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    posted a message on Artifact Nova no longer plays Energy Nova Shockwave Model

    Sweet :D That's way better. I reset everything to parent and then used triggers. I used Kerrigan buried as the unit spawned at location 5. For some reason, if the unit died, the nova would stop. And the nova was killing the unit. Something like that anyway.

    Posted in: Data
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    posted a message on Artifact Nova no longer plays Energy Nova Shockwave Model

    Hey I had Nova working perfectly but now it doesn't appear.

    How can I easily trigger the Nova Model show up in the center of the map, to kill all units on the map.

    What I had was a Murdoc with the Nova ability enabled in the Data editor under Units / Abilities. Then I created that murdoc in the center of the map and ordered him to use Nova Ability. Now there was somewhere in the Nova targeting where I changed it to kill all units but I've forgotten where.

    It worked perfectly but now the map doesn't show the Nova Shockwave :((

    And help would be greatly appreciated and credit given to the person who gives me the solution.

    Thanks peeps :D

    Posted in: Data
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    posted a message on Where did everyone go?

    @QuantumMenace: Go

    World Of Warcraft Expansion.

    Posted in: Off-Topic
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    posted a message on Map size and what can fit in it

    @Vlaeder: Go

    Make all the doodads and units a tenth of the size they already are and you end up with a map 10 times bigger.

    Posted in: General Chat
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    posted a message on How to beta test a map as player 2?

    @foolcoolguy: Go

    Buy another computer, and another copy of starcraft 2, and rig it up with a hub, and then create a game with one computer and join with the other. Then play against yourself. I did that.

    Posted in: General Chat
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    posted a message on How to stop an air unit from "Bobbing"

    @EdwardSolomon: Go

    Data editor / Units/ find unit/ right side type "Fidget" go in there and reduce the UI fidget levels to zero. They should just stand there like a robot.

    Is that the bobbing you are talking about?

    Posted in: Data
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    posted a message on Article: What criteria is needed to succeed?

    I've been looking at the level dedication needed to be a success in making maps for games. With the vast education I have and the decades of experience, I've come to some conclusions.

    The first levels I created were for Warcraft 2. I've made thousands of maps from RTS to FPS to Racing Sim tracks.

    I'm not having a bitch here. I'm not complaining. I'm pointing out what criteria is needed to succeed. This is not everything, and there are exceptions to this structure. This is just the basic fundamentals of how success is accomplished.

    1. The big winners are the First In Best Dressed.

    You Snooze? You Lose.

    If there are 3 custom maps in the entire world, maybe a day after the launch, then they have a huge chance of being played a lot.

    If you make one of those maps rather decent, then it gets played continuously. Since everyone else is used to playing that, they get into the mode of playing what they are used too and not changing. They settle into a rhythm which is what they like adjust to. That in turn has everyone who comes along, seeing this map as the most popular so they want to check it out.

    See I can not stand MSN. It's the most annoying IM I have ever seen. But I use it. Why? Because everyone else dose. I've got no choice. If I want to get in there and have fun with other people, I have to use what they are using. Even if it sucks.

    Now there is also another element to this.

    2. It's the Built In Fan Base.

    Final Fantasy fans are going to flock to the Final Fantasy maps. WOW fanatics are going to make sure the Star Craft WOW has a huge following. Big Game Hunters fans are going to support new maps that are Big Game Hunters orientated. It's just the way it is. And it's not like I have done the most amazing job of Big Game Hunters that it's getting so many downloads. Hell anyone here with half a brain could have put together what I did with that map. It's just that I got in there within the first week of the release of Starcraft 2.

    Now at that stage, I remember there being about 8000 maps on this site. Instantly I was WAY TOO LATE. Conclusion? Beta testers are Gods.

    To get your map to be noticed in the First In Best Dressed department, you need to essentially be a beta tester.

    There is more to this equation though.

    3. You need to have a TEAM.

    As a beta tester, you need have your entire map planned out in advance, have a team of friends who are also all beta testers and map makers, and together, within about 12 hours of the beta testing beginning, create a map which rocks and best suits the general community of gamers preferences.

    See a team allows you to beta test your own maps. It also allows each person to specialize and do their part of the project. Without a team, your progress is exceptionally slow, and you can not get the best out of your project.

