Not a professional melee map maker or a professional map maker in general but I have one question. Has it been tested thoroughly? I'm just a silver player, and I think the map looks decent, however it appears somewhat small. Similar to most of the Blizzard created maps for SC2. Not much room for macro play. Pushes players to attack fast, considering the short run distance. How long does it take for a worker to get to the ramp of the opponent?
When you go to the bathroom thinking about the editor, return from the bathroom thinking about the editor, then realize that you never actually went to the bathroom. Just sat on the seat...thinking about the editor.
Personal experience.
Often times I have left the map editor in order to use the restroom, then whilst using the restroom I realize the fault in my coding, return and fix it. Ah yes, the glory of toilet wisdom.
Hooookay. After many frustrating hours of work, I just cannot get the "Traceline" triggers to work as presented by Shadowstorm (http://forums.sc2mapster.com/resources/trigger-libraries/7277-third-person-shooter-tps-engine-download-if-you-need/). What currently works is this: When I left click the animation is shown for the attacking unit and the sound is played. No damage is dealt to units. Also, I have already set the unit heights for all of the units as Shadowstorm did.
Let me know if you believe I missed something in the coding or if you know of a better way of TPS targeting/attacking. Thanks for any suggestions, all help is greatly appreciated!
This is a "Lava Dodge" review by Bionic. To remove bias I feel I must state the following: I have been a tester for this map since day one. However, Anethor is a good friend of mine and I will not hold back in this review to be fair to those willing to play, to Anethor, and to his hours of work.
Below I will rank each category 1(Poor) to 10(Perfect) and then explain my reasoning.
1. What is Lava Dodge? Overall Rank: 7.3, has the potential to be a great game and keep players playing.
The idea of the game is really simple and easy to grasp. You move your Marine around as the lava appears. Get it? Lava Dodge. If you step foot in the lava you die and you have to wait until the next round. There are also colored powerups the players may grab which either slow or increase speed. The powerups randomly spawn during the game which keeps it interesting. Each player votes at the start of the game to determine how many points are required to win. The first person to x points wins. You gain points by being the last to survive. Stay alive the longest and you win, pretty simple. If you win, there's a nice little cinematic in your glory. Overall, the game is a very simple mini-game which can be rather entertaining.
2. How fun is it? Rank: 7
Lava Dodge is seriously fun, especially for a mini-game. However, the game feels rather repetitive which is the reason I gave it a 7 instead of anything higher. If it weren't for the speed buffs and debuff the rank would be lower.
3. How's the gameplay? Rank: 8
You move around as fast as you can and try and stay away from the random lava. As the game progresses the lava starts to spawn faster which makes the game challenging. Also, as I mentioned, the lava is random which keeps the game new and refreshing. However, it makes lag, like in every game a small issue.
4. Is it polished? Rank: 6
The game is decently polished, especially from what I saw during early testing in beta. However, there are small bugs such as: not properally awarding players who win, giving too much time to make rounds a tie and so on. Small errors like that, which gives this area a smaller rank.
5. Is it original? Rank: 9
For Starcraft 2, yes. However, this mini-game is basically a small and random bound, and bounds have been around for several years now.
6. Would you play it again? Rank: 7
The game is rather repetitive and some rounds seem to take forever. However, the game, with enough players is very fast paced and gives the player an adrehnele rush, making the game decently replayable.
7. Where could it be improved? Rank: 7, needs some improvement.
Add more powerups, possibly add player specific abilities, polish the point system.
I'm making a bound and I need the death animation to speed up. With a screen full of clutter, bounding is impossible. So that's my question, how do I speed up the death animation of a unit?
Alright, I tried what you said without success. All I need to do is set a data table for the label and set it to something that can be specific, like a player name right? So I tried this.
I repaired and reinstalled and the error happened again and with different people. Looks like the corrupted assests are in my map? Time to copy/paste everything to a fresh map.
:(
@wOlfLisK: Go
I need that loop to set the height for the dialog box :p
@Bezerker18: Go
I'm going to work on this for a bit and let you know what results I get. I think I understand what you're saying but it's different from what I'm use to. Thanks for the help so far though man, seriously appreciated.
Would this method require me to set a spot for each player in the dialog box? Rather then using the "Pick Each Player and then.." action?
I tried what you said and it updates all of the players names.
I hope that this isn't covered in another post here or anywhere else, but I searched for a good hour and couldn't find the results I need. Currently in my map I have a simple dialog leaderboard which has a progression bar, listed player names, and their life count. I need a way to update the leaderboard for when a player leaves. I would like to set the player's lives to 0 and their name to "Left" or something similar.
