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    posted a message on Protoss Mage Defence

    Can we maybe get an update on how things are going?

    I don't mean to make it sound like I'm rushing anybody here, I'm just curious as it has been nearly a week since your last reply.

    Posted in: Project Workplace
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    posted a message on Protoss Mage Defence

    A bit of a shame that nobody's replied to this thread again, yet. This project so far, visually, is very impressive.

    Now that you mentioned that the corridor idea wouldn't work, I suggest doing an arena style map in that case. I propose the image below. The idea is that enemies spawn and come in from the red arrows. Enemies may reach the main base (yellow circle) by going through wide choke points at the cyan arrows. Only players may move between the blue double arrow areas that allow them to travel quickly between lanes. The concept is that enemies will spawn from the 2 larger areas normally and special enemies, waves, or events will spawn and come in at the central lane. The reason I think this is a good idea is it allows, again, for players to split up or join together, but if you want to join up together, it's going to be very risky since the only way to do it is to defend at the choke points that are SOO close to the main base. Plus you have to sometimes also deal with dangers from the main ramp, like bosses.

    Hope I'm not too late to brainstorm, but I came up with a list of detailed ideas for some necromancy spells...

    Splitting Plague: You launch a poisonous projectile at the target direction; if it hits an enemy, the projectile splits into additional projectiles that "seek" out nearby enemies but don't change direction mid-flight. These projectiles will not split on impact. All enemies that are effected take damage over time until the duration is over.

    Plague Scythe: Throw a spinning dark blade towards the target direction; if it hits an enemy, it attaches to the enemy and does damage to the enemy it's attached to and also to nearby enemies nearby. If the enemy dies, the scythe seeks out another enemy. The scythe lasts for a total duration of x amount of time, not depending on how many enemies it attached to.

    Poison Skull: Shoot a skull in the target direction, leaving a poison trail behind it that does damage to enemies that pass through it and does damage over time even if the enemy isn't in the poison area. The skull explodes if it hits an enemy, doing high burst damage. This adds strategy since you can either burst damage a tough enemy or purposefully miss enemies to effect the maximum area possible.

    Bone Tower: Create a tower of bones at the target location. Enemies collide with the tower. The tower springs up spikes near it frequently, dealing damage to enemies hit.

    Explosive Shade: Summon a dark being that randomly roams around for a short duration, smashing enemies and creating explosions.

    Orb of Life Force: Toss an orb of darkness at the target location. The orb frequently sucks up the life force of nearby enemies (works better with less enemies since it's more likely to kill an enemy if there's only a few to absorb life force from). So, effectively, it sucks up life force faster the less enemies there are. Once it's duration is over, it sends all the life force to the caster.

    Chaos Field: Drop a chaotic disk at the target location. All enemies that are effected recieve a chaotic effect. There's lots of things you could do, they could run around in circles and if they touch a non-chaotic effected enemy, it could spread it to them and all enemies that are effected take damage over time. Maybe it makes enemies attack each other. Maybe the circle stays there and it does damage over time and enemies that die become undead for awhile, who knows, up to you.

    Black Hole: This might be a bit of a challenge to make, but so far I don't think there's much you can't do within the limits of the engine when it comes to aesthetics. The idea is it doesn't need to suck enemies towards it, but if enemies step on the black hole, they get sucked inside and they take damage over time until the duration is over. If any enemies survive, the black hole explodes and launches enemies in random directions, dealing additional bonus damage.

    These detailed descriptions don't leave much to the imagination, but if you need the creative freedom to make whatever you want the way you want it, at least take these as inspiration. Really excited about this project and I hope you finish it.

    Posted in: Project Workplace
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    posted a message on Update a map

    If, in map info, your map has the exact same name as when you first published it, you can hit publish, log in, and manage your map right there. Towards the top it will say something like "Version 1.1", so all you need to do is republish it with the same name, easy.

    And no, triggers is not quite the right spot for this.