    - You really need the following crew:

    Project Manager: The head of the project. This person need massive clout, and a brilliant leadership and company running skills. They keep the project on track and moving forward. Without them, you can't have the team working together, and without the team, you fall behind and if you snooze, you lose.

    Project Designer: This is the creative element of the project. With the help of the manager, the designer brainstorms ideas to come up with the project. Other may help in this brainstorming but ultimately, the designer has the last say.

    Story Designer: This person is in charge of the story of how the project plays out. They basically write the story. If you have someone who knows story exceptionally well, you can incorporate that awesome entertainment structure into virtually any project. Even TD has a strong story line.

    Engine Designer: This is the person who governs how the game play is done. They works strongly with the story designer to get the engine to do what the story designer wants it to do. With the Galaxy editor, this person would be the Data Editor. A supreme expert in Data editing.

    Level Designer. This person is an artist. The worlds they create are visually stunning. They create the world in which the story will exist. And expert in level design will set your projects apart from many of the rest.

    Game technician: Probably many other titles for this job but the point of this person is to use the engine, and the level design, and take the story and put it all together. In Starcraft 2 terms, The Trigger Editor. Someone who is a trigger genius will save months of work.

    Animation Editor: This person is like the director of a movie. He tells the characters to go where they go and when to go there. He has the hand gestures and the movements look blisteringly real. This is what gives cinematics a who new level of beauty and it's a job title unto itself.

    Dialogue Actors: Any great story needs great dialogue. Without awesome voice actors, your project will lack the luster that blizzard can produce.

    Sound Editor: Sound is HUGE when it comes to projects. Movies are more about sound than visuals. Don't believe me? Check out "M Night Shyamalan's First Alien Movie" DVD extra on the movie "Signs"

    Beta Testers: These need to be professionals. They are basically code crackers. They test every combination of events systematically exploring all possible ways to make the project fail. When they find failures, they document exactly what they did and how to recreate the fault. They then pass this on to the project manager who will get the information to the related personnel to fix the fault.

    Marketing Personnel: These people are specialists in their field of marketing. For example 5 people to create games to spam the popularity system on battlenet. Forum marketer to get on forums and advertise the product. Youtube video producers, Screenshot editing masters, Graphic designers for poster like images. A big part of this is the Market Researcher who will looks at what the demand is in the market place and what makes projects successful.

    4. The reality of a team.

    So there you go. That's the basis of the jobs that must be executed well in order to compete.

    Now this needs to be done in the beta testing of the level editor, stage. Because that will give you all the experience and the knowledge needed to compete down the track, and the head start on all the competition.

    Feature films aren't made by one person. There is a huge team all working together to get the project made. It's a vast array of jobs and Game design or map creation is no different. The laws of the business are the same. It's a collaborative effort. It's preproduction, production, and post production, along with a marketing campaign. If you don't work within the model of how things are done, you are falling behind.

    5. Me as an example and the reality for many map makers.

    I for one didn't have the time or dedication to get myself a spot as a beta tester. Yes I could have spent $4000 to go to blizzard con and get one there or have a massive community of friends from decades of obsessive game play where one of them could have invited me, but I'm not that dedicated. I have a family. So that's the beta testing benefit gone.

    I don't have a massive amount of friends who are mappers who I can get to help me make projects, so I have to do every single one of those jobs above myself. Some of which I'm not dedicated enough to do. Animations are just way too complicated for me to learn. Data editing is a whole new world and while I have done well, it's still a nightmare. I wish I could make chain lightning and stuff but with all the other stuff I have to think of, I just can't wrap my head around it.

    I don't have beta testers. Do you know how hard it is to set up a computer next to you and to play on 2 computers at once?

    And now that I have spent hundreds of hours perfecting the maps, I get 1 download a day. I seriously don't have the time or the dedication to spend 10 hours a day marketing the maps, all the while using my other systems to play the maps online to get it even semi popular.

    The thing is, they are great maps. Well balanced, 5-10 minute games, escalating action, intriguing strategy and simple yet creative. I wouldn't spend 300 hours on something that I wouldn't enjoy playing. I'm not that dedicated.

    It makes me wonder how many brilliant geniuses out there have talents above and beyond anything you can comprehend, who just can't succeed because they don't follow these criteria for success. And yet there are people who are fairly novice and pathetic when it comes to ability yet with them following this criteria, they succeed.