The code below shows the trigger which creates the leaderboard...
LeaderBoardSetupEventsTimer-Elapsedtimeis0.0GameTimesecondsLocalVariablesConditionsActionsPlayerGroup-Pickeachplayerin(ActivePlayers)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Statusofplayer(Pickedplayer))==PlayingThenVariable-ModifyNumberOfPlayingPlayers:+1ElseDialog-CreateaModaldialogofsize(350,(125+(NumberOfPlayingPlayers*27)))at(0,8)relativetoTopRightofscreenVariable-SetLeaderboard=(Lastcreateddialog)Variable-SetRowOffset=90Variable-SetLabel_ProBar=(Lastcreateddialogitem)Dialog-SetLabel_ProBarstyleto"International13"for(Allplayers)------- HeadersDialog-CreatealabelfordialogLeaderboardwiththedimensions(175,25)anchoredtoTopLeftwithanoffsetof(45,70)withthetext"Player Name"colorsettoWhitetextwriteoutsettofalsewithawriteoutdurationof2.0Dialog-CreatealabelfordialogLeaderboardwiththedimensions(75,25)anchoredtoTopRightwithanoffsetof(25,70)withthetext"Lifes"colorsettoWhitetextwriteoutsettofalsewithawriteoutdurationof2.0------- PlayersPlayerGroup-Pickeachplayerin(Allplayers)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Statusofplayer(Pickedplayer))==PlayingThenDialog-CreateanimagefordialogLeaderboardwiththedimensions(282,37)anchoredtoTopLeftwithanoffsetof(35,(RowOffset-9))settingthetooltipto""usingtheimageAssets\Textures\ui_battlenet_loading_bar_player_frame_highlighted.ddsasaNormaltypewithtiledsettofalsetintcolor(Color((Currentplayer(Pickedplayer)color)))andblendmodeNormalDialog-CreatealabelfordialogLeaderboardwiththedimensions(125,25)anchoredtoTopLeftwithanoffsetof(50,RowOffset)withthetext(Nameofplayer(Pickedplayer))colorsetto(Color((Defaultplayer(Pickedplayer)color)))textwriteoutsettotruewithawriteoutdurationof2.0------- Label Points and LivesDialog-CreatealabelfordialogLeaderboardwiththedimensions(75,25)anchoredtoTopRightwithanoffsetof(17,RowOffset)withthetext(Text(Lives[0]))colorsetto(Color((Defaultplayer(Pickedplayer)color)))textwriteoutsettofalsewithawriteoutdurationof2.0Variable-SetLabel_Lives[(Pickedplayer)]=(Lastcreateddialogitem)Variable-ModifyRowOffset:+27ElseGeneral-Wait2.0GameTimesecondsDialog-ShowLeaderboardfor(Allplayers)
And this next trigger updates and changes the player's life when they die and creates a new unit for them...
UpdateLivesEventsUnit-AnyUnitdiesLocalVariablesConditions(Unittypeof(Triggeringunit))==BanelingActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfLives[(Ownerof(Triggeringunit))]>=2Then------- Updates leaderboard, pans camera, creates Baneling and displays "has died."Variable-ModifyLives[(Ownerof(Triggeringunit))]:-1Dialog-SetLabel_Lives[(Ownerof(Triggeringunit))]textto(Text(Lives[(Ownerof(Triggeringunit))]))for(Allplayers)Camera-Panthecameraforplayer(Ownerof(Triggeringunit))toRespawnover0.75secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningUnit-Create1Banelingforplayer(Ownerof(Triggeringunit))atRespawnfacingRespawn(NoOptions)UI-Display((Text(Nameofplayer(Ownerof(Triggeringunit)))withcolor(Color((Currentplayer(Triggeringplayer)color))))+" has died.")for(Allplayers)toChatareaElse------- Updates leaderboard to 0 and displays "has no remaining lives."Variable-SetLives[(Ownerof(Triggeringunit))]=0Dialog-SetLabel_Lives[(Ownerof(Triggeringunit))]textto(Text(Lives[(Ownerof(Triggeringunit))]))for(Allplayers)UI-Display((Text(Nameofplayer(Ownerof(Triggeringunit)))withcolor(Color((Currentplayer(Ownerof(Triggeringunit))color))))+" has no remaining lives.")for(Allplayers)toChatarea
Those are the two triggers which are important. If you have the solution, I'd love to hear your suggestion! Thanks much!