    Posted in: Triggers
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    posted a message on Damage requirement help

    If you create a behavior of type : Buff, search (damage) and it will show up as Combat: Damage Response+

    Posted in: Data
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    posted a message on Protoss Mage Defence

    So far, the abilities look Hella fun, in fact, I'd almost say more satisfying than diablo 3 abilities. Very impressive.

    Though I'm not an expert in this area of mapping (hero defense), I can tell you what I think I'd enjoy most. For the number of lanes, I think having 1 wide lane the spreads out like a cone the further you go out would work pretty well. Perhaps there could be benefits for the further you go out, maybe a score bonus if they don't get within x distance from the main building. The reasoning behind that is I'd like to be able to go out on my own and kill stuff by myself and then switch it up and join a friend and kill some things. If you have a better idea how to do that, that'd be great.

    I don't know if it's a valid suggestion, but I think it'd be cool to occasionally get powerups off of enemies to spice up combat a little since you are limited to the 5 abilities for the entire length of the game.

    I don't think I can really make any other suggestions because, as I said, I have little experience with hero defense maps. I wish you lots of luck with this project, it looks amazing and I can't wait to try it.

    Posted in: Project Workplace
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    posted a message on Weekly Terraining Exercise #167: Mozared

    @Telthalion: Go

    Hey, look at that Mozared, he got your frown perfectly.

    Darn good by the way.

    Posted in: Terrain
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    posted a message on Outcast Chronicles: Looking for a Story Designer

    I hate to bump this thread, again, but it'll only be a couple more days before I have nothing left to do except wait for a story designer or design it all myself, so I'm just making this last announcement that if I don't get any volunteers, this opening will be closed. I know a lot of you out there are working on projects of your own, but for those of you who have time and are willing to help out and this is a strength of yours, this is a great opportunity to practice.

    If I don't get any volunteers by the time I finish the terrain tomorrow or the day after, I'm locking this thread and doing it all myself, as unfortunate as that is. I hope I'm not just wasting my time here, even though mapster is not that active, I didn't expect it to be this bad.

    EDIT: I think I found my designer, you can still PM me just in case I still need another, but I think this job is now taken.

    Posted in: Team Recruitment
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    posted a message on #SC2Mapster Quote Thread

    I couldn't help but necro this thread a bit...too funny...

    [09:48] <Zandose> elk sausage almost done
    [09:49] <Zandose> no ones going to ask why im eating elf?
    [09:50] <RooKz> why are you eating elf?
    [09:50] <Zandose> ^that was all on me....
    [09:50] <Zandose> no comment
    [09:50] <RooKz> you meant elk didn't you...
    [09:51] <Zandose> i did
    [09:51] <RooKz> yeah, that was all on you...
    [09:51] <Zandose> next is boar
    [09:51] <RooKz> I can't wait to see what you misspell that into next time
    [09:51] <Zandose> : )

    Posted in: Off-Topic
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    posted a message on Zergling leap deals damage

    Maybe this will help, a step by step guide...

    1) Create a new effect, type = set

    2) Set Effects+ to Raptor Leap Remove and Raptor Charge Damage

    3) Set the damage in the Raptor Charge Damage effect

    4) Go to Raptor Leap LM and change Finish Effect to the set you created earlier

    It worked perfectly over on my end.

    Posted in: Data
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    posted a message on Outcast Chronicles: Looking for a Story Designer

    I'm actually kind of desperate here, so if you don't think you meet the requirements or you don't think you can finish in 2-3 weeks, we can find a workaround.

    Posted in: Team Recruitment
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    posted a message on Outcast Chronicles: Looking for a Story Designer

    Yes, this is another RPG...

    Anywho, I've started up a new project and I'm surprised to find that I'm progressing very very rapidly. All the systems are in place and the terrain is almost finished, but I still have yet to do the story design. I'd normally do it, but I decided I couldn't be bothered spending so much time on story when I could easily just make random quests and such that don't make sense. But, I would like to have maximum quality possible and this is a HUGE part of it since the map is story focused. (Plus I'm not great with story)

    This is a list of what the story designer is expected to do...