    Again, I'm not having a bitch here. I'm not complaining. I'm pointing out what criteria is needed to succeed. And those who can get into this criteria and make it happen, are people who blow my mind. I could never spend that much of my life getting all this criteria together. And therefore, it's my choice to not succeed.

    6. Where us small timers can see smile at our success.

    Where I do succeed is in making maps that are serious fun for me to play, which I'm fairly sure others would love to play if they ever played them (which I don't care if they play them or not) and where I achieve something that very few people in the world would ever achieve. All my success is in my hands and in that, I have 100% succeeded in my goals.

    I don't mind that Nexus Wars gets all the glory. All stand is awe of the Nexus Wars!

    7. Conclusion

    There are always exceptions to the rules, but these are rare. Often it needs an established fan base, an amazing concept to drag people in away from the most awesomely perfect stuff that's already out there, and exceptional execution to deliver on the concept promise. These are exceptionally hard to establish when there are 10,000 maps they have to choose from.

    It all comes down to the fundamentals. How dedicated are you?

    Posted in: General Chat
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    posted a message on [Contest] Out of Bounds

    @Introversity: Go

    One obstacle = Mass marries spawned from Battle cruisers.

    Where others have 1 unit going for the goal, and 3 lives, I have thousands of units and thousands of lives, and you need to get past the obstacle 700 times to win.

    Yeah doesn't fit the criteria exactly but I didn't know how much you could mess with the concept before it changes to an utterly new concept. The contest didn't specify what the criteria for what makes a "bounds" map.

    But yeah some of those other maps are way better as the specified "Bounds" structure and concept done their style.

    Posted in: Project Workplace
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    posted a message on Arcraft hanger doodad. Where is it?

    @Gurrgel: Go

    Woo hoo! Thank you :D

    Posted in: Terrain
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    posted a message on Arcraft hanger doodad. Where is it?

    I can't find that aircraft hanger looking doodad. It's a corrugated iron shed with a curved roof. Please can you tell me where to find it?

    Thanks peeps. You all rock!

    Posted in: Terrain
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    posted a message on [Contest] Out of Bounds

    Oh I just realized there was a forum post. I was looking for it in the news announcements section.

    Embed Removed: https://www.youtube.com/v/71hUZa50arM?fs=1

    This is actually a fully working game where the Battlecruisers spawn marines which attack the enemy's Battlecruisers and marines, hoping to break through the enemy frontline and reach the portals on the other side.

    Just like in world war 2 where the army had a huge line of troops that the enemy constantly tried to break through.

    http://www.sc2mapster.com/maps/frontline-wars/

    Posted in: Project Workplace
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    posted a message on 100% impossible to change team color

    @ChromiumBoy: Go

    I haven't been playing with a gui so I never had the button up there to click. Don't have a user manual either, but ChromiumBoy thank you!

    I spent about 12 hours changing colors in the map trying to fix it.

    That's one huge problem fixed with the click of a button. LOL I feel dumb now LOL. Back to working on my brilliance ;)

    Posted in: General Chat
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    posted a message on 100% impossible to change team color

    I've been trying everything. My game installation refuses to accept the idea that anyone would ever want to have a different color and so it decides that I am green every single game. And every other player is the same color every game too. But it's not normal. I'm player 1, so I'm green. It makes player 2 blue, player 3 is yellow, player 4 is red, player 5 yellow, player 6 blue.

    I go into Big Game Hunters and with all AIs as my allies and all of them are yellow.

    What the hell is going on here?

    Posted in: General Chat
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    posted a message on My sniper round comes out the side of Tosh's gun!

    Ok I removed "Attack" and inserted a trigger. On select, issue order to Tosh to use ability snipe on triggering unit.

    But Tosh just stands there. He doesn't aim. The muzzle flash goes off to the left as if he accidentally bumped the trigger. "Oops." But the Sniper round bullet shoots straight out the side of his gun.

    Imagine a camera watches Tosh standing there holding his gun. Right hand on the trigger, left hand relaxing to the left, holding the barrel. So the Gun points to his left. In front of him, is a target. Bang, his gun goes off, muzzle flash shoots to the left, but his bullet hit's the target in front.

    So how do I make him aim when he shoots?

    Posted in: Data
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    posted a message on Marine Shooting Model/Animation

    I got the same problem. My guy's gun shoots but he doesn't aim. The bullet comes sideways out of the barrel.

    Posted in: Data
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