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    posted a message on Evolution Wars

    OK, so the map is at a point now (alpha?) where there are just a few key things it needs.

    -Leaderboard -Bug fixes -Proper Victory/Defeat conditions -Testing!

    But I need some help. Would it be possible to upload the map/provide a download link and get some feedback/suggestions?

    Posted in: Melee Development
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    posted a message on Evolution Wars

    Anyone know where the Scout's damage is? It doesn't seem to be in the normal spot. (effects)

    Edit: Never mind, got it changed.

    Posted in: Melee Development
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    posted a message on Evolution Wars

    Hey everyone. For those of you who played SC1, you may remember a fairly popular (at one time) custom map called Evolution Wars. There were 1 or 2 attempts at re-creating this in SC2, but the results were pretty poor for a variety of reasons and people lost interest almost immediately.

    If someone could point me in the right direction for the list of what the map will need, that would be great. Below are my current issues. I will update as I get help/solve them. Thank you in advance!

    -2 spawners per player that load in only if they are present. (6 players max, 4 is default) Make them indestructible/untargetable. How do I set an event to "always"? (ie, for spawning units in Evolution Wars) How do I attach a point to my spawning unit? I see "Attach to" in Point Properties, but every option I choose, if I move the unit the point stays at the unit's starting location. How do I set a unit to a variable? (So I may use it as a spawn location. I can't seem to choose the unit I want as the variable when trying to make it.)

    -Upon map initialization, bunkers and spawners are created for players. I have bunkers spawning, should be able to get other items to spawn.

    -Bunker that once destroyed for a player, destroys his units but doesn't issue defeat to him. (so they may watch)

    -Once all of one team is defeated, game ends in defeat/victory for other team.

    -Central "massing command", where a special unit may run to beacons which orders all his units to an area on the map. (Usually this is the 8 outlying spots in a 3x3 grid shape.)

    -Experience system based on kills that spawned units get against other spawned units.

    -Basic GUI showing a player's progress. (what they have 'evolved' to)

    I know enough to start on most of this stuff, but I'm sure I will hit road blocks. I can map it out, modify units and tinker with triggers. I will come back and update this thread later.

    Thank you for your time and please help me revive this classic UMS!

    Posted in: Melee Development
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    posted a message on Modifying normal play

    Thanks for help so far everyone.

    I'm looking at the Carrier (and the Battle Cruiser). I'm having trouble making the Interceptors launch (and attack) while the Carrier is moving. Basically them auto-launching and engaging threats around the Carrier. Do I have to add a turret to the Carrier for this?

    Also, I'd like to have a similar thing with the Battle Cruiser but add additional guns. Any suggestions?

    Edit: OK, Battle Cruiser wasn't too bad to get firing + moving at the same time. Currently looking at multiple guns. I've added a number of weapons to the Battle Cruiser, but in the bottom of the Battle Cruiser Asset is only shows the ATA and ATS weapons. How do you increase this?

    Posted in: Melee Development
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    posted a message on Modifying normal play

    Where is the element that gives Zerg the initial Overlord at the start of a match? I'd like to modify that a little bit and add another Overlord.

    Edit: Is there a way to load up another melee map with your changes and save out another version of your map?

    Edit 2: What is the component of Zerg buildings spawning Broodlings upon death. I'd like to add that to the Ultralisk. Any ideas?

    Posted in: Melee Development
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    posted a message on Modifying normal play

    @SoulFilcher: GoYeah, and in a previous post I did this and it worked. :) Thanks. (except for the occasional random thing. For example, I modified the Colossus' damage and it shows the value in game, but for some reason it still deals the normal amount. :/

    Posted in: Melee Development
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    posted a message on Modifying normal play

    Well that sucks. What is the long approach? Creating everything from scratch and attaching everything together? That sounds like an awful lot of work just to tweak a few values on a unit.

    Edit: So here's a fun fact. I duplicate roach (it makes two for some reason) and it doesn't work. I simply modify the normal Hydralisk stats and it works. Then I try that to corrupter and it doesn't work and the hydralisk reverts back without me doing anything. Furthermore, I am in player properties and specifying that I start with Zerg, but the editor insists I get random when testing the map.

    This is silly.

    Edit 2: So here's another fun fact. Everything is working now. The editor must have been glitching out. All I did was modify the base unit and everything is in place. Anyone else experience this? Advice?

    I have a new question. Can someone point me in a direction of a tutorial of swapping requirements/tiers of something? For example, lets say I wanted to swap the Roach and Hydralisk Den.

    Edit 3: I figured out how to swap the tiers. How do you change a requirement for an upgrade. For example, making Hydralisk Range require Hive?

    Also, is there some kind of modifier for Roach Warren price? Default is 200, but it actually costs 150 in game. When I changed it, it was 50 minerals lower in game, so I have to set it 50 minerals higher than I want it.

    Posted in: Melee Development
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    posted a message on Modifying normal play

    OK, so in short, if I duplicate and check all the boxes (so every part is duplicated), then modify the unit, then apply it to the production structure, it should, in theory, work?

    I didn't have to do anything to the command card. It still seemed to work. That's just a visual for the unit button, right? I can keep the normal buttons there tbh. Will that be an issue? Still doesn't make sense how the other's worked (Roach & Hydra). I guess it's just buggy. :S

    Posted in: Melee Development
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    posted a message on Modifying normal play

    OK thanks for the help so far. It seems like very little or none of the art assets are showing up in game. I have a little dome in place of my units, but it is firing with the modified variables. Things like the in game model and portrait are missing though.

    Edit: Actually, I modified the Hydralisk how I thought was the same way and all the art is showing. What did I do differently? :/

    Posted in: Melee Development
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    posted a message on Modifying normal play

    Yeah, that's done. Like I said, I'm changing the variables just fine, but the changes are not reflected when I test the map. Perhaps it's making a duplicate of the unit upon changing the stats and the normal building of units is using the primary unit instead of my modded one?

    Posted in: Melee Development
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    posted a message on Modifying normal play

    Yeah, more or less. More specifically, when I train Marines they don't have the changes.

    Posted in: Melee Development
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    posted a message on Modifying normal play

    I'd like to change a few units in normal play. I'm able to modify their stats, but when testing the map the changes are not reflected. Simple example: Marine deal 20 damage instead of 6.

    What am I missing?

    Posted in: Melee Development
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    posted a message on Normal Maps + mods

    No, I did obvious things like cut a Roach's damage in half but it still showed as 16. Is there some other step you must do before those changes take place on a normal map?

    Posted in: Miscellaneous Development
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    posted a message on Normal Maps + mods

    Bump.

    Posted in: Miscellaneous Development
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    posted a message on Upgrades unique to player

    Hmm, I see. Thanks. I'll start looking into custom UI then.

    Posted in: Miscellaneous Development
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