This REALLY needs to be more popular. It's extremely good in every way. I don't understand how Mrcy TD is constantly on page 3 and this isn't even in the top 50.
Changed the map a bit to look better, but anyways I just released a public version so people can test. I'm having a hard time getting people available for testing so I just decided to throw a public alpha up with 2 races so I can test some damage numbers and costs, etc. Check it out if you get the change. I promise I'll polish it up much more once I get some issues fixed. Check patch notes for more info. This is my first map so it's taking me a bit to fix a few issues that I run into.
Well I don't mind using the team placement methods in the map settings, however they don't seem to be working correctly for me and always spawn oddly. Do you if the (Pick Player 1 from (players from team 1) triggers will refer to team 1 and 2 in the lobby/in the map settings?
Or possibly do some if/then triggers where like if number of players = 2, pick player 1 from active player to team 1, player group, then the same for player 2 to player group 2, then spawn based on player groups? I think I'll try that now.
Edit: I think my last idea worked actually. I just did if/then's for If > (Number of players in (active players)) == 2, then...
Then I did the same for if active players is 4 or 6. I'll test it in a bit but I think it should work like a charm. Thank you! The last part of your post gave me the idea and I can't believe it was that easy and it never even crossed my mind haha.
Any idea how to do it? Basically what I mean is this:
My map has a 6 player lobby, with 2 teams.
Obviously with 6 players, everyone would spawn fine on two teams in the proper placement. However, say I wanna do a 1v1 or a 2v2. When I'm in a lobby, and invite a friend, then put him on the other team then start the game, he still ends up on my team and spawns next to me because the lobby still considers him as player 2 because he was the 2nd person to join.
Any idea how to fix this? How to create a spawn system (possibly using if/then's?) that will spawn players accordingly depending on their placement in the game lobby or just balance based on the amount of players?
Can't tell if I'm just dumb and missing something simple or what cause I can't find anything on the issue.
Hey everyone! So, Wintermaul Wars was my favorite game mode on WC3. Sadly, there is no popular version of it on SC2 minus Mercy TD but even that is stale due to only having 3 races and no updates within the past year or so.
So I've taken it in my own hands to remake it. I started about 4 days ago, and so far I have almost everything done, I just need to finish the races and balancing, other than that all the trigger work is done (Working income, unit spawns, kill counters, anti-block, leaderboard, race choose dialogue, etc) and the terrain of course. Below are some screen shots to get you excited. I have a lot of surprises coming in Crystalmaul Wars, so I won't reveal everything. But I promise you it will be worth it.
Currently I'm looking for testers (5+ people) who have played Mercy TD or WMW in WC3. You can contact me in game at Voidnoise.533 or you can email me at [email protected].
At the moment, I have a few races done, but I plan to have about 16-20. I'll also have some little surprises that will increase the use of counter play and strategy as well. I would imagine getting the game finished will only take me another week of data work, or less if I'm fast. Then balancing would happen with testers and alpha release if I decide to have one. I'm working at a rate of finishing 1 race per day, and will probably increase to 2-4 when I have more free time, so I'm excited to start testing soon. Among the current races are: Dragon, Mechanical, Fire, Lightning, and I have a good 15 more written down that I have great ideas for to keep each race fresh and different.
Also, Crystalmaul Wars is a WoL map, so everyone will be able to play!
Thanks for taking a look, and I hope I get some good responses and excitement :).
Screenshots!
Sexy loading screen (9 years in graphic design :P) Also, the email is not made yet so don't try to email it xD and yes I know, I have to fix the "youre" typo.
Dragon Race Summons (Towers) and the Dragon Caller (Tower builder) to the far right. All fully working.
Well I enjoyed the game type, and I was never good at Galaxy Vamp and on top of that no one plays it. My goal is just mainly to make a fun game type similar to PvZ, but better, more in depth, while keeping it's easy to learn and fun to play style of it. I know some people may not like it, but a ton of others do, so I think that's the what matters. Vamp is more of a game type for people that want to put in a lot of hours learning and mastering it (and sadly not many people play it anymore D:) and this is more of a jump in and have fun sort of game. Of course, it might end up developing into something similar to Vamp in terms of complexity, but that's in the future.
