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    posted a message on Upgrade and New Unit Ideas - Need Suggestions

    Nice! :D Keep it up! =) That's perfect, though.

    Posted in: Miscellaneous Development
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    posted a message on Upgrade and New Unit Ideas - Need Suggestions

    I'm working on my map, but I realized that I'm slowly running out of viable ideas for upgrades! Here's the situation- it's melee, but you get upgrades for killing enemies, and the upgrades are related to the race of the enemies that you've killed. So for example; A protoss kills enough terrain, he unlocks stim packs for his zealots.

    In another situation, a protoss kills enough protoss, and unlocks an upgrade that allows him to get more than one mothership maximum. Anyway, Ideas please? :D I would really really appreciate it, even if you think the idea sucks.

    Posted in: Miscellaneous Development
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    posted a message on SC Expanded: melee mod

    @Soul I ran into a similar problem, but I think in both of our cases it's become more a lack of appropriate models than anything else. Gameplay-wise, it isn't too ridiculously difficult to add in new structures for Zerg, but then try finding a good model, and you'll get stuck very quickly. It's difficult, to say the least.

    Protoss are a little easier, but also hard because when their structures finish buiding, you can see the outline of what it should look like, much as you'd see the same for Zerg buildings when they finish morphing. It makes for awkward construction and breaks the feel of the map, you know?

    But: if you need ideas for units, I can help you brainstorm. =)

    But Shh! Not where everyone can see! haha =P

    Posted in: Map Feedback
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    posted a message on Perfection of Armistice

    Thanks for the feedback, Soul! =) I really appreciate it. I always know that the map has bugs, so it's nice to have someone lay them out for me to squash, haha. Sooome points though, I'd like to discuss- I'm not going to disagree with you, not to the point where I'm going to say you're wrong, because in all of these cases, you aren't, but I'd like to explain myself. ;; If you don't mind, I mean.

    The feel I wanted to convey for this map was a sense of exploration with each playthrough. Having realistic Terrain, I found, lends to that, and although the Camera gets a bit wonky sometimes, I'm unsure how to fix it, and I just don't really feel willing to redo all of the Terrain, since it's just so gorgeous. Besides that, I wasn't the one that made the pretty map- a friend of mine, a Terrainer named Uplo, made it for me when he played one of the older versions of the map that was just played on a Blizzard map. Believe it or not, the Terran height differences actually used to be more drastic than it is now. I've been gradually flattening some of the worse instances, but I really just don't want to ruin the feel. I found that in alot of cases it doesn't wind up ruining gameplay, or anything, and I'm sort of surprised that yours is quite literally the first legitimate complaint (comment?) I've gotten on it. It seems alot of people just ignore it.

    But going back to the 'feel' that I wanted, that explains alot of the stuff that wasn't explained in the tutorial. It hasn't been developed much yet, but the idea of this map is to provide a large amount of random events that have chances to occur. If I were to take the time to explain all of them, people wouldn't read it, and they wouldn't be surprised or receive that feel of 'exploration' when they discover something they hadn't seen before. Besides the feel, though, the hope is that by randomizing features on the map, new players will be on a more even footing with veteran players. Right now, the effect isn't seen all that clearly, but hopefully I'll be able to develop that with the next big update.

    As for the artifacts not doing anything, I...don't know.. If they were all locked into place and then nothing occured, and you received no message... then I don't know. That sounds like a bug.

    The terran base inside of the cave is not always a Terran base. If you were, say, a Terran player, you could enter that cave and the Terrans would not fire on you. Instead, you could walk onto that beacon and the units would be transfered to your command, with a message regarding their sworn loyalty to you. As any other race, you can kill them and the command center will drop resources; minerals and gas.

    I've changed the requirements to the Fusion Obelisk to a Dark Shrine, Templar Archives, OR a Fleet Beacon. Hopefully this won't restrict player tech trees as much, yes??? I've resized the Obelisk. Thank you for noticing that, I didn't. =)

    Thank you a LOOTT for your feedback! It's really nice to have someone telling me what needs to be discussed. ^^

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Gave this a try not too long ago and it's very interesting, even against a computer. There were bugs, but I think that's to be expected with a game that introduces so much new content. Overall it was very fun; I'd like to try playing it with an actual person. Speaking of, SoulFilcher, I sent you a PM here and a Friend Request on Starcraft 2.

