• published the article Diablo: The Curse of Tristram & Input Script

    The Starcraft Facebook Page has just recently hit the 1 million 'Like' mark. In return, Blizzard created a pretty cool SC2 wallpaper. For those interested, check out the announcement. Also, just in case anyone missed it, a bunch of Map Debugging Commands for use when Testing your map.

    Diablo: The Curse of Tristram RPG by egodbout

    This is one of the very few Diablo Maps i've seen on SC2 (aside from Skittles map, Diabolical Hero Siege). It isn't a recreation of D1 or D2, but it's a combination of the two. You play as the Diablo II classes (minus the Druid) through the town of Tristram. The first quest brings us to the very famous Tristram Cathedral, just as we did in Diablo I. The map includes the D2 party system, drop system, highlighting of loot on the ground similar to D2, and much more. I recommend checking out the video.

    By the way, if anyone is interested in Diablo, we also have a Diablo Fansite (DiabloFans), so feel free to drop by. You can use your SC2Mapster account to login!

    Input by JademusSreg

    Well, this script is pretty self-explanatory, but I thought Jade did a really nice job with it, and I know it'll be useful for plenty of people... This script will catch and store player input from the keyboard and mouse in a struct array. Keys and buttons are records as bool states, while mouse clicks and movement are kept as int and fixed values for the UI and World respectively. The user may configure the DETECT bool constants to set which triggers will be created on initialization of the script. For example:

    • To get the state of the X key, you would use: playerInput[p].key.state[c_keyX]
    • To get the point of the cursor, you could: Point(playerInput[p].mouse.x,playerInput[p].mouse.y)
    Posted in: Diablo: The Curse of Tristram & Input Script
  • published the article Mapping Debug Commands Revealed

    Mapping Commands

    Blizzard has revealed the new commands today, below is a full list of them... We'll make sure to get them added into the Wiki ASAP! Head here for any discussion.

    Also, Patch 1.3.0 is back up on the PTR.

    Quote:
    • Ally - Changes all alliance states between the selected players. By default, if you just type Ally, then all players share all alliance states with you.
    • AllianceDefeat - Changes the Defeat alliance state between the selected players. By default, if you just type AllianceDefeat, all players will share defeat with you.
    • AllianceControl - Changes the Control alliance state between the selected players. By default, if you just type AllianceControl, then all players share control with you.
    • AllianceGiveHelp - Changes the GiveHelp alliance state between the selected players. By default, if you just type AllianceGiveHelp, all players will respond to calls for help from your units.
    • AlliancePassive - Changes the Passive alliance state between the selected players. Players that you are not passive with will be considered hostile for attacking purposes.
    • AlliancePushable - Changes the Pushable alliance state between the selected players. This controls whether a player’s units will move through another player’s units, pushing them out of the way.
    • AllianceSeekHelp - Changes the SeekHelp alliance state between the selected players. Controls whether a player’s units call for help to the specified target player. The target player can choose to respond or not, depending on its GiveHelp alliance setting.
    • AllianceSpend - Changes the Spend alliance state between the selected players. Players that you are sharing resources with are allowed to spend your money to purchase things.
    • AllianceTrade - Changes the Trade alliance state between the selected players. Players that you are trading with can be sent resources.
    • AllianceVision - Changes the Vision alliance state between the selected players.
    • BehaviorAdd - Adds the requested behavior to the selected units.
    • BehaviorDuration - Sets the duration of the requested behavior.
    • BehaviorRemove - Removes the requested behavior from the selected units.
    • Charges - Toggles spell charge validation.
    • Cooldown - Toggles spell cooldown validation.
    • Creep - Adds creep at the cursor position given the requested radius.
    • DamageDealt - Multiplies the amount of damage dealt by a player's units by the specified value. By default, this will multiply the damage dealt by 10 for the cheating player.
    • DamageTaken - Multiplies the amount of damage taken by a player's units by the specified value. By default, this will reduce all damage taken to 0 for the cheating player.
    • DeathAll – Kills all units on the map.
    • DeathExcept - Kills all units on the map except the selected units.
    • DeathSide - Kills all units owned by the selected player.
    • DeathUnit - Kills the selected units. The type of death can be specified as a parameter.
    • Defeat - Ends the game in defeat for the selected player.
    • DestroyPersistent - Destroys all persistent effects within the specified radius of the cursor.
    • Effect - Executes the requested effect from the selected units.
    • FastBuild - Toggles fast building, research, and training times.
    • FastHeal - Toggles fast healing times.
    • Fidget - Forces selected units to perform the specified fidget type.
    • Food - Toggles food usage validation.
    • Free - Toggles resource cost validation and expenditure.
    • God - Turns on god mode for the selected player. Units owned by players that are in god mode will deal amplified damage, and take no damage.
    • Loot - Drops a type of loot for the specified player.
    • MakeUnit - Creates N units for the specified player. Units will be created around the cursor position, or in the center of the map if the cursor position is invalid.
    • Minerals - Adds the specified amount of minerals to the selected player.
    • Move - Moves the selected units to the cursor position.
    • NoDefeat - Disables defeat conditions.
    • NoVictory - Disables victory conditions.
    • Order - Orders the selected units to use an ability.
    • Owner - Changes ownership for the selected units to the selected player.
    • ResourceCustom - Adds the specified amount of a custom resource to the selected player.
    • SetAll - Sets the life, shields, and energy of the selected units to the specified value. By default, this will set these values to the maximum amount.
    • SetLife – Sets the life of the selected units to the specified value.
    • SetEnergy - Sets the energy of the selected units to the specified value.
    • SetLife - Sets the life of the selected units to the specified value.
    • SetShields - Sets the shields of the selected units to the specified value.
    • SetResource - Sets the harvestable resources contained by the selected units to the specified value.
    • ShowMap - Toggles fog of war display and validation.
    • TechTree - Toggles tech tree dependency validation.
    • Terrazine - Adds the specified amount of terrazine to the specified player.
    • Tie - Marks all undecided players with the tie result.
    • TimeOfDay - Sets the time of day to the specified time.
    • TimeOfDayRate – Sets the rate that the time of day changes to the specified value.
    • TrigDebug - Opens the trigger debug window.
    • TrigRun - Runs the specified trigger.
    • Uncreep - Removes creep at the cursor position given the requested radius.
    • Undecided - Marks the selected player's result as undecided.
    • Upgrade - Applies the selected upgrade to the selected player.
    • Vespene - Adds the specified amount of vespene gas to the specified player.
    • Victory - Ends the game in defeat for all players that don't share the defeat alliance state with the selected player.
    • XP - Adds a relative amount of XP to the selected units. This can be used to change veterancy levels.
    Posted in: Mapping Debug Commands Revealed
  • published the article Battle for Skyfortress