Plus I've had a ton of fun with this project and to me that's what matters more than the essence of what it is, but either way I know I'll have fun playing the finished product and I hope others do too. Thanks for the reply though! :)
Hey everyone, my name is Voidnoise (this is an old Curse account haha). I hope this is the right section to post this in :x
A friend of mine off these forums and I started making a remake of Pobes vs. Zeelot around 2-3 weeks ago. We've made huge progress, and the map will be entering a closed testing phase soon (within the week most likely), and we need volunteers. The map setup has 5 different themes, setups, and sizes.
Left on the to do list: Create zealot shop and inventory. Finish turrets. Finish generator actors. And finish the 5th terrain (4 are done already). Besides that, all that's left is balancing.
Once we're through closed testing and feel the map is very playable and fun, and pretty balanced, we'll start adding things and improve the game play with new features, more options, etc. We plan to develop the far passed what the original PvZ ever was. We also plan to maintain the map and patch it weekly, for as long as we feel is necessary to keep the game fun and adding new/better things. We've also gone as far to contact the original map makers for information, and some guidance on a few things here and there.
We need testers though! The way we want to do beta sign ups are on a first come first serve basis. Come visit our website for more information, and register on the forum and post in the closed beta thread to be apart of it. We just got the site up yesterday so it's completely empty as of now. Help us change that! We've seen quite a few people very excited for this, so I decided to post on here to see if we can get some more people to support us and help us test when possible. We'll be posting more info on the site about it as we progress and will probably add some screenshots as well. Thanks :)
At the end of the 30 second timer, the new unit I need spawned spawn on top of a random player's marine unit, however they don't have control of it and their marine doesn't delete.
I have it so it's
- Variable - Set Random Player[1] = (Player 1 from (Active Players)) [etc all the way to 10]
- General - Wait 30.0 Game Time Seconds [I have a timer set for 30 seconds that visible, but I found it easier to make these trigger after 30 game seconds in unison with the timer, rather than trigger it off of the timer hitting 0]
- Unit - Create 1 Infected for player (Random integer between 1 and 10) at (Position of (Last created unit)) facing 270.0 degrees (Ignore placement.)
Which is how it chooses the random player, and gives them the unit. I'm not sure if this is the most efficient way to do it though as I'm kinda new to map making. I'm pretty good with the data editor, triggers kill me though.
Now, after that I've tried using Unit Groups to pick all of the Marine units that that chosen player has, and kill them or remove them from game, but that never worked.
Then I need it to set the chosen random player to enemy for all other active players. Here are screen shots of my current triggers how they are right at this moment. Help getting this to work properly would be greatly appreciated.
Initial spawn that ally's all players and sets their spawn points and creates the timer window.
http://prntscr.com/6s9pc
Choosing random player and replacing their unit (I know a lot of it is messed up, but that's cause I've been doing trial and error constantly so it's kind of a mess now.)
http://prntscr.com/6s9rr
Help is HUGELY appreciated! Friend and I have been wanting to do this for awhile, so solving this would be amazing :)
So basically, I'm creating a 10 player map. All 10 players are allied and spawn with a marine unit. I have a timer set to 30 second on map init. and at the end of that, I have a text block pop up and a sound play, at this point, I need my triggers to choose a random player (from the active player pool), and replace their marine unit with different unit, and make them an enemy to everyone else. How would I go about doing it? Tried posting on the Bnet Custom Map forums, but I should have expected no help lol. Hopefully you guys can help me :).
Edit: Scratch that! I looked at a tutorial on Array's and it helped. However I do need help with something else. How would I make it so that the player that got the new unit makes the previous unit (marine) go away?
0
This REALLY needs to be more popular. It's extremely good in every way. I don't understand how Mrcy TD is constantly on page 3 and this isn't even in the top 50.
