The Map

Re: The Map

Postby Kuroikaze » Mon Aug 16, 2010 9:40 pm

I talk to chim on vent once and the next day I found a crab in my computer.
He was stuck in the GPU fan!
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Re: The Map

Postby Incinerate » Mon Aug 16, 2010 11:19 pm

Incinerate wrote:mas u going to run into a ton of bugs just like i have...., so i will give a heads up. These bugs have my map progression at a complete stand still .. unless a patch comes out.. hero support is currently a joke in this editor. one of the bugs for e.g, you might think you have a work around (item drop on death) by using a variable to store the items, and grant the hero them when it revives, but the only function that supports it , Revives thier heros by forgetting there levels/behaviours everything.. so one solution for problem, causes yet another problem.. xp share is another thing that has a "back up plan" .. however the alternative is about just as bad... if u want me to go further into details i can, just thought i'd give you a heads up for what to expect.



i am jinx123 ...... this is my buglist http://forums.sc2mapster.com/mapping-ut ... -list/#p12


Hm thats strange, heroes in that DotA based SCII map seemed to have been fine. Its all good though.[/quote]

no it isnt, and i invite you to check it out again...

Their are no attributes (strength/agility or whatever you want to call them) why? because the only work around for "dropping items on death", is to use a variable to store them, and grant it to the hero upon reviving.. the only reviving function in the game does not support heros properly .. because it forgets/resets all your attributes .. so he solved item dropping on death problem with the workaround, and voided attributes all together to dodge the 2nd bug...

so the guy who made that map , settled for the lesser of the two evils...
Another thing he has done, is use a "grant xp share in a search area effect instead of a veterancy share behaviour" , the problem with using a "modifiy unit effect within this search area effect", is that heros wont split xp at all, everybody gets full xp around a kill area no matter what... 3 heros will level just as fast as 1 hero ........... This also is quite taxing on the cpu to keep doing search area effects when 100's of units die (as will be seen in a footmen frenzy like map)

im no amateur here at this new editor, ive been working at it since it came out.. and i would not call bugs if there werent indeed bugs.

Hopefully blizzard patches out the bugs. There are workarounds, but they come with some sort of lost functionality that should be there if it wasnt bugging in the first place.

btw alot of the new models that came in masda are quite unusable... i tooo had the idea of using civilians or the bare back spectors as tier 0 units.. They dont share any "team colors" so you have no idea what team they are on.. this is really bad when an opening mass takes place and you have no idea if you are aoe damaging your own allys or enemys.

other models that share this same problem.. Tychus findaly, jim raynor, infested melee terran . also tyhcus has a flashlight attached to his model that Cant be removed for shit because its part of the model (not a behaviour).. seeing it during the day is awkward..

blizzard has really pissed me off with the lack of models to use.
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Re: The Map

Postby masda70 » Tue Aug 17, 2010 12:58 pm

Damn, I knew campaign models would be fucked up. In any case, I don't think I will have a "tier 0" starting unit, so that solves that issue.

For heroes, we are still discussing whether we actually want them or not. I mean, the idea is not to have features mimicking the WC3 universe. We haven't reached a consensus though. Hopefully Blizzard will have fixed the issues by that time. In any case, we will work with what we have. We are not porting a map from WC3, I guess if we keep trying to emulate WC3 features, our result will be quite biased. But I agree that it should be a pain in the ass for you. Have you sought other peoples advice about workarounds? If you take a map like DotA, you will notice that the map has an overwhelming number of workarounds here and there. You always end up emulating the features you don't have. The thing is that DotA is the product of thousands of hours of developing, testing, polishing. I wish you good luck for your discoveries!
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Re: The Map

Postby King_Ashram » Fri Sep 03, 2010 3:12 pm

if these are already mentioned then just count me down for supporting the idea and not trying to steal it. i havent read the whole thread because its large and full of ideas and i have to go like right now but i still want to contribute.

Ideas:

i liked how in age of empires you could win by 3 ways: killing the enemy, building a wonder and holding it, collecting relics and holding them. this allowed for different play styles and goals. granted sometimes it was pretty cheap but that is where balance comes into play. i think it would be interesting to bring back some similar concepts.

on another note. i would not only like to see ground and air combat but also naval combat. it adds a whole other level of depth that i think is lost to the ground and air combat only scenario.

just some things to think about.

how to make them doable in a sc2-like map is up for discussion

hope this helps cya guys later.
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Re: The Map

Postby masda70 » Fri Sep 03, 2010 7:26 pm

I like the wonder or relic idea. I will think abou it. Naval units however would be quite hard to work with in my opinion. But that's just the way I see it right now.
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Re: The Map

Postby GoRoN » Fri Sep 03, 2010 7:30 pm

haha surprised i didnt remember relics/wonders when i brought up age of empires earlier

i like the relic idea especially
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Re: The Map

Postby Giantkrow » Sat Sep 04, 2010 11:49 am

The idea of holding a relic kinda reminded me of Cattlebruiser's Onslaught Frenzy map from WC3.
Zone control towers towards your opponent's side, and once you create a chain their main building becomes vunerable.

Tug maps seem popular in SC2 at the moment.
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Re: The Map

Postby DeathMasta » Sat Sep 04, 2010 2:43 pm

B.Net custom game lag is bad. Zzz
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