    Battle for Skyfortress by Starke (KratsAU)

    Skyfortress is a hero battle arena style map. Two teams (6v6) made up of 12 different heroes, all with more than 40 custom abilities, 20+ custom weapons and effects duke it out in this Arena. The map also sports a shop system, an intuitive UI, and a pretty unique "hacking" system that lets players hack gates to access special areas, or hack barracks to capture enemy wave spawns for their team.

    ?????

    Posted in: Battle for Skyfortress
  • published the article Diabolical Hero Siege and Interesting Actor Tutorial

    Diabolical Hero Siege by Skittles

    Diabolical is a hero siege highly based off of Diablo 3 classes, spells, and creeps. But at the same time it will also show some originality and changes, bending it towards Skittles' will and creativity. One thing, that both games probably have in common, but one would not expect to really see in Starcraft 2, is environment interaction. While there most likely wont be something towards a destructive environment used to slay your enemies, there will be units climbing walls and jumping onto the Lanes, as well as other introductory methods. The will also feature many units with special interactions, such as a boomer would blow himself up in L4D. But, at the same time, he wishes to stay away from things like the Smoker in L4D that makes Co-Op almost mandatory. Not to say a hero siege isn't partially Co-Op....

    Show/Hide/Destroy Any Given Actor For Specified Players Only by Renee

    This is a tutorial that teaches you how to do asynchronous actor operations with triggers and the Data Editor, like show/hide/destroy any actor for specified players only, or send even more actor messages asynchronously. There will also be a sample map with two custom functions "Show/Hide Actor For Player Group" and "Destroy Actor For Player Group".

    With this, you can make different player see/hear different things(including actor of Units, Doodads, Sounds, Effects, Models, Texts, Splats, and even Terrain Deformations) in the same location. If you are familiar with the "Phase" tech in WOW, it would be more understandable.

    Posted in: Diabolical Hero Siege and Interesting Actor Tutorial
  • published the article iCJug Melee Maps

    iCJug by Rodrigo

    iCJug is basically a melee tournament system where players based on skills and priorities are picked to play together. Who loses become and observer and who wins stays playing. And of course, there are all the Debates features on it, including admins, all-time ranking, player's stars, etc. The system works for any melee map. There are also some pretty cool Observer features, like minimizing the UI and stuff along those lines. Someone did a review on the map and goes into great detail about how the map functions, so check it out below.