0
Changed the map a bit to look better, but anyways I just released a public version so people can test. I'm having a hard time getting people available for testing so I just decided to throw a public alpha up with 2 races so I can test some damage numbers and costs, etc. Check it out if you get the change. I promise I'll polish it up much more once I get some issues fixed. Check patch notes for more info. This is my first map so it's taking me a bit to fix a few issues that I run into.
0
@Trieva: Go
Well I don't mind using the team placement methods in the map settings, however they don't seem to be working correctly for me and always spawn oddly. Do you if the (Pick Player 1 from (players from team 1) triggers will refer to team 1 and 2 in the lobby/in the map settings?
Or possibly do some if/then triggers where like if number of players = 2, pick player 1 from active player to team 1, player group, then the same for player 2 to player group 2, then spawn based on player groups? I think I'll try that now.
Edit: I think my last idea worked actually. I just did if/then's for If > (Number of players in (active players)) == 2, then...
Then I did the same for if active players is 4 or 6. I'll test it in a bit but I think it should work like a charm. Thank you! The last part of your post gave me the idea and I can't believe it was that easy and it never even crossed my mind haha.
0
Any idea how to do it? Basically what I mean is this:
My map has a 6 player lobby, with 2 teams.
Obviously with 6 players, everyone would spawn fine on two teams in the proper placement. However, say I wanna do a 1v1 or a 2v2. When I'm in a lobby, and invite a friend, then put him on the other team then start the game, he still ends up on my team and spawns next to me because the lobby still considers him as player 2 because he was the 2nd person to join.
Any idea how to fix this? How to create a spawn system (possibly using if/then's?) that will spawn players accordingly depending on their placement in the game lobby or just balance based on the amount of players?
Can't tell if I'm just dumb and missing something simple or what cause I can't find anything on the issue.
0
Hey everyone! So, Wintermaul Wars was my favorite game mode on WC3. Sadly, there is no popular version of it on SC2 minus Mercy TD but even that is stale due to only having 3 races and no updates within the past year or so.
So I've taken it in my own hands to remake it. I started about 4 days ago, and so far I have almost everything done, I just need to finish the races and balancing, other than that all the trigger work is done (Working income, unit spawns, kill counters, anti-block, leaderboard, race choose dialogue, etc) and the terrain of course. Below are some screen shots to get you excited. I have a lot of surprises coming in Crystalmaul Wars, so I won't reveal everything. But I promise you it will be worth it.
Currently I'm looking for testers (5+ people) who have played Mercy TD or WMW in WC3. You can contact me in game at Voidnoise.533 or you can email me at [email protected].
At the moment, I have a few races done, but I plan to have about 16-20. I'll also have some little surprises that will increase the use of counter play and strategy as well. I would imagine getting the game finished will only take me another week of data work, or less if I'm fast. Then balancing would happen with testers and alpha release if I decide to have one. I'm working at a rate of finishing 1 race per day, and will probably increase to 2-4 when I have more free time, so I'm excited to start testing soon. Among the current races are: Dragon, Mechanical, Fire, Lightning, and I have a good 15 more written down that I have great ideas for to keep each race fresh and different.
Also, Crystalmaul Wars is a WoL map, so everyone will be able to play!
Thanks for taking a look, and I hope I get some good responses and excitement :).
Screenshots!
Sexy loading screen (9 years in graphic design :P) Also, the email is not made yet so don't try to email it xD and yes I know, I have to fix the "youre" typo.
Dragon Race Summons (Towers) and the Dragon Caller (Tower builder) to the far right. All fully working.
Center Spawn Hub
Zoomed out Terrain
0
@Taintedwisp: Go
Well I enjoyed the game type, and I was never good at Galaxy Vamp and on top of that no one plays it. My goal is just mainly to make a fun game type similar to PvZ, but better, more in depth, while keeping it's easy to learn and fun to play style of it. I know some people may not like it, but a ton of others do, so I think that's the what matters. Vamp is more of a game type for people that want to put in a lot of hours learning and mastering it (and sadly not many people play it anymore D:) and this is more of a jump in and have fun sort of game. Of course, it might end up developing into something similar to Vamp in terms of complexity, but that's in the future.