    Posted in: Map Feedback
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    posted a message on "Owner" of Creep

    Weeeelll crap, there goes that tech idea.... back to the drawing board, I guess. Thanks for the input, guys.

    Posted in: Data
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    posted a message on "Owner" of Creep

    I need a way to find out the source player of creep, using either triggers or the data editor. If anyone knows, please post, because I have no idea.

    Posted in: Data
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    posted a message on Making Banelings Not Die when They Explode

    I believe it may be possible that the Baneling is dealing friendly fire damage to itself. If you think I could be correct, go into all of the damage effects and under Exclude+, add 'Caster', or Target Unit... I think either should work, since they're both the Baneling.

    Posted in: Data
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    posted a message on Battle Planets - Beta Release

    Hey! :D I just thought I'd say that I played the map with a couple friends, and am now upset that the map isn't popular, because I really wish I could keep playing it. =(

    Is there some sort of organization going on so we can find players? If there already is then you can just hit me in the back of the head and point me in the right direction, haha.

    (@Sandtrout UI buttons can be removed using SC2Layout files. I agree with you in that removing the MenuBar buttons would be beneficial to gameplay.)

    Posted in: Map Feedback
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    posted a message on Eras Zombie Invasion

    Hiya Smith. I only played this with three people including myself, so I'm not sure if that was the source of the issue, but it was Me and one other human versus one Zombie. I'm not sure whether "as a result" should precede this or just "Then," but I'll continue regardless...the Zombie grew ridiculously strong. By the end of the game, he wound up having somewhere around 20,000 HP on some of his Zombies without any upgrades, and all of my units could do exceptionally little damage to the massive horde.

    As well, I wasn't quite sure what certain buildings were doing throughout the game, or whether they were having any effect. Do the lumbermills give you lumber every so often, or do they just increase the amount of lumber you get? Is there a radius of effect? I'm honestly still not sure. I upgraded the ones I had and that was that, really. There were also exceptionally little chokehold points in the game from which players could hold off, and once you built a wall, there was a wall there and not anything players could do to get around it, which leads me into the point that building alot of things was very awkward, since the building space was crowded and limited. I was Great Britain, of course, so I suppose that could have something to do with it.

    Overall, the game was fairly entertaining, but the impossibility of it from a Human perspective grew kind of..tiring...I guess you could say. I learned at the end of the game that the friend playing the Zombies hadn't actually gotten any Health upgrades, and thus the zombies were naturally that absurdly strong. Kinda threw me for a loop. But anyway, it's a good game with good mechanics, but it needs alot of balancing work.

    Good luck and happy mapping. =)

    Posted in: Map Feedback
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    posted a message on [Weapon] Launch site

    You're going to need an Action Actor as well, in order to change the Launch Attachment Query+.

    I had some difficulty understanding you, but do that and take a look at some of the other actors related to missiles. HailstormMissileVolley is a good example.

    Posted in: Data
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    posted a message on Problems Tinting an Actor

    Okay, so I finally got it thanks to a hint from those pictures. Maybe this is how it is- maybe not, but when the Model and Sound were mashed together in that Squip actor, I couldn't tint the model. So what I did was separate the two, and now it works. So, thanks for the help guys. =) I appreciate it once again.

    Edit: For those interested, the Hint was that he managed to tint it, but NOT inside of the regular Nuke Explode actor- it was inside of something to do with a baneling. So, that was the hint.

    Posted in: Data
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    posted a message on Problems Tinting an Actor

    Interesting..I'm not sure what I've done wrong, then. Thank you alot for confirmation that's it's possible- I'll keep fiddling with it and see what's keeping it from working. I hope it's not something stupid that I've done, haha.

    Edit: For clarification, what actor is the Nuke.m3 model actually used in, there?

    Posted in: Data
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    posted a message on Problems Tinting an Actor

    I tried that. It works for other actors, but not for the Nuke Explode actor. If you can get that to work, please let me know.

    Posted in: Data
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    posted a message on Force beam weapon to be visible when launcher is not?

    If you really need this to work badly, I think I have a possible solution. Do the setScale thing. If you want it to not look as 'stretched', then you can replace the existing 'beam' texture with a higher resolution image of the beam you want to use.

    Y/N?

    Posted in: Data
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