    1) Create a story map based on choices made throughout the RPG

    2) Design NPCs, including allied NPCs, neutral NPCs and enemy NPCs each with their own background story

    3) Design quests to be completed, and I don't mean WOW quests where you go collect 10 furs, I mean legitimate story based quests

    4) Design story based on path taken

    5) Write out realistic, believable dialogue for all the characters based on what is currently happening in the game

    I also expect a couple things from the story designer. First, the designer must be able to type and edit in near perfect english. Second, the designer must be able to complete all of the above in about 2-3 weeks. (If it helps, the map should take about 5 hours to explore all of the content in the game) I don't expect this person to have a lot of experience with writing story, but I do at least need an example of your work. (EDIT): Forgot to mention the story designer must also know most of the story from sc1, brood war, WoL, and HotS.

    To sign up, just send me a PM saying you want the job and a link or attachment to an example of your work that proves you can write, somewhat; it can be almost anything. If I decide to choose you, I will send you a reply with a document giving you all the information you'll need to get started.

    Posted in: Team Recruitment
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    posted a message on What do you guys think of 24 hour map challenges?

    Encouraging mapmakers to do partnerships would be fun and somewhat unique, though that means more of the community needs to get involved.

    If you want to subtract score, I'd say 100% score for 1 person, 70% score for 2 people, 50% for 3 people, and 40% for 4+

    The philosophy is things get a lot easier a lot quicker once you have 2 people and then 3 people, but having more makes it hard to organize, though I doubt anyone's going to join with 5 other people in this.

    Posted in: General Chat
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    posted a message on What do you guys think of 24 hour map challenges?

    Another thing is mapster tends to have a small experienced community, the one that's been around for years. Most of the better creators are always busy with their own projects and a lot of the newer users tend to keep quiet and occasionally make an account just to make a thread to ask for help on a problem that's previously been solved, but since the search engine is still terrible, they never found the answer.

    Besides, we already have WTEs, that's probably the fastest map creation you can possibly have and that's not a 24 hour thing either.

    Sorry, but unless you get a select few people that want to participate, there's not too much opportunity for something like this.

    Posted in: General Chat
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    posted a message on (Melee) (Feedback) Vented Network

    recently created a cool new melee 1v1 map with a concept that I've never seen before. I was thinking about one of blizzard's recent new melee maps that had a thin bridge between the two main bases that made rush distances really short. I was also thinking about how zerg use air vents in the sc1 campaign and the sc2 campaign and I kind of wanted to combine these ideas to create a really interesting melee map and this is what I ended up with. Basically, the air vents can be accessed by air, but until then, only small infantry can enter through the air vent entrances. It's possible to drop larger units, but again that takes air. You also can't build inside air vents. I will attach a screenshot and the file so you can see it. I also uploaded it on NA server as "vented network".

    What do you guys think?

    Edit: Requires HOTS to play, but the concept can be used in WOL as well.

    Posted in: Melee Development
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    posted a message on SC Expanded: melee mod

    All you did in that post was repeat what you've previously said...

    I get what you're saying, but I don't agree with it. The only result that we'd find by getting rid of the factions is a lot more work, it wouldn't actually solve anything. I personally couldn't imagine sc expanded without factions. That's the one unique thing I remember about sc expanded since the beginning.

    Rather than getting rid of it, you could refine it. Instead of everything being on 1 building, you could have factions picked in the game lobby and have all the faction changes displayed on a passive button on the main building. Then you could have the individual upgrades researched at each building depending on what unit they apply to. For example, raptor/baneling at the baneling nest. This idea would take some work, but it might feel a little better.

    If you were to do that, I'd put it near the bottom of the list, just because it's not a priority. (SoulFilcher isn't done implementing the HotS version)

    Posted in: Map Feedback
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