Plus I've had a ton of fun with this project and to me that's what matters more than the essence of what it is, but either way I know I'll have fun playing the finished product and I hope others do too. Thanks for the reply though! :)
0
Hey everyone, my name is Voidnoise (this is an old Curse account haha). I hope this is the right section to post this in :x
A friend of mine off these forums and I started making a remake of Pobes vs. Zeelot around 2-3 weeks ago. We've made huge progress, and the map will be entering a closed testing phase soon (within the week most likely), and we need volunteers. The map setup has 5 different themes, setups, and sizes.
Left on the to do list: Create zealot shop and inventory. Finish turrets. Finish generator actors. And finish the 5th terrain (4 are done already). Besides that, all that's left is balancing.
Once we're through closed testing and feel the map is very playable and fun, and pretty balanced, we'll start adding things and improve the game play with new features, more options, etc. We plan to develop the far passed what the original PvZ ever was. We also plan to maintain the map and patch it weekly, for as long as we feel is necessary to keep the game fun and adding new/better things. We've also gone as far to contact the original map makers for information, and some guidance on a few things here and there.
We need testers though! The way we want to do beta sign ups are on a first come first serve basis. Come visit our website for more information, and register on the forum and post in the closed beta thread to be apart of it. We just got the site up yesterday so it's completely empty as of now. Help us change that! We've seen quite a few people very excited for this, so I decided to post on here to see if we can get some more people to support us and help us test when possible. We'll be posting more info on the site about it as we progress and will probably add some screenshots as well. Thanks :)
http://www.pvzrebirth.us/
0
Well here's my problem now.
At the end of the 30 second timer, the new unit I need spawned spawn on top of a random player's marine unit, however they don't have control of it and their marine doesn't delete.
I have it so it's
- Variable - Set Random Player[1] = (Player 1 from (Active Players)) [etc all the way to 10] - General - Wait 30.0 Game Time Seconds [I have a timer set for 30 seconds that visible, but I found it easier to make these trigger after 30 game seconds in unison with the timer, rather than trigger it off of the timer hitting 0] - Unit - Create 1 Infected for player (Random integer between 1 and 10) at (Position of (Last created unit)) facing 270.0 degrees (Ignore placement.)
Which is how it chooses the random player, and gives them the unit. I'm not sure if this is the most efficient way to do it though as I'm kinda new to map making. I'm pretty good with the data editor, triggers kill me though.
Now, after that I've tried using Unit Groups to pick all of the Marine units that that chosen player has, and kill them or remove them from game, but that never worked.
Then I need it to set the chosen random player to enemy for all other active players. Here are screen shots of my current triggers how they are right at this moment. Help getting this to work properly would be greatly appreciated.
Initial spawn that ally's all players and sets their spawn points and creates the timer window. http://prntscr.com/6s9pc
Choosing random player and replacing their unit (I know a lot of it is messed up, but that's cause I've been doing trial and error constantly so it's kind of a mess now.) http://prntscr.com/6s9rr
Help is HUGELY appreciated! Friend and I have been wanting to do this for awhile, so solving this would be amazing :)
0
So basically, I'm creating a 10 player map. All 10 players are allied and spawn with a marine unit. I have a timer set to 30 second on map init. and at the end of that, I have a text block pop up and a sound play, at this point, I need my triggers to choose a random player (from the active player pool), and replace their marine unit with different unit, and make them an enemy to everyone else. How would I go about doing it? Tried posting on the Bnet Custom Map forums, but I should have expected no help lol. Hopefully you guys can help me :).
Edit: Scratch that! I looked at a tutorial on Array's and it helped. However I do need help with something else. How would I make it so that the player that got the new unit makes the previous unit (marine) go away?