    Posted in: iCJug Melee Maps
  • published the article Death Haven and Basic Bank Saving Tutorial

    Death Haven by OneTwo

    a cooperative defense map against the Zerg. Play as Scout, Medic, Engineer, Soldier, or Sniper and help defend Terran resource holds against waves of Zerg. As you gain kills, you will earn higher ranks which unlock abilities, icons, and increase damage. As well, use money to purchase upgrades and defensive structures.

    Rank and kills (per class you have played as) are saved between games. Zerg waves are randomized based on a difficulty quota and the time of the game, promising a different experience every time. Also included are bosses which require teamwork to combat.

    Basic Bank Saving Tutorial by OneTwo

    While we're talking about OneTwo, i've been meaning to put up a tutorial of his that I found pretty useful. For anyone not experienced in using banks, this will be a good starter point. It really is quite simple to save data into a bank for your players etc... keep in mind what I show here is a good intro but don't depend on it as it's easily hackable.

    Posted in: Death Haven and Basic Bank Saving Tutorial
  • published the article Night of the Dead

    Night of the Dead by Ability1

    Night of the Dead (NOTD) is an 8 player cooperative survival map, so think Left 2 Die kinda playstyle. This map sports a super intuitive Party system, tons of cool Abilities and Skills, and a pretty sweet custom UI. These videos definitely speak for themselves, I really suggest giving them a once over.

    Posted in: Night of the Dead
  • published the article Iconic Bosses

    Iconic Bosses by Bounty

    This map somewhat reminds of of DC Universe Online; up to 4 players pick one of 6 classes and take part in the battles defeating the most famous characters in the SC Universe. For example below, we see the Kerrigan and Zeratul battle about to begin... Bounty's map also sports his own custom Combo system, which he used in his old Win the Crowd map. Those interested in possibly learning a little bit more about the lore behind the game, i'm thinking you can do so through this map, depending on the direction he chooses to take. Maybe we'll get to fight Ulrezaj, the great Dark Archon, some day?

    Posted in: Iconic Bosses
  • published the article Map Night

    JManV will now be taking on the US Map Night event and has given a little review on his thoughts and how the first event went. Despite some technical difficulties, it was a real success, especially for being the first night. EU Map Night also took place earlier that day, hosted by TheAlmaity. Map Nights are a great way to get your map some publicity as well as some testing if needed. It's a lot of fun and allows us, as an entire mapping community to come together for a few hours a week to enjoy ourselves.

    Quote from jaminv: Go

    Map night was a success! Many games were played, and we had a lot of fun.

    I decided to do a live stream (having never done one before) a mere few hours before map night started. I suffered from a few technical difficulties, unfortunately, but we were able to stream live as well as record. However, I couldn't get the SC2 sound to capture, so the only sound is from my microphone. Also, I neglected to record until 3 games in, and the recording stopped after 3 hours. So the recording is a somewhat truncated version of what really occurred.

    Still, I'll work to resolve these issues by next week so that we can have an even better event then! I'm gonna set up Ventrilo so people with a mic can join into the discussion.

    As far as the turnout, it was a complete success! We actually had too many people show up, and some couldn't play for some games. We were still able to find a decent number of people to join the larger games, and as people left we were able to find others to join in. There was no shortage of people interested in playing. If this keeps up, we may need a secondary organizer to handle overflow games. If that person is willing to stream as well, even better!

    The stream will be located at: http://www.ustream.tv/channel/jmanv

    The recording of this week's stream is located at: http://www.ustream.tv/recorded/12942760 (3 hours)

    Games Played:

    • Rooftop Snipers by Khal [Unrecorded - Sorry :( ]
    • Elite Equality 2 by FrozenStar [Unrecorded - Sorry :( ] (We actually played this for an hour)
    • Cat vs Mouse by VietMan [Unrecorded - Sorry :( ]
    • Where's Waldo by Vhargon - Session 1, Session 2
    • Impossible Scenario (F-1) by Franck - Session 1, Session 2
    • Raynor Party by clinn. Video
    • Line Tower Wars Remade Video
    • Identificationary by JademusSreg Session 1, Session 2
    • Super Smash Bros Mass Video
    • Cortex Replay Video (Recording cut short, but we were just goofing off anyways)
    • Blood Pressure Marathon by WeedLord [Unrecorded - Sorry :( ]
    • Merchants RPG [Unrecorded - Sorry :( ]
    Posted in: Map Night
  • published the article Cat'n'Mouse Fights

    Cat'n'Mouse Fights by PinkyBlue

    I'm pretty sure everyone remembers the classic Cat 'n Mouse games that originated SC1? Who wouldn't! Those were so simple, yet so addictive... PinkyBlue has ported it from War3 to SC2. His map sports really cool little cat and mouse models that makes the game so much more lulzy. Check it out below.

