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    posted a message on Spawn Unit - Rally Unit Field Working As Intended?

    I've created a map and recently discovered the 'Rally Unit' field related to the Spawn Unit effect. Essentially, I have a very basic data tree that leads to a Spawn Unit effect that spawns six drones from an egg. Ideally, the egg would behave just like the larva eggs, but cannot be created in the same way. This is where I noticed the Rally Unit field- and I have it recognizing what I mean correctly, but for whatever reason 'Rally Unit' teleports the Drones to the end of the Rally Point if it's a direct path. They don't need to walk. Also, the Select Unit field doesn't seem to work at all. Both of these fields have descriptions that suggest they would do precisely what I need, but don't actually.

    Am I doing something incorrectly, or are these fields bugged?

    Posted in: Data
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    posted a message on SC Expanded: melee mod

    Hey Soul,

    Stopped in to try the newest update out of curiousity, and I've got your most favorite thing ever! Suggestions! =P

    • The Cocoons created from the Swarm Host are neat, but I have some feedback: Firstly, they aren't 'auto-cast' by default, which I believe they should be. Secondly, for whatever reason, they often seem to take the strangest paths. I think a preferred method would be to allow the players to set a 'rally' just like the HoTS Swarm Host. This would give better control over where they go, and not make it seem like they're wandering in bizarre directions.
    • Getting Fungal Growth from the swarm host that early seems a bit strong, but I haven't played the other factions to find out whether it's balanced out in entirety. Was just playing against the AI and he sent a large early-game army against me and it was gone with just a few fungals.
    • No orbital command for the Infested Terrans? They can't lower-raise supply depots? Sadness! Why not? =P
    • The drop pods are a very neat concept, and I didn't get to play around with them much, but the fact that they're built from the factory is kind of strange, since sometimes I had a few just littered around my base, laying on the ground. Is there not a better way to 'load' them other than having them sit on the ground? One possibility is treating them akin to ability charges that you purchase at the factory, but that could get kind of complicated.

    All in all though, tons of improvement from the last time I've played, and considering how dedicated you are to the project, I wasn't surprised. Nice work!

    Posted in: Map Feedback
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    posted a message on Falling Tiles (SCBW Remake)

    Just uploaded the working version to the NA servers today. Playable on both WoL and HoTS, from what I can tell. Nearly all of the kinks have been worked out, too. You can find it by searching Falling Tiles.

    Now, some info for those who didn't play Falling Tiles in Starcraft BW:

    • Fun, short, twitch and tactics based gameplay
    • Players control a Phoenix with an AOE ability named 'Destroy Tiles'
    • The map is made of destructible tiles- players must stay on these tiles to stay alive.
    • PvP based gameplay- use 'Destroy Tiles' ability to kill the other Phoenix and win!
    • Island Detection algorithm, just like the BW game- if a group of tiles is separated from the mainland, it 'falls' off!

    Post any Bugs/Balancing issues you find here.

    Thanks! Zetal

    Posted in: Map Feedback
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    posted a message on Need Help with Falling Tiles Remake

    Looks like my fill is 100% working now. It kind of has a toll on FPS, but it's not enough of one that it cripples my computer, so hopefully it'll be okay. I expect the map will be on the Arcade for testing later today. Thanks for reading, guys.

    Posted in: Triggers
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    posted a message on Need Help with Falling Tiles Remake

    @DuckyTheDuck: Go

    If you don't mind me asking, how did you implement the island detection? I have my solution, but it isn't working 100% yet- I'm still working on it- and any input at all is worth looking into. Right now I'm using a simple 'fill' algorithm and applying an ID number to each island as it's found, then destroying whichever one has the least tiles contained within.

    Insofar as the Text Tags are concerned, yea, I went ahead and did the loop. It wasn't so much out of laziness (the loop was already constructed in all of 30 seconds) but moreso that creating all of the Text Tags would freeze the game whenever they were created and re-created/destroyed. I suppose it's just for debugging though, so it'll be okay.

