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    posted a message on Weekly Terraining Exercise #255: Forest

    @Terhonator: Go

    I used the Nova - DOM Fire Large on the ground, and the Void - Reentry Fire on the higher parts of the trees.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #255: Forest

    I decided I would play with the Jarban tileset a bit with this :)

    Posted in: Terrain
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    posted a message on Xeyed Custom Race

    It's been a long time guys, and as such, I have not kept you guys in the loop for ALOT of changes!

    Changes include a new upgrade for Aerialisk.

    The Roamer has a new ability, and Tunnel Burrow was replaced with a different one as well. (And was SO OP before I nerfed damage, omg...)

    Mendling gas/supply cost increased, mineral cost decreased and heal nerfed. (But can now use it's Sacrificial mutation without a research)

    Scorpalisk has slightly slower attack speed, deals no bonus damage to light, has increased health, and now only it's movement speed is increased from it's upgrade.

    Spitters projectile can now be dodged and has a higher supply cost.

    Casnolisk has a ability replacing drag, and constructing slime is now a targeted angled AOE ability.

    The Massalisk's damage/armor/supply has been increased.

    I also added a new mechanic to the feeding pool. It speeds up the production speed of larva to nearby Xeyed production structures up to 4 stacks. (The production of all Xeyed larva was nerfed by 20% so that when the buff is fully stacked, it is basically the same). Feeding Pool healing rate nerfed. Biomass Hatcheries and Aerial Nests can now only have a max of 2 larva.

    Posted in: Map Feedback
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    posted a message on Melee Maps Showcase

    Hi guys, me, once again. 3 new maps have hit my list.

    Frigid Temple is a spinoff of the ladder map Frozen Temple. I was feeling lazy at the time, and decided to make one that was simply an existing idea that I bent to my ideas. First off, I changed the spawning locations, making a backdoor natural, and a somewhat different path to the enemy base. A 4th base can be somewhat difficult to defend, depending on which you take.
    http://i.imgur.com/55E9Y3i.png

    Jarban Slums is one of my favorites, design wise. The map itself is symmetrical, but due to asymetric rock placement, it has both players inclined to play on the same vertical side, which is asymetric left to right. 3 bases are fairly straightforward to defend, but you must begin expanding towards your opponant afterwords, whether going into the top or the bottom side of the map.
    http://i.imgur.com/1A23XaJ.png

    My latest, Operation Crossover, is a fairly straightfoward macro map. For the 4th base, you have the option to take the gold, which is vulnerable to backdoor attack, or the safer blue resources. With many side paths and a large center, there is alot of flanking opportunity once your or your opponant ar above 4 bases.
    http://i.imgur.com/jsk8YVF.png

    Posted in: Map Feedback
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    posted a message on Melee Maps Showcase

    Hi guys, it's been awhile since you guys heard from me. Asides from work I have often spent a fair amount of the spare time I have on making melee maps. Most of them aren't completely fleshed out as far as the aesthetics are concerned, but I mostly have the layouts figured out.

    My first, Assiduous Expanse, placed in the top 23 of the latest Team Liquid Map Contest. While the below image is not currently the latest version on Battle.Net, or the version that was in the TLMC, it is my latest iteration in my files
    http://i.imgur.com/YVZlR0h.png

    Shortly after conclusion of the TLMC, I made the map Magma Rush. The idea is the three bases are fairly open to air/drop play. But with the rocks between the natural and 3rd, it helps ground armies to be able to defend without getting overwhelmed by multi-prong attacks, if broken down.
    http://i.imgur.com/YMHwuF0.png

    This next map I made, Waypoint Station, uses gold bases and rocks to create different base layout/army movement dynamic. Taking either gold base has risks, with either inferior defensive potential, unless holding high ground past the ramp, or the gold horizontal to the natural, which is expanding towards your enemy, and making you vulnerable to drops if positioning army to defend it.
    http://i.imgur.com/38qPUzp.png

    My only 4 player map at the moment, Shakuras Tribunal is on a rotational setup, and it's cross spawns only. The area at the close 3rd is a bit smaller, and therefore somewhat easier to defend, but the other base on the high ground nearby also makes a great 3rd because you are not expanding towards you opponent.
    http://i.imgur.com/uSv0Qqp.png