0
@christopherwright: Go
Not a professional melee map maker or a professional map maker in general but I have one question. Has it been tested thoroughly? I'm just a silver player, and I think the map looks decent, however it appears somewhat small. Similar to most of the Blizzard created maps for SC2. Not much room for macro play. Pushes players to attack fast, considering the short run distance. How long does it take for a worker to get to the ramp of the opponent?
0
@Sixen: Go
Why can't we display an image to just one player? :)
0
Often times I have left the map editor in order to use the restroom, then whilst using the restroom I realize the fault in my coding, return and fix it. Ah yes, the glory of toilet wisdom.
0
Hooookay. After many frustrating hours of work, I just cannot get the "Traceline" triggers to work as presented by Shadowstorm (http://forums.sc2mapster.com/resources/trigger-libraries/7277-third-person-shooter-tps-engine-download-if-you-need/). What currently works is this: When I left click the animation is shown for the attacking unit and the sound is played. No damage is dealt to units. Also, I have already set the unit heights for all of the units as Shadowstorm did.
Here are my triggers:
And then the shooting trigger (no ammo/cooldown added):
And a list of variables if needed:
Let me know if you believe I missed something in the coding or if you know of a better way of TPS targeting/attacking. Thanks for any suggestions, all help is greatly appreciated!
0
This is a "Lava Dodge" review by Bionic. To remove bias I feel I must state the following: I have been a tester for this map since day one. However, Anethor is a good friend of mine and I will not hold back in this review to be fair to those willing to play, to Anethor, and to his hours of work.
Below I will rank each category 1 (Poor) to 10 (Perfect) and then explain my reasoning.
1. What is Lava Dodge? Overall Rank: 7.3, has the potential to be a great game and keep players playing.
2. How fun is it? Rank: 7
3. How's the gameplay? Rank: 8
4. Is it polished? Rank: 6
5. Is it original? Rank: 9
6. Would you play it again? Rank: 7
7. Where could it be improved? Rank: 7, needs some improvement.
0
I'm making a bound and I need the death animation to speed up. With a screen full of clutter, bounding is impossible. So that's my question, how do I speed up the death animation of a unit?
0
@Bionic1: Go
Setting it as a DialogItem variable did the trick! Finally! Hahha. Thanks for the help man.
0
@Bezerker18: Go
Alright, I tried what you said without success. All I need to do is set a data table for the label and set it to something that can be specific, like a player name right? So I tried this.
This did nothing as the player left. :( What am I doing wrong? Is "PlayerName" suppose to be a variable?
0
I repaired and reinstalled and the error happened again and with different people. Looks like the corrupted assests are in my map? Time to copy/paste everything to a fresh map. :(
0
@wOlfLisK: Go I need that loop to set the height for the dialog box :p
@Bezerker18: Go I'm going to work on this for a bit and let you know what results I get. I think I understand what you're saying but it's different from what I'm use to. Thanks for the help so far though man, seriously appreciated.
Question: Where did you get the string picked player section? Can't figure that out for anything.
0
@Bezerker18: Go
Like this? I'll try it and let you know quick.
Update: I'm trying it with this trigger. Still isn't working though.
I'm using a computer player to test it. I kick the computer out when typing in "test." Nothing on the leaderboard changes.
0
@Bezerker18: Go
Would this method require me to set a spot for each player in the dialog box? Rather then using the "Pick Each Player and then.." action? I tried what you said and it updates all of the players names.
0
I hope that this isn't covered in another post here or anywhere else, but I searched for a good hour and couldn't find the results I need. Currently in my map I have a simple dialog leaderboard which has a progression bar, listed player names, and their life count. I need a way to update the leaderboard for when a player leaves. I would like to set the player's lives to 0 and their name to "Left" or something similar.
The code below shows the trigger which creates the leaderboard...
And this next trigger updates and changes the player's life when they die and creates a new unit for them...
Those are the two triggers which are important. If you have the solution, I'd love to hear your suggestion! Thanks much!
0
@zeldarules28: Go
I did this once on accident instead of turning the UI off, it ran the credits for me too.
0
@molotovsoda: Go
My friends graphics are just fine, trust me haha. He plays on high-ultra settings. I don't think that is the problem.
@LordKalla: Go
I'll try the repair tonight when I have time. I'll make sure to backup my game as well, just in case.
@progammer: Go
Corrupted assets? Should I reinstall or should my friend?