Yup the game should be more fun with playing in teams. Since its a large map, you entrust portion to a map to your allies. Basically non-stop RTS mini army battles. It should be fun to play, and fun to watch. That's the theory anyway...
I hope its everything I'd imagined it to be. Play SC2 melee alternately, no base building but more action. I don't know what else more to say.
And OMG. How can I be so ignorant! Gears of Wars 3 is coming soon. Everyone's going to be playing that. I can't release my map when no one's playing SC. lol I'm going to postponed my public release till next week. Till then, feel free to test the map whenever. =]
Thrash is a rivaling RTS style to the original melee-league games. There are additional comments on the Youtube video page. The object (of the delopment) of the map is to be close and familiar to the regular universe of StarCraft, but simply remove base-building, more revolved to map control and high micro management.
Gameplay: You capture factories and beacons to increase your points. You spend the points on sending more units from your Hercules. The team that capture all points win. (Similiar gameplay to Warhammer)
To review this map, please grab a few friends and play. Find anything you don't like, along with bug reports and feedback.
Everything was done by me. What I'm particularly looking for is whether the game-play was too slow, units are imbalanced, or if the game's action filled potential isn't high enough. If you want to give feedback to something else like the terrain, it would be appreciated also.
Oiginally, updates to terrain and unit balanced will be made in the future. Any feedback will highly impact what I do on the updates.
It's available for download in the us server as Thrash.
Is there some sort of import function? Yes. The Import Module, located under Modules in the top menu bar.
Don't forget to hit Save in the Import Module window when your done.
Adding what Ahli634 said, I use Paint.net to convert images.
@DrSuperEvil: Go
Auh. So I was making cursors a whole different way. Lol, after I finally got used to it, the Galaxy Editor started to feel complicated again.
So, while editing the ability, I added a search area effect in the Cursor Effect. Just like Blizz did with Psi Storm, which was what I was copying. Along with your model actor suggestion, I created a new splat actor.
Only the TerranAoESplat model is able to show up though, along with the race equivalents of the model. You know, that red circle thing that appears when Raynor or Tychus is able to throw grenades in the campaign. For some reason, smoke models, or any other models (I've tried) except the original splat models, don't appear. So, I'm stuck with TerranAoESplat. It's a nice effect, if I can't get my smoke working, it'll do.
But I'm just curious, why aren't any other models working as a cursor effect? Even though I figured out a better way to make cursors, I still can't tint them, even the TerranAoESplat. Anyone know what's up?
I'm making spawn at target point ability. I got it working, the ability spawns a unit at a target location. But I'd thought it be cool to make a cursor effect, green smoke. The map is military battle-themed, so green signal smoke would look cool. I just want it as a cursor effect.
I made the doodade "Smoke (medium)" into a unit. The spawn ability, in the ability tab, I set "Place Unit" to my new Smoke Signal unit. (http://imageshack.us/f/822/snapx.jpg/) Right now, it shows it red/orange fire with black smoke. I want it green fire. In the Actor Data for the Smoke Signal unit, I'm trying to use the Set Tint Color message. For the events, I tried using Unit Birth, Unit Created, Cursor Update, etc... None of them is working.
Maybe there's something I need to do in the Data Module, or just in Actor data, either way, does someone know?
Trying to make the fire green for the placement effect:
Try to shoot the cliff behind the globe. Go up the hill and shoot at the ground. You'll notice an explosion appearing on the ground, if you go down hill however, you'll notice your attacks won't show up on the terrain, unless you shoot an actual target. Go back and shoot at the cliff, also try shooting at the cliff while shooting close as the ground as you can, you'll see explosions appearing higher then you aimed. - I need help solving all that weirdness.
0
Yup the game should be more fun with playing in teams. Since its a large map, you entrust portion to a map to your allies. Basically non-stop RTS mini army battles. It should be fun to play, and fun to watch. That's the theory anyway... I hope its everything I'd imagined it to be. Play SC2 melee alternately, no base building but more action. I don't know what else more to say.