    On this map, Bigwell Industries, beyond the 4th base you will be expanding toward your enemy, but do you go with bottom or top? The bottom is less open and easier to defend, but will only secure you one base. The top, however, is very open, but will also possibly allow you to secure a high yield resource field.
    http://i.imgur.com/OTBI1Hh.png

    For the Destitute Quarry, everything is looking up and up. The 3rd and 4th are pretty close, the 3rd being fairly enclosed and not terribly hard to secure, but the 4th is open to flanks in alot of areas. Instead of expanding towards your enemy in the late-game, you expand upwards, therefore making you more and more vulnerable to surprise attacks the later the game becomes.
    http://i.imgur.com/ALhzHOu.png

    Raven Port, or what most people I have seen called it "Dusk Towers", is a map with a large main and 3rd, but with a backdoor expansion. The natural is fairly open to attacks from the air, but that big turret helps by blocking air. The 4th base only has 1 entrance at first, but rocks can be broken down to open a much more direct path between you and the enemy, almost eliminating the amount of time it takes for rallied troops to cross the map.
    http://i.imgur.com/1Fuqu7K.png

    I hope you guys enjoyed my little showcase and seeing my though process behind the making of these maps, until later then. :)

    Posted in: Map Feedback
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    posted a message on Leviathan tentacles weapon

    The Leviathans ground itself attack is actually a very complex behavior. The weapon you see in the weapon data tab you might see is just to put visible info for the weapon in-game.

    Posted in: Data
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    posted a message on Xeyed Nascency Campaign

    So, I have some unfortunate news. If it's not school, it's work eating up my time. I haven't really much time to work on this campaign, pursue my other hobbies, take care of myself and work on remodeling the house in which I live at the same time. So until otherwise stated, I will be placing this project under hiatus.'

    EDIT: I will however release the latest version of mission 3 later today.

    Posted in: Map Feedback
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    posted a message on obsessed terrain

    @Cacho56: Go

    Yo dude, your link to new version of plugin leads to a 404 error

    Posted in: Terrain
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    posted a message on [Request] Random Map Generator

    THAT BUMP THO

    Like I know it was intentional, but THAT BUMP THO

    Posted in: Tutorials
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    posted a message on Xeyed Nascency Campaign

    Thanks for the feedback guys. Working on the problems I noticed in your play-through Deltron. I will resume work on mission 4 sometime around the 12th, so maybe expect some photos a few days after that date.

    Posted in: Map Feedback
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    posted a message on Xeyed Nascency Campaign

    Are you saying, when boss goes under 3750 or so, it dies? The smaller version after main boss is something I added.

    Posted in: Map Feedback
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    posted a message on Xeyed Nascency Campaign

    So, I have taken a break from the campaign to work on a map I will be submitting to the Team Liquid Map Contest. Just letting you guys know. :D

    Posted in: Map Feedback
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    posted a message on Unable to use Blender M3 Hotfix

    Hey guys, I have been trying to get this darn thing to work lately, but I simply cannot. When I use the batch it speaks of missing files such as C:\Windows\system3\newfile or (Same file path) m3list2

    I am running the batches as admin, and have a python application link in my Hotfix folder, so I honestly have no idea why I am "missing" files.

    Posted in: Artist Tavern
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    posted a message on [Campaign] Unification of Purifiers

    How come you label this as a DLC?

    Posted in: Project Workplace
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    posted a message on Cruiser making

    Have you added the abilities to the battlecruiser, and linked the buttons to the correct abilities? Simply adding buttons to a command card will not make them do anything.

    Firstly, add a ability to the battlecruiser called "Queue (5)", then add a cancel button to the command card, set command type to ability command, and set the ability to Queue, then in the lower dropdown, set to "Cancel"

    For training bio, add the Barracks - Train, and set the train marine button in the command card to "Command Type" "Ability Command", and proceed to select the values for ability and ability command drop-downs.

    If linked to the ability correctly, your battlecruiser should be capable of training marines, and cancelling the train command as well. Just adjust this procedure accordingly for the other units and abilities.

    Posted in: Data
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