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    posted a message on Easiest way to “infest” a base witty both structures and doodads?

    Hi. Infested terran structures need "Colony Infestation" behavior to add visual and gameplay effects. You can do this by triggers or data.

    Posted in: Triggers
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    posted a message on [Solved] [Effects/Abilities] Fire that damages units in it and has a lifetime + Ability that removes fire in a radius

    1) I think its best to start by making the fire as permanent first. So you need to set an effect that does damage to all units in area. Have you inspected Rip Field Generators for example? (WoL campaign mission with Battlecruisers)

     

    I cant help much with this but hopefully I cant lead to right direction at least.

    Posted in: Data
  • 0.952146375791696

    posted a message on Refinery making noise ingame [SOLVED]

    Thanks again BaneBirst! Got this fixed. I did not understand to check Vespene Geyser unit. SOLVED.

     

    One more noise problem still remains. Infested Command Center and maybe few other infested buildings are causing noise. Maybe that sound is somehow linked to Colony Infestation behavior? I will try to find solution for this. I just hate all ambience sounds :)

     

    I found a solution to infested buildings by editing events of actor called "ZergColonyInfestationLoop".

    Posted in: Data
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    posted a message on Refinery making noise ingame [SOLVED]

    Hey. Refinery is causing noise ingame. How to disable that sound in data editor completly?

     

    Unit1: Refinery

    Dependencies: Legacy of the Void including Campaign data

    Problem: Unit is causing sound ingame

     

    I have checked list of sounds and actor events but I cant find the linked sound. Any other ways to find this sound?

    Posted in: Data
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    posted a message on Infested Colonist / Infested Marine causing noise in editor [SOLVED]

    Thanks BaneBirst! I got this fixed and learned more about actor events. Solved.

     

    Additional note, if you hear wind or other nature sounds and want to remove those this can be done by modifying Terrain Types data, select used tileset and modify (Basic) Ambience field.

    Posted in: Data
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    posted a message on Infested Colonist / Infested Marine causing noise in editor [SOLVED]

    I can't find the "bubbling" sound. I can find Infested Colonist "Yes" "Select" and that kind of voices but not the one that causes sound in editor and ingame. I belive this has something to do with "sound emitter". How to remove sound emitter?

    Posted in: Data
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    posted a message on Infested Colonist / Infested Marine causing noise in editor [SOLVED]

    Hey. Infested Colonists and Infested Marines are causing noise in editor. How to disable that sound in data editor completly?

     

    Unit1: Infested Terran (Campaign) (ID is infested Civilian)

    Unit2: Infested Marine (Campaign)

    Dependencies: Legacy of the Void including Campaign data

    Problem: Unit is causing sound in editor

     

    Posted in: Data
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    posted a message on Peak Vespene (MOD + Campaigns blueprint)

    PROGRESS

     

    31.5.2020: I have created most basic Mar Sara environment objects as units technically. Environment objects block line of sight (Blue footprint) and are shown in minimap as neutral units.

    Posted in: Map Feedback
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    posted a message on Peak Vespene (MOD + Campaigns blueprint)

    DATA

     

    - I will do all unit balancing with a simple formula but I will try to keep unit stats as close to original ones as possible. This will be single player MOD so I am not going to worry about multiplayer balance.

    - Modified line of sight mechanics: Rocks and trees block line of sight.

    - Terran infantry units will have "Mechanical" attribute instead of "Biological". Reasons behind this change is to encourage player to build more Factory units and avoid too often used Marine/Medic army. It also makes sense that infantry are mechanical because their strength / endurance comes from used combat suit. (You have to weld the armor)

    Posted in: Map Feedback
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    posted a message on Peak Vespene (MOD + Campaigns blueprint)

    MAPS

     

    Chaper 1, Missions 1-3:

    - Terran vs Infested Terran

    - Locations: Mar Sara

    - Focus on Mar Sara environment objects, basic Terran units and infested Terran units (MOD)
    - Theme: Mara Sara Colonial Militia is fighting against infested Terran colonies on Mar Sara
    - Player: Mar Sara Colonial Militia, Color: Blue

    - Enemy: Infested Terrans, Color: Orange

    - Story: Starting point of the campaign is almost same as in Starcraft I. However, player does not meet Marshal Raynor. The infestation has role in events of Mar Sara.

