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    posted a message on [Contest] Screenshot Comics - Votes 1

    Rodrigo's Protoss one was the best, the only one even close to funny in my opinion.

    Rodrigo's Two Towers one should be disqualified both for the real life photos and the sheer offensiveness, if Aegis's was disqualified why isn't this one? Not that I'm supporting Aegis as I really didn't like it at all.

    Posted in: Project Workplace
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    posted a message on Mafia: Lies and Murder
    Quote from awesomeasusual: Go

    There's an infrequent gamebreaking bug just after the "enter your name" phase. It says something like func failed to finish in time or something and the game stays in a black screen after name entry and never starts.

    To top that off, I want to comment that... THE GAME IS TOO SLOW. Why are you wasting time with slow pans over landscape and excruciatingly long death sequences. I came to play mafia, not watch pre-canned death sequences a thousand times. The night sequence where you hear people getting killed is ALSO TOO SLOW. Dear god make them faster, Why do I even have to hear the gun shots? If you need to leave them in, can you at least speed up the sequence to less than 8 seconds? Right now it took 2 minutes one time for the dust to settle. And that's 2 minutes a night.

    One of the key rules of replayable game design is never to make your players wait with nothing to do. Also, maybe give the dead players something to do? Persistent betting maybe?

    Also, make the default discussion, night, and trial times shorter. These things are always shortened in every game, might as well make it default.

    You have a good rendition of actual Mafia here, but you dearly need to speed things up since this game is supposed to be highly replayable.

    PS: Put in the help file how to write your last will, over half the people each game have no idea how to do it.

    Though I disagree with the posters method, I think an ingame option to "skip sequences" would be good. Just a little check box where, if clicked by the host, will skip all the lengthy sequences, or perhaps a button that the host can press in-game to skip the current sequence.

    Also, an option to minimize the chat would be nice too, where you only see the last three bars of chat and the box isn't that big. I found it very annoying that it was so large, kept getting in the way.

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder

    Hey Revenant, I've been playing your games since War3 and have always enjoyed them.

    Though I believe you ended up making mafia way too complicated on War3, the setup would take way too long.

    Any way I can convince you to use bank files to allow the saving and loading of custom game set ups?

    That way I can set up a custom that I like, save it to a slot, and quick load it whenever I'm host.

    Posted in: Map Feedback
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    posted a message on Community Project - Information Thread

    I have 0 desire to face an AI opponent in a TD. If I wanted to do such a thing I could play one of the many already made, or just play one on the internet.

    The unique thing about TDs over SC2 is the player interaction. When everyone is playing separate maps it ruins that. So why should I waste my time playing it over the many others that are out there?

    it just seems like a lot of work to put into an essentially single player TD.

    I have also played 2 TDs with versus over SC2, oddly enough they were also the only successful ones at the time, the only ones I enjoyed playing, and the only ones I played again.

    Posted in: Project Workplace
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    posted a message on Community Project - Information Thread

    pfft no versus? I have lost all of my interest :(

    Posted in: Project Workplace
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    posted a message on Community Project - Information Thread

    It should def have a versus mode.

    both team and solo.

    Posted in: Project Workplace
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    posted a message on Community Project - Information Thread

    "Link" towers, that shoot a beam to another tower, units passing through the link suffer an effect depending on the other tower linked. A tower can only be the "link target" of 1 link tower.

    E.x.

    Slow Tower: units passing through the beam are slowed

    Any Damage Tower: units passing through the beam are damaged by a fraction of the linked towers damage, depending on the tower. (so if you link a super heavy single target tower, it wont deal super heavy damage to every enemy)

    AOE Tower: any unit passing through the link gets hit with the AOE damage (splashing it onto nearby units as well) it would also have to be a fraction as it would add up fast.

    Debuff Tower: applies the debuff to each unit

    Link Tower: applies the same effect as the the link towers link. (First Tower links the second Link Tower, Second Link Tower links a slow tower, both "links" now apply the slow, useful for applying the effect at a further distance, especially if the effect tower costs more than the link tower.)

    Posted in: Project Workplace
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    posted a message on Viking Turret

    @Nahotnoj: Go

    Can someone make one of those? it would be greatly appreciated.

    Posted in: Data
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    posted a message on Viking Turret

    Hey I want to make the top half of the assault mode viking a turret, meaning it will always aim towards the target even while moving.

    (like the diamondback's turret)

    any idea how to do this? I looked at all of the diamondbacks data and such with no avail.

    The only real difference is apparently the fact that the diamondback has a turretZ reference and the viking does not.

    can anyone right me up a viking assault with a turret Z?

    Posted in: Data
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    posted a message on SC1 Greatest Hits

    Woah! sc1 greatest hits and it doesn't have any of Battlecraft, Golems, Crash RPG, Zone Control, Cat and Mouse?

    All in all great game, I didn't really see these played much back in the day though, cept Big Game Hunters.

    There were variations of DtR, but honestly it wasn't very good to begin with :S

    Posted in: Project Workplace
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    posted a message on Team Colors and Textures

    Any way that we can do this without 3ds max?

    I'm using GIMP to edit the texture of a model by first converting it to JPG, I then wish to add team colour to some parts, save it, reconvert it to DDS then load it in SC2 just fine, team colour and all.

    I used to be able to do this in WC3

    Am I just a dreamer? or is there a way I can set the alpha to use team colour without using 3DS?

    Posted in: Artist Tavern
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    posted a message on Custom Map Tournaments

    Smashcraft.

    Posted in: General Chat
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    posted a message on The Texture Shop (request icons and textures)

    I need a team coloured version of Tychus if anyone can have it arranged :S

    Posted in: Art Assets
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    posted a message on Exporting Blizzard Resources

    are there any way to pull blizzard resources? like the static portraits, I'd like to use some for a loading screen.

    Posted in: Artist Tavern
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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    PSR is a terrible ranking system, here's the main reasons why.

    Even if you're the top ranked player, if your team loses, your PSR goes down. I'm assuming the P stands for personal so why are you ranked based on the performance of your team?

    Secondly, when a team member disconnects, you still lose PSR if you lose, how is that fair when it is now 2v3?

    Thirdly, I appear to lose PSR whenever I leave a game for any reason, including d/c or allies leaving.

    Posted in: Project Workplace
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