, and queue up my marines.

    Option B: Call my local fire(bat) department.

    Option C: Hide and hope it doesn't have +3/+3.

    Posted in: General Chat
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    posted a message on Looking for a Terrainer for an Installation Map

    Was hoping to be able to be picky here, seeing as terrain is the easiest part of the editor to get into. But I'm sure it's hard to get data editors and triggers editors as well, the community is just a lot smaller than it used to be and RTC of course.

    As for people who are busy, it's only one map, a large one at that, but it would only take at max 1 week even with only 2 hours of working on it per day, it wouldn't take that long. If I really have to, I'll do it myself, but like I said earlier, I have a hard time imagining what things would look like.

    I'll give it a week or so for a response and I'll do it myself if the time comes.

    Posted in: Team Recruitment
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    posted a message on Looking for a Terrainer for an Installation Map

    I just finished uploading . Not sure how to post the link as a video instead, but anyway, hopefully this shows a little bit of what's going on and doesn't seem as mysterious or nonexistent.

    Posted in: Team Recruitment
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    posted a message on What makes for a good installation mission?

    I actually spent a lot of time studying installation missions of all sorts and the originals to help me find out exactly how they work and what makes them so good. In the end, I threw together a bare bones zerg installation mission and it turned out very well. It's late atm of typing this out, so I may be forgetting something, but here are the 2 main things I can think of that are important.

    1: Events - I think the little interactions and "minigames" that go on throughout an installation mission can be really enjoyable and adds to the flavor of it. In the UED installation mission for example, they have a section where you capture these goliaths with your marines before the enemy pilots take them first. These can also just be smaller interactions like the marine threatening to blow an aggression inhibitor if he doesn't give him the access code. That whole installation mission was very well done.

    2: The Pace - This is a bit more complex of a point, but I discovered that the games aren't all that fun if you can sit there and regen for 10 minutes for the next fight. In my installation mission that worked, I had discovered that zerg tend to feel a lot more fun to play when the player is forced to play really aggressive. I made 2 versions of this, one in sc1 and one in sc2. The one in sc1 gave you lots of units, especially zerglings and it had a long string of enemies to fight and it wasn't afraid of giving your opponents splash damage, so it encouraged players to keep pushing forward and it really fit the style that is the zerg. The one in sc2 actually had a timer about a quarter of the way through which forced you to keep engaging the next group of enemies before you could recover any life. I've been trying my best to find out what makes terran and protoss installation missions work, but for now, I only have a theory that the terran pacing should be more about resource management. Thinking of something along the lines of being chased and you can sacrifice units in order to delay whatever's chasing you, plus you have few or no medics, so you'd have to try and keep your weak units alive; but that's all just in theory, haven't quite figured it out yet.

    Anyway, I can show you my test map if you wanna PM me and you can take notes on what you like/don't like if you want more.

    Posted in: General Chat
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    posted a message on Looking for a Terrainer for an Installation Map

    Hi all, very long time since I last logged in. Been working on some intense stuff on my own, sometimes in teams. My current project I've got is a 1 map campaign which takes place on a science vessel and rotates usage of areas of the map for each section. As such, I'll need some pretty high level quality terraining done on the map to make up for it and I don't possess the artistic imagination to do it.

    Just to give a brief description of how this works out, the map will be cut into smaller sections where the map bounds will be shrunk to that one area and this will be repeated throughout the map. You have a small squad of terran infantry and you travel around each area and clear out each group of enemies in each room, depending on the current level, the layout of the enemies and which doors you'll take to move forward in the level will vary. That's basically how the gameplay works as far as the terrainer will be concerned.

    If you're interested, let me know through PM and we can discuss. Be ready to show some work that you've done previously.

    (PS: I would provide screenshots, but the map is bare bones right now and it's a little hard to show how the gameplay works in mere screenshots)

    Posted in: Team Recruitment
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    posted a message on Kitchen design ideas

    Confusion overwhelming...

    Posted in: General Chat
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