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    posted a message on Win Conditions?

    Can someone point me to a reference about how to change win conditions?

    Posted in: Miscellaneous Development
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    posted a message on Terran Barracks and Factory Footprints
    Quote from roguelike: Go

    If you turn on the advanced options (middle button on the data editor next to the field search bar), you can change the placement footprint from 3x3 to 3x3(2x2 addon). However, that will actually prevent players from building a barracks if there isn't room for an addon.

    This is exactly what I'm looking for. I'll look into this. Thanks.

    Quote:

    EDIT: The actual green skeleton barracks you see is a model and unfortunately there is no rax+tech lab model. Somehow the barracks/factory/starport build tech lab manages to put the two models together, so you might look at how it does it.

    This is what I was intending to try and figure out but wasn't having any luck.

    Posted in: Miscellaneous Development
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    posted a message on Terran Barracks and Factory Footprints
    • tumbleweeds*
    Posted in: Miscellaneous Development
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    posted a message on Grid Line Alignment

    Is there any way to adjust the grid lines?

    That the grid doesn't align with with the actual map boundaries is causing me undo stress and frustration. ;)

    Posted in: Miscellaneous Development
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    posted a message on Terran Barracks and Factory Footprints

    @zenasprime: Go

    bump

    Posted in: Miscellaneous Development
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    posted a message on Terran Barracks and Factory Footprints

    Hi,

    I've got an interesting problem that I think I have a possible solution for but don't know enough about the editor to implement either. I'd like to solicit the good sc2mapster community for some help (or at least a finger pointing me in the right direction).

    The situation is thus: I've created a custom map which has removed flying units as well as has removed flight from certain Terran structures. Unfortunately, removing flight from Terran structures such as the Barracks and the Factory has created a game play issue where once a player drops one of these, it is there for good. Terran player, however, are used to being able to reposition their structures in order to build Tech Lab or Reactor addons. I've had instances during Playtesting where a Terran player will throw down a Barracks or Factory in an area which now prevents them from building the upgrade addons.

    I've thought of a possible solution to this issue: When a player goes to build a factory or barracks, they are provided with the ghost silhouette and footprint of the fully constructed structure with the addon attached. This way they get to see how much area they are ultimately going to need if they choose to build the addon.

    Now I'm guessing that I need to fiddle with the "ghost" footprint model and the footprint itself in some fashion. I'm going to try experimenting but is there someone out there that can help me along so that I don't waste too much time on my experiments?

    Thanks, -z

    Posted in: Miscellaneous Development
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    posted a message on LoS up a level?

    @Grogian: Go

    Awesome thanks! :)

    Posted in: Miscellaneous Development
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    posted a message on LoS up a level?

    Hi folks,

    What do I need to adjust to get a special unit to see and engage units that are up a level or two?

    -z

    Posted in: Miscellaneous Development
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    posted a message on Xibalba Station - Beta testing request

    Hi,

    I've been working on my first map, a small 1v1 multi-player, over the last couple of weeks and I think I've gotten it to a playable state. I would like to ask the help of the community to beta test balance between the three factions. Since I've removed air units from game play, I've noticed that there might be some countering issues, though, since I play mostly Terran, I might be a little biased. ;) If you are interested, you can find the map through Battle.net under the name Xibalba Station (beta). Please have a few goes at it and provide your feedback either in this topic, or through comments left on it's sc2mapster page. Please include a reference to which beta version you may have been playing (currently at v0.1b). Any and all help and suggestions are welcome!

    Here is the description of the map...

    Xibalba Station is a small (96 x 96) custom multi-player (1v1) map. It utilizes all the standard multi-player units with the exception of air units and their corresponding structures (ie starports). Each player has also been limited to one base unit for the entire match. Throughout the map, at strategic locations, are hostile creeps. Resources are available in the starting base location as well as in various locations, mostly guarded by hostile creep units. At the center of the map is a "boss" creep, which guards high yield mineral locations as well as the main access choke point to the enemy player's base.

    Known caveats...

    • Possible Balance issues with the removal of Air Units
    • Under some circumstances, "boss" creep unit is able to be "pushed" away from the area it is suppose to be guarding if a player is able to attack it from a higher level area.
    • Zerg Overlords and Protoss Observer units are able to fly in unintended areas.

    Thanks, -z

    Posted in: Project Workplace
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    posted a message on Custom Multiplayer Map Testing

    @Erixxxx: Go

    Okay, that will work I guess. I still don't like the idea of uploading an unfinished map to the BNet server but okay.

    Posted in: Miscellaneous Development
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    posted a message on Custom Multiplayer Map Testing

    @Molsterr: Go

    Thanks for the suggestions. One problem with that, however, is that a party maxes out with 4 players. That's fine fora 2v2 map but what about 3v3 and 4v4 maps? I suppose testing against AI is the only alternative for those matches but the best feed back I'll end up getting from them is "gg".

    Posted in: Miscellaneous Development
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    posted a message on Custom Multiplayer Map Testing

    Has anyone figured out how to actually test maps in a real 2v2, 3v3, or 4v4 setting BEFORE uploading them to battle.net? It seems kind of bass ackward to be expected up upload an unfinished, untested map to Battle.net just to test it out, especially considering all the restrictions that are being put on user accounts as well as the censoring.

    Posted in: Miscellaneous Development
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    posted a message on Recruiting for Team, Newbie Projects

    I just want to say that I've gotten a few replies already (both from the sc2mapster community and the official Custom Maps forums at battle.net) and to thank everyone who has voiced an interest. At the moment I am sending interested folks my character name and ID so that we can chat in real time over some SC2 games using Ventrilo or Skype. So if you are interested, send me a PM and I'll get back to you with that info.

    Thanks

    Posted in: Team Recruitment
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    posted a message on Recruiting for Team, Newbie Projects

    Hi folks,

    I'm looking for some folks who are new to the Galaxy Editor and to map making in general, who would like to learn the ropes via a group effort.

    The initial design project that I had in mind for this group would be Myth I and II style multiplayer maps from back in the day. If you are unfamiliar with the Myth series and it's multiplayer gamplay, The Myth Wikipedia page has a short synopsis. The short of it is this, no resources or unit building takes place, instead players get to choose what units they bring into the battle before the game starts (each unit is given a point value and the player has X number of points to utilize). There are a variety of possible win condition game styles such as "King of the Hill", "Body Count", "Free For All", among others.

    A little bit about myself... Currently I have CompSci Bachelors and it's my goal to work on game programming to some degree. I have experience with a variety of languages, most notably C + +, but I've also taught myself LUA for programming WoW AddOns (you can check out my Curse Profile for what I've been working on), and I'm looking into resources for learning the Galaxy Editors scripting language. I also frequently post to a personal blog, 5h0cktr00px0rz.org, where I keep a journal of sorts of my game programming exploits. I've also have some project management experience through an indie record label I've been running since 1999 (http://zenapolae.com).

    So if you are interested in game modding, map making, etc... and you think you may be interested in learning the Galaxy Editor in a "trial by fire" fashion with some other novices, please reply or drop me a PM.

    Looking forward to hearing from you all! -z

    Posted in: Team Recruitment
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