    Posted in: Cat'n'Mouse Fights
  • published the article Patch 1.3 PTR

    More coming up on this soon. For now, see here. Please submit your maps on the PTR to help test out the new system! You can use the 1.3 Editor that was just created, in your SC2 directory, "StarCraft II Editor Public Test.exe."

    If you want to leave feedback for Blizzard to see on the new Custom Game system, please post here.

    Posted in: Patch 1.3 PTR
  • published the article WTE and Wall Climbing

    Looks like sc2.ingame got a chance to interview Tony Hsu, SC2 Producer, on Custom Games as a whole. I haven't read through it yet, but it looks like it may be an interested read. Check it out here.

    WTE Revived by Mozared

    Remember the WTE's? They're back! They've been off for some time due to Mozared having some stuff happening IRL that had to be taken care of, but he should now at least be free enough again to host up a new WTE each week. This weeks WTE is going to be a joint-terraining exercise, similar to the one we had in the past. The idea is this; the first poster that wants to work on this comes in and says "I'm working on the map". He then downloads the starting file I've created and works on the map for 10 to 30 minutes. He then saves the map, edits his earlier post stating he was working on it, and uploads the map to that post. Note that while I don't want to be an ass, if someone does not stick to these rules, you can ignore his post - see the bottom of the old JTE post for more information on this; it's gone wrong-ish in the past. Once someone is done editing and the map is uploaded to his post, anyone is free to reply with an "I'm working on it" - it's basically a FFA race on that part. If you want to join in on the fun, head over to the Weekly Terraining Exercise thread.

    And this is a bit late as today is the last day, but go check out the Weekly Data Exercise as well.

    Wall Climbing Tutorial by Skittles

    This trigger is made to be followed by anybody who is a Semi-Beginner. In other words, you can navigate decently in the trigger editor to follow how to get to these actions. The following trigger is also not set up for efficiency as there is not a real need, since the trigger ends within 7 seconds. Below you can see an example of the Zergling climbing up the wall, and you can visit the thread for a how-to.

    Posted in: WTE and Wall Climbing
  • published the article Broken Alliances Map Night

    <center><iframe width="560" height="340" src="http://cdn.livestream.com/embed/brokenalliances?layout=4&amp;amp;height=340&amp;amp;width=560&amp;amp;autoplay=false" style="border:0;outline:0" frameborder="0" scrolling="no"></iframe>

    Brought to you by Malpheus.
    </center>

    Posted in: Broken Alliances Map Night
  • published the article New Featured Maps

    Name: Roundabout War
    Category: Tug of War
    Author: orangeblue
    Mode: Free for all
    Description: Units go round and around the Roundabout. Build structures and enter units into the Roundabout; gain points per each unit that survives.

    Name: GreenTD
    Category: TD
    Mode: TD
    Author: Zaraf
    Description: Choose your starting position and get ready for some classic Tower Defense action. GreenTD is currently in beta and is an adaptation of the classic GreenTD. More experienced players are challenged to choose Blue or Teal for their starting position.

    Name: Phantom [SM] (Abyss)
    Category: Altered Melee
    Author: SomaZ
    Mode: FFA (8)
    Description: Random players are chosen to be phantoms and paladins. At the 1 minute mark those players start getting bonus resources. The objective of the game is for the remaining players (Slayers) to identify and defeat the phantoms. You can start the game in Singleplayer to read all of the rules and tips.

    Name: Colonial Line Wars
    Category: Tug
    Author: Toppert
    Mode: 3v3
    Description: You and a few others have been sent to colonize an uncharted planet. Securing control over the resource nodes is vital to your colony's survival.

    Posted in: New Featured Maps
  • published the article Gathering your Editor Feedback

    I've setup a thread on the official Battle.net Forums for you guys to all leave your feedback and suggestions on the Galaxy Editor. I want to know everything you have to say, give me all your suggestions, enhancements, feedback, complaints; everything. I want this editor to be great, and i'm sure Blizzard agrees. Let's help them make it all that it can be.

    For those of you who are on the EU/SEA regions or would rather leave it on Mapster for whatever reason, you can use this thread.

    Posted in: Gathering your Editor Feedback