     

    Chaper 1, Missions 4-6:

     

    - Terran vs Zerg

    - Locations: Mar Sara

    - Focus on Terran units and basic Zerg units (MOD)

    - Theme: Mara Sara Colonial Militia is fighting against Zerg swarm on Mar Sara

    - Player: Mar Sara Colonial Militia, Color: Blue
    - Enemy: Zerg Swarm, Color: Orange

     

    Chaper 1, Missions 7-9:

    - Terran vs Terran

    - Locations: Mar Sara

    - Focus on Terran units (MOD)

    - Theme: Kel-Morian Combine is invading Mar Sara for its natural resources

    - Player: Mar Sara Colonial Militia, Color: Blue
    - Enemy: Kel-Morian Combine, Color: Teal

    Posted in: Map Feedback
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    posted a message on Peak Vespene (MOD + Campaigns blueprint)

    Hi. This post is going to be kind of "I am back in the saddle again" post.

     

    I have not been active with Starcraft II modding between 2017-2020. When Warcraft 3 Reforged was released my plan was to create a campaign for it. However, Warcraft III Reforged failed terribly as we all know and basicly it does not offer the tools we need to create campaign content. So, I still have enough passion left for a small project and I have decided to create a small campaign for Starcraft II.

     

    Game: Starcraft II: Legacy of the Void
    Project name: Peak Vespene
    MOD name: Peak Vespene MOD
    Example of project naming: Starcraft II - Peak Vespene - Chapter 1 - Mission 1
    Created by: Terhonator

     

    MOD - General:

    - All maps use same MOD. (PeakVespene.SC2mod)

    - Units are balanced with formula that is familiar from card games (Power, Toughness, Keywords)

    - Remove as many damage and armor types as possible

    - Customized races and tech trees

    - Focus on single player mechanics / balance

     

    MAPS - General:

    - Keep it simple!
    - All maps use same campaign file (PeakVespene.SC2mod)
    - No map specific data changes
    - 1 race / organization per Chapter as playable race
    - 10 missions per Chapter
    - Focus on gameplay mechanics, not on fancy cinematics or other cool outside gameplay mechanics
    - Minimal story: All story is written in loading screens and mission objectives
    - Big theme: Terran corporations, Zerg swarms and Protoss tribes are fighting for natural resources of Koprulu Sector. Term "Peak Vespene" comes from "peak oil" (https://en.wikipedia.org/wiki/Peak_oil)

    - Map naming system: C01M01, C01M02... C02M05

    - No mission timers that make player feel that there is some need to hurry. I want players to take their time, test different units and strategies and encourage much slower playstyle. (Opposite to multiplayer games)

    Posted in: Map Feedback
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    posted a message on Hand of Humanity (old version)

    That version is from 2017. I am looking for any older versions. Unfortunately I did some experimental things 2015-2017 on Hand of Humanity project and during that time I lost some good content.

    Posted in: Map Suggestions/Requests
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    posted a message on Hand of Humanity (old version)

    Hi. I have lost all my old versions of Hand of Humanity campaign - all the way back to years 2010-2015. Jayborino has a video of the campaign:

    So if you have any old files of this archived I would like to get a copy of those. Thank you! (I am the creator of the campaign)

    Posted in: Map Suggestions/Requests
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    posted a message on I'm moving to Hiveworkshop

    Hi. Just wanted to inform people that I am going to mod Warcraft 3 Reforged in future and I am moving to Hiveworkshop.

     

    I have already started to plan my project: https://www.hiveworkshop.com/threads/armorer-mod-campaigns-blueprint.318326/

     

    Thank you sc2mapster.com for great community especially during 2010-2015 when SC2 was hot.

     

    Posted in: Off-Topic
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    posted a message on Warcraft3 Reforged

    Warcraft3 Reforged: https://playwarcraft3.com/en-us/

     

    Hi. I have not been active with Starcraft2 in some 2 or 3 years. However, Warcraft3 Reforged is released soon and I am very excited about it and I have already started to plan my own campaign for it. Do we have some modding community for Warcraft3 Reforged already?

    Posted in: Off-Topic
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