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    posted a message on [Release] Where's Waldo?

    @zeldarules28:

    I could make the laser tank unbeatable without some severe strategy. Cloak rotations, etc.

    Posted in: Project Workplace
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    posted a message on [Release] Where's Waldo?

    bump, i want to hear your opinions on this.

    Posted in: Project Workplace
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    posted a message on Zerg Hunter RPG (v1.3.3)

    @Adelios:

    He can't on his own. He's waiting until he releases version 1.0.0, then he'll look for a good host willing to give up a lot of hosting space.

    Posted in: Project Workplace
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    posted a message on Probes and Roaches Trailer

    @Infernium:

    change markup type to WikiCreole, and heres the code:

    <<youtube fmOM1lWgv7k>>

    you can put it in the center of the page if you put this instead:

    <<center>><<youtube fmOM1lWgv7k>><</center>>

    PS: Wrong spot in the forum. Should probably go in the Project Workplace.

    Posted in: Project Workplace
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    posted a message on Zerg Hunter RPG (v1.3.3)

    @djimii11:

    That’s a little rude. He’s talking to everyone who cares enough to read it. He’s posting a release log for new versions of his AWESOME map (I’ve played it several times, Zantai!)

    It’s better that he does this rather than remain silent and have less people know he’s continually pumping out new features.

    Posted in: Project Workplace
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    posted a message on [Release] Where's Waldo?

    COMING SOON

    Embed Removed: http://www.youtube.com/v/_wxoItZsaKg?fs=1&hl=en_US&rel=0&hd=1

    When the Protoss are freed from the prison, they make their way to this prototype 'Laser Tank’ garage. If Waldo meets up with them there, they will instruct him to search for and collect fuel while they themselves also search. A 15 minute timer is activated. Finding a fuel charge reduces the timer by one minute. There are 10 fuel charges spread across the map. When the timer reaches 2 minutes or less, no more charges can be collected. The Protoss have enough fuel, and are starting up the tank.

    The tank will move (slowly) across the map, toward the dropship. Every Ghost in the way will be shot at by the powerful Drakken Laser turret fitted to the tank. The tank health is based upon the number of Ghosts active/alive at the time of activation. This ensures that the Ghosts have a small chance of defeating the Tank, as long as they all attack at once. Some will, however, die.

    However, focusing all the Ghosts on the tank ensures that Waldo has a chance to escape. It’s a risky move.

    This update ensures that Ghosts will no longer want to camp the dropship.

    Posted in: Project Workplace
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    posted a message on Behold the Topling. Fear its power!

    Mine means failure.

    Posted in: Off-Topic
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    posted a message on [Release] Where's Waldo?

    Time to clue you guys in on what I'm working on.

    It's mostly a secret, but I will tell you one thing. That garage is not empty.

    It's Not Empty

    Posted in: Project Workplace
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    posted a message on Starcraft 1 Remake Team

    I am very interested in seeing this project come to completion. I loved the story of the original game, and want to bring this story to the SC2 community. Sure, many of them probably played it... But who wouldn't want to play it again, in glorious 3D? And there's some who just didn't play it, for varying reasons... I want to let them see why Raynor feels responsble for Kerrigan. I want people to see the death of Fenix, the sacrifice of Tassadar, and the mysteries of Samir Duran.

    Why?

    Because I can.

    I can make terrain, triggers, skills, and more. My latest published map should be proof enough of that. Please consider me for this team.

    Posted in: Project Workplace
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    posted a message on [Release] Where's Waldo?

    @Polantaris: Go

    Things like that are in the works. I'm working on a long line of objectives that will give Waldo access to a powerful weapon. If these objectives are not guarded, the Ghosts will simply lose. Camping will fail.

    Posted in: Project Workplace
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    posted a message on [Release] Where's Waldo?

    Yeah, NA. :P I am working on more optional objectives, and great reasons for Ghosts to actually hunt Waldo, rather than just camp the dropship.

    Posted in: Project Workplace
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    posted a message on [Release] Where's Waldo?

    @progammer: Go

    • Observing strange movements is one way for the Ghosts to spot Waldo. The regular civilians do not run (they may randomly run for a bit in a later update). This is why running is a risky move. While you might get across the map faster and evade the Ghosts, if they see you, they will know it's Waldo.
    • What's "pumb it?"
    • Being able to select and view the name of a unit to check for Waldo is intentional. It gives the Ghosts another way to find him, without killing every civvy they see. Hovering a mouse over the civvy will not show Waldo, as the player name for both Waldo and the civvies is Citizens. The player who controls Waldo does so by having a shared control alliance with the Waldo computer.
    Posted in: Project Workplace
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    posted a message on [Release] Where's Waldo?

    <object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/jmiDNQduNTg?fs=1&amp;amp;hl=en_US&amp;amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/jmiDNQduNTg?fs=1&amp;amp;hl=en_US&amp;amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>

    Where's Waldo? That's the question on the mind of every Dominion Ghost, as a Mr. Cameron Waldo is loose somewhere in the starport and industry sector of Korhal. Waldo has found some incriminating evidence against Mengsk, and after the UNN fiasco, this CAN'T reach the eyes of the public! The Ghosts must find and eliminate Waldo before he can escape.

    http://www.sc2mapster.com/maps/wheres-waldo/

    Posted in: Project Workplace
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    posted a message on Difficult Terrain Objects

    FIX FOUND.

    Start by making a new folder on your desktop.
    Make a new map. Open your original buggy map in an MPQ editor that supports Starcraft's files. Extract everything in your buggy map to the folder you made. Open your new map in the MPQ editor. Delete everything in there except the internal files (it will tell you when you are trying to delete those). Drag and drop all the files in your new folder into the MPQ. Load the new map..

    Buggy trenches gone.

    I have not tested this fully, but it appears to work. Your working terrain objects (no trenches!), data, triggers, etc, are all copied.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Difficult Terrain Objects

    @Mozared:

    Hang on, I think I found a real permanent fix... Let me make sure.

    Posted in: Galaxy Editor Bugs and Feedback
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