And OMG. How can I be so ignorant! Gears of Wars 3 is coming soon. Everyone's going to be playing that. I can't release my map when no one's playing SC. lol I'm going to postponed my public release till next week. Till then, feel free to test the map whenever. =]
0
Thrash
→
Thrash is a rivaling RTS style to the original melee-league games. There are additional comments on the Youtube video page. The object (of the delopment) of the map is to be close and familiar to the regular universe of StarCraft, but simply remove base-building, more revolved to map control and high micro management.
Gameplay: You capture factories and beacons to increase your points. You spend the points on sending more units from your Hercules. The team that capture all points win. (Similiar gameplay to Warhammer)
To review this map, please grab a few friends and play. Find anything you don't like, along with bug reports and feedback.
Everything was done by me. What I'm particularly looking for is whether the game-play was too slow, units are imbalanced, or if the game's action filled potential isn't high enough. If you want to give feedback to something else like the terrain, it would be appreciated also.
Oiginally, updates to terrain and unit balanced will be made in the future. Any feedback will highly impact what I do on the updates. It's available for download in the us server as Thrash.
Thanks for reviewing my map. =]
0
@thomulf: Go
Is there some sort of import function? Yes. The Import Module, located under Modules in the top menu bar. Don't forget to hit Save in the Import Module window when your done.
Adding what Ahli634 said, I use Paint.net to convert images.
0
@DrSuperEvilAwesome:
After doing the actor correctly, I did it. It works. I have cool nifty cursor effects for the map I'm about to release. Thanks for your help.
0
@DrSuperEvil: Go Auh. So I was making cursors a whole different way. Lol, after I finally got used to it, the Galaxy Editor started to feel complicated again.
So, while editing the ability, I added a search area effect in the Cursor Effect. Just like Blizz did with Psi Storm, which was what I was copying. Along with your model actor suggestion, I created a new splat actor.
Only the TerranAoESplat model is able to show up though, along with the race equivalents of the model. You know, that red circle thing that appears when Raynor or Tychus is able to throw grenades in the campaign. For some reason, smoke models, or any other models (I've tried) except the original splat models, don't appear. So, I'm stuck with TerranAoESplat. It's a nice effect, if I can't get my smoke working, it'll do.
But I'm just curious, why aren't any other models working as a cursor effect? Even though I figured out a better way to make cursors, I still can't tint them, even the TerranAoESplat. Anyone know what's up?
0
I'm making spawn at target point ability. I got it working, the ability spawns a unit at a target location. But I'd thought it be cool to make a cursor effect, green smoke. The map is military battle-themed, so green signal smoke would look cool. I just want it as a cursor effect.
I made the doodade "Smoke (medium)" into a unit. The spawn ability, in the ability tab, I set "Place Unit" to my new Smoke Signal unit. (http://imageshack.us/f/822/snapx.jpg/) Right now, it shows it red/orange fire with black smoke. I want it green fire. In the Actor Data for the Smoke Signal unit, I'm trying to use the Set Tint Color message. For the events, I tried using Unit Birth, Unit Created, Cursor Update, etc... None of them is working.
Maybe there's something I need to do in the Data Module, or just in Actor data, either way, does someone know?
Trying to make the fire green for the placement effect:
0
I'm working a big TPS map. I notice that in part of my map, my tank isn't shoot properly.
I'm using martinolsson's "third person shooter engine". Can someone tell me what I should tweak to get it working?
Here's the map: Kismet TPS Project
Try to shoot the cliff behind the globe. Go up the hill and shoot at the ground. You'll notice an explosion appearing on the ground, if you go down hill however, you'll notice your attacks won't show up on the terrain, unless you shoot an actual target. Go back and shoot at the cliff, also try shooting at the cliff while shooting close as the ground as you can, you'll see explosions appearing higher then you aimed. - I need help solving all that weirdness.
Anyone help?