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    posted a message on Testers Needed

    Do you still need testers? Some information about when you plan to run the tests tonight would be useful.

    Also 2-3 sentences about what your game is would be nice. Anyway, if it's after 9:00 EST I can help test.

    Posted in: Map Feedback
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    posted a message on WoW TD

    @Johnboy8078: Go

    This thread is engaging and insightful.

    -What do you like about it?

    -Why is it good?

    -What does it do better than other games?

    Posted in: Map Review
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    posted a message on I Don't Understand Soundtracks :(

    @DrSuperEvil: Go

    Good thought, your post reminded me to check the Races tab. It specifies the soundtrack as Music_TerrLow, so the soundtrack I was looking for does exist, it just has a stupid name that made me unable to find it.

    Posted in: Miscellaneous Development
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    posted a message on Mass Effect 3

    @Alevice: Go

    I'm crazy excited. I played through ME1 and ME2 and they were both good. ME1 really dragged in the citadel for the first few hours, planet exploration was crazy boring and not even very productive, and the combat felt like an MMO. But, the story was great and the ending sequence was outstanding. ME2 had an even better story, no planet exploration, and the combat felt like an action game (especially with the addition of ammo and clips rather than all cooldown attacks from ME1). If they can put another round of improvements on the formula, then ME3 is going to be awesome.

    Posted in: Off-Topic
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    posted a message on The Gaming Industry - Bad or Good?
    Quote from ScorpSCII: Go

    That's a brilliant idea! I've also noticed myself that many people around here are confused/worried about the game industry and how to approach it. I'd love to have a guide here on mapster, that explains how to take your SC2 development to the next level.

    The cynical answer to this is to stop mapping, and move on to real development environments. Mapping is pretty fun though.

    Posted in: Off-Topic
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    posted a message on I Don't Understand Soundtracks :(

    I'm trying to add a few soundtracks to my game. What I want is for the normal default Terran soundtrack to be playing most of the time, then on certain levels I want to change the soundtrack to something custom, and finally return to the normal Terran soundtrack at the end of the level.

    To make my own soundtrack, I had to first put my imported sound file into a "Music" type sound object. Then I created a soundtrack object that referenced my sound object. I understand how to use triggers to play my soundtrack (play soundtrack, don't set it to default), but I am confused about how to restore the default Terran soundtrack.

    What's confusing is that there is no soundtrack object for the Terran game music (that I can find). All of the game music is part of a regular sound object called "Game Music - Terran". How am I supposed to restore the default soundtrack when the soundtrack I need doesn't appear to exist? I could make my own Terran music soundtrack object, but I get the feeling that I'm missing something here and I want to do this the right way.

    Posted in: Miscellaneous Development
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    posted a message on Need Opinions On Difficulty Settings

    Maybe I am overestimating the value of having players able to compare scores (same difficulty) in a FFA survival mode. How much do people care about playing a solo survival mode in an online game? I really don't know. B.net psychology is hard to predict.

    I'll see what I can do about making all players able to have their own difficulty. Currently my difficulty is being done through handicaps, so that won't work if I let everyone use a different difficulty.

    Posted in: General Chat
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    posted a message on Squadron TD Remake

    I know you're excited about your remake, but my advice is to ask for feedback from only a few people to get an idea on how you're doing. I don't think it's a good idea to make a broadcast invitation to play your map before it's actually playable. You have one chance to make a first impression, and in the mapping community people don't often care enough to try something a second time if it's not good enough at first.

    Let us know when you've got a game to play and maybe I'll hop and give it a whirl. You've got a lot of enthusiasm for this project, so I know that's a good first step to releasing a great game.

    That being said, is there anything specific that you would like people to try to test?

    Posted in: Project Workplace
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    posted a message on Need Opinions On Difficulty Settings

    I am nearly finished with a tower defense map and I wanted to gather some community opinions on how to handle the game's difficulty settings. The game is played with six free-for-all tracks (similar to Element TD). In a future release I will be adding competitive play, but for the initial release it will just have the players individually working on their own tracks. It's essentially six people playing a single player game at the same time.

    I have decided that all players should be playing at the same difficulty setting. Doing this will allow players to compare how well they're doing with the other players in the game. Without this constant difficulty between players, there is absolutely no reason to play the game with other people. This raises a challenge when it comes to letting the players decide which difficulty setting to use. Since the current b.net setup doesn't really support a "host" (you could join a lobby and it's random if you're the first player), and we don't have a way to create a game lobby that is designated as "hard mode" in the title. Any given game lobby could be comprised of both experienced players and new players.

    Furthermore, the game will have many levels of difficulty available, but for playing online with others only "normal" and "hard" will be available. You must play the game by yourself to access "easy" and "extreme" difficulties.

    There are three logical ways to set up the difficulty at the start of the game:

    1) Player 1 picks the difficulty, all other players must abide.

    2) All players vote on difficulty, a tie goes to the easier difficulty setting.

    3) All players vote on difficulty, a tie goes to the harder difficulty setting.

    Does anyone have an opinion on the best way to set the difficulty? Is it worse to risk new players getting into a "hard" game and being in over their heads, or is it worse to have experienced players stuck in a "normal" difficulty game? Am I just way off base with forcing all players to use the same difficulty setting?

    Thanks!

    -Skrow

    Posted in: General Chat
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    posted a message on What could this be..

    I've heard that your brain becomes more creative while you're laying down. That, combined with the absence of other distracting thoughts, turns that sleepy time period into a well of magnificent ideas. I have had this problem, and I have found that trying to fight it and forget the ideas that i'm thinking about takes a while. What I do is I get out of bed, turn on my computer, and type out all of my ideas into a google doc. It doesn't matter how fleshed out your typed descriptions are, just get everything in your head written down. After that I can usually fall asleep fairly easily.

    Posted in: Off-Topic
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    posted a message on Paaaaiiinnn...

    Looks like someone posted a picture of your appendix on the internet. Gross.

    Posted in: Off-Topic
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    posted a message on Paaaaiiinnn...

    You should listen to this story about appendicitis: http://www.thisamericanlife.org/play_full.php?play=439&act=2

    It's relevant and funny!

    Posted in: Off-Topic
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    posted a message on resume last order?

    @Rice87: Go

    I needed something like this in my tower defense. Every unit has a custom value that is used to indicate what they should be doing. When I need them to resume an order, i throw the unit as a parameter into this trigger and it figures out what that unit should do based on the combo of unit type and custom value, then directs the unit accordingly. It is a very manual approach, but it works.

    Posted in: Triggers
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    posted a message on HELP!!! i broke my map

    @bravojuliet: Go

    Yeah this question is confusing. First, focus on only one problem in a thread. Lay out the details of what you want to do, then what you are experiencing in well organized details. Don't treat this thread like a conversation, explain your problem and all relevant details.

    Posted in: Miscellaneous Development
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    posted a message on Occupy Starcraft: Is it time for an anti custom map hosting movement?

    Fact: I hate the popularity system.

    Fact: Blizzard will probably improve it, even though it is massively overdue.

    Fact: I am way way too lazy to protest about it.

    Posted in: General Chat
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