    Posted in: Triggers
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    posted a message on Need Help with Falling Tiles Remake

    Okay so, I've worked out a bit of a hackish algorithm, but I need a reliable way to test it. I tried to attach 'Text Tags' to each tile that would display it's island id (what I use to sort through them and identify what island they're a part of) but those kept stacking and eventually crashed the game (ha...ha that's happened so many times with this map =\)

    Anyway, is there an easy way to remove all text tags from a map without having to manually scan through each coordinate?

    Thanks!

    Posted in: Triggers
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    posted a message on 123 players spawn in 123 location?

    This is actually very simple, but it sounds like your troubles come from being new at the editor- I'd recommend looking up tutorials on making basic maps, and organizing teams. Google is your best friend.

    For this issue, though, open your map in the editor. At the top, there is a 'Map' dropdown. Click that, then click Team Placement (Advanced). It should be obvious what to do from there.

    Posted in: Triggers
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    posted a message on Need Help with Falling Tiles Remake

    Hey Guys,

    I don't know if anyone remembers Falling Tiles from Starcraft 1, but it was by far my favorite gametype. After waiting patiently, it seems like noone is going to try and remake it- so I decided I'd give it a shot. A short, easy project, right? Well, it would be, if I could figure out how in the world to scan for 'Islands' like in the original.

    For those that don't know, Falling Tiles was a game where there was no terrain, but instead a large array of floortile units. Each player was a Corsair, and when Disruption Web was cast, tiles within the search area of the spell would be destroyed. If a corsair was not standing on a tile, that player would lose a life. As a core feature of the game, separating groups of tiles from the 'main' group would result in that 'island' being destroyed- no cost! Essentially, the game seemed to scan for 'island' features, count up the tiles of each, and kill each tile in the smaller one.

    I'd love to have the game made again in Starcraft 2, but the Island algorithm is holding me back. I have every other feature of the game completely ready- including the tiles, 'off-the-map' detection, victory, units, abilities, etc etc. I really just need advice on where to go from here. I don't know where to begin with something that complicated- I hope someone here can point me in the right direction so I can bring this great custom map to Starcraft 2.

    Thanks, Zetal

    Posted in: Triggers
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    posted a message on [Showcase] SoulFilcher's models

    Personally I think it looks great, with the new changes. Just add the Team Colors in a similar way of the Queen and Lurker and you'll be golden. =) Very, very nicely done, and professional.

    Posted in: Artist Tavern
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    posted a message on [Showcase] SoulFilcher's models

    Hey Soul!

    From first viewing, it looks like you should try darkening the spaces inbetween the brown carapace plates (like on the Ultralisk, Lurker, and Brutalisk) and add some Team Color on the Purple fleshy bits and at the base of each spike. (Like the Lurker!)

    Nice work!

    Posted in: Artist Tavern
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    posted a message on Void Ray Beam Not Appearing on First Shot

    Bump =\

    Posted in: Data
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    posted a message on Void Ray Beam Not Appearing on First Shot

    The issue I'm having, however, is not with the Firebat. The ignorable flag is not checked already, in the case of the Void Ray.

    Thanks! Zetal

    Posted in: Data
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    posted a message on Void Ray Beam Not Appearing on First Shot

    Sorry if the title is a bit strange, but it's hard to phrase simply. Basically, (on the regular void ray), if you attack using a void ray, no beam appears. If you move, then attack again, there's a beam this time. I haven't the faintest clue why. As far as I know, I didn't make any changes to the void ray, and this has only been happening since the most recent patch. This map uses campaign dependencies, but I thought that I fixed most of the issues with that.

    Thanks! Zetal

    Posted in: Data
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    posted a message on Timer Not Unpausing

    Alright- so for whatever reason, after it's first 'Use' the global variable for the timer wasn't being recognized by the event 'GlobalTimer expires'- but if I use 'Any Timer Expires' and then check that it's ' == GlobalTimer' it works just fine. Weird. Whatever, it's solved regardless. Thanks for the help, guys.

    Posted in: Triggers
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    posted a message on Timer Not Unpausing

    I would have, but it's....really convoluted. It's spread out through like 4 lengthy triggers, with several different modifications throughout the way. I'll try a couple more things and if those don't work, I'll be back.

    Posted in: Triggers
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