Do you have any kind of official confirmation that publishing your map now (prior to judging) won't disqualify it?
I'm not posting any details just in case. But after seeing Progammer's video I suspect my chances of winning are slim. That, and the fact I only had 6 days to make my submission due to various real life happenings.
For me it does not matter. I trust Blizzard not to abuse that right. If they did, rumors would spread and most people would just stop making maps, reducing Starcraft 2's longevity by who knows how many years!
There is now an option in the game lobby for the host to enable or disable rematch for the game. :-) Let's see how it affects games / hour. It is defaulted to disabled.
Hey hey, I appreciate that suggestion. It makes me think about something that's been bothering me lately. As most of you probably know there is a rematch feature in Hex'd, this means that you can play it for as long as you want without having to start a new game. The obvious side effect resulting from this is that Hex'd never really gets very high on the populairty list since it's sorted by number of games played in the last hour. I once tried to remove the rematch system and it immediately rose, but people said that they wanted it back so I did so. Now it's slowly dropping again and it's getting hard to get a game going unless you have a bunch of friends online.
The good thing with having no rematch system was that it was easier to get games going.
What do you guys think? Should there be a rematch system or not?
Been working a lot lately on making more arenas/maps to add a bit of variety in Hex'd.
Thought I'd try posting a few screenshots here in hopes of getting some comments so I'm not going totally off course with the terraining. :)
Feel free to drop feedback about other aspects of the map too if there's something on your mind.
Tad harsh you are there. You might mean well with the post, but I suspect it discourages rather than helps aspiring mapmakers. You can't expect similar standards here as in real game development. People do this in their spare time for fun.
You should've made this into a tutorial rather than... whatever it is. :p
I'm not too convinced that this way will provide even a noticable reduction in the lag. It's really the input part that causes the lag right now and not the loops, right? As far as I got there's still the same amount of input stuff going on here as in other systems?
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If I may, there's a simpler way to achieve this; once you have created the cargo units, just use this action (attachment).
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When I started playing I watched TotalBiscuit's "I Suck at Starcraft 2" videos. They helped me out a lot.
You can find the first episode here:
He's also a very good commentator and has a pleasant voice to listen to.
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I'm not posting any details just in case. But after seeing Progammer's video I suspect my chances of winning are slim. That, and the fact I only had 6 days to make my submission due to various real life happenings.
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Default key 'V'.
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Does the image I attached help?
Not sure I understand your other question.
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Make sure you have the right Move command. There's one Move - Beacon and one Move - Move. You want to use the latter. Check the image I attached.
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That creates a circle region at a point and picks all units in it. Should do basically it picks all units within range 5 of the point.
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For me it does not matter. I trust Blizzard not to abuse that right. If they did, rumors would spread and most people would just stop making maps, reducing Starcraft 2's longevity by who knows how many years!
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Seems to me like it's identical to model editing in WoW. I'd delete this thread if it were up to me.
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There is now an option in the game lobby for the host to enable or disable rematch for the game. :-) Let's see how it affects games / hour. It is defaulted to disabled.
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Hey hey, I appreciate that suggestion. It makes me think about something that's been bothering me lately. As most of you probably know there is a rematch feature in Hex'd, this means that you can play it for as long as you want without having to start a new game. The obvious side effect resulting from this is that Hex'd never really gets very high on the populairty list since it's sorted by number of games played in the last hour. I once tried to remove the rematch system and it immediately rose, but people said that they wanted it back so I did so. Now it's slowly dropping again and it's getting hard to get a game going unless you have a bunch of friends online. The good thing with having no rematch system was that it was easier to get games going.
What do you guys think? Should there be a rematch system or not?
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Hello.
Been working a lot lately on making more arenas/maps to add a bit of variety in Hex'd.
Thought I'd try posting a few screenshots here in hopes of getting some comments so I'm not going totally off course with the terraining. :)
Feel free to drop feedback about other aspects of the map too if there's something on your mind.
The Island:
The Forest:
The Temple (unfinished):
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Tad harsh you are there. You might mean well with the post, but I suspect it discourages rather than helps aspiring mapmakers. You can't expect similar standards here as in real game development. People do this in their spare time for fun.
You should've made this into a tutorial rather than... whatever it is. :p
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Cheer up a bit! My first impression is that it's a lot better than plenty off the stuff people publish nowadays.
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I'm not too convinced that this way will provide even a noticable reduction in the lag. It's really the input part that causes the lag right now and not the loops, right? As far as I got there's still the same amount of input stuff going on here as in other systems?