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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    @morphman Hey Buddy,

    Also thanks for your findings.

    I already listed what you got. Also added you to my credits. Would you like to put your id or your full name?

    im trying to add you as my friend at batte.net but it needs your email address, cant just add "morph"

    your US right?

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread
    Quote from Ilsyde: Go

    Jerberson,

    Very bold move of you to upload the map just like that. Aren't you afraid of people stealing your work? Just trying to warn you.

    *jerberson12: I thought my map is protected? I followed tutorial about hiding the triggers but map is still playable.

    Nonetheless, I've downloaded the map to give it a run. As a beta tester, here are the nuances I found so far:

    - couple of mispellings under the help section (F1), I won't list these as I'm guessing you rushed these through to get them out of the way and you can fix all of them after giving it a good read. if this is not so then let me know and I'll list all of them :)

    *jerberson12: Ok il try to read again my help files

    - you're referring to directions such as West, South etc. however in the game there is no indication as to which way these are. players might know that they all start facing North but after a few fights, they'll quickly become disoriented. I'm proposing a simple character-based compass (if possible) or a constantly visible arrow as part of the HUD that's always pointing North

    *jerberson12: I might just rephrase the instruction by not using directions, probably "somewhere on the map". Already having headaches from making this map.

    - it's very hard to learn the weapons' range, if this was your intention then by all means, disregard this paragraph. however if not then it would be a good idea to include some simple way of showing the weapon radius (like the ones for siege tanks in vanilla SC2 or at least a thin circle around the players etc.)

    *jerberson12: yes, id like players to think, not rely on any hud displays or radial displays. Id like them to try all the weapons first so that next time they play, they already know what they want, and maybe give a map a couple of tries.

    - this is part of problem #1 but it's not obvious how to destroy blockades. under the help section it says 'buy it' well that's quite misleading. buy what? people will think you need to buy the blockade to destroy it. better word it like 'in order to destroy blockades, you need approach them and spend X credits using the E button' or 'destroying blockades costs 500 credits' etc.

    *jerberson12: ok i will rephrase this

    - summoning Kerrigan (by destroying an egg) sadly craves for griefing as she can't be destroyed right at the beginning and can easily kill the whole team. i know this is a co-op map but you might want to think about altering this mechanic (like she only comes after the player who destroyed the egg etc.)

    *jerberson12: I think this is fine. This tells player not to kill an egg at the beginning. When players saves a lot of money and able to buy kerrigan killer weapons, then they can start summoning kerrigan. I wanted players to communicate with other players on what to do or dont do.

    - the cannon you can active just South to your position should maybe give some credits to all players when destroying enemies. or not, you decide

    *jerberson12: I will leave it as is. If i do that, they will probably camp at that cannon often.

    - i would warn the players in big red letters that the sunken colony one-hit kills everyone who gets close. the problem is you see, if your buddy dies because he didn't know this or he was careles, you won't be able to save him (if you touch his beacon, you get killed as well)

    *jerberson12: Ok, I will do something about it

    - lowering the camera would increase immersion and make aiming easier

    *jerberson12: Ill give it a try to see which ones is better

    - you lose 100 credits (dollars?) whenever a mob hits you. this is really bad as when you get surrounded, you can quickly lose all your savings

    *jerberson12: Your ability of dodging mobs without getting hit is being put to test :) Maybe I can adjust instead losing 100, il change it to 20

    - i'd love to see a timer above the auto turrets to show how long before they shut down completely

    *jerberson12: Timer Timers will do

    - Kerrigan can walk through doodads (crates and the like), maybe the collision box is too small?

    *jerberson12: il check it

    As a player, here is my impression: Quality map, you're very very good at what you're doing. Awesome job!

    @Ilsyde: Thanks a lot for the testing buddy, I will keep your findings in the history of this map. PUtting you in my project credit, your sc2mapster ID or your full name?

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    @Saintbob001: Go

    Hi buddy, I already uploaded the map to my project page.

    http://www.sc2mapster.com/maps/last-swarm-beta-version/

    Hope you can uploded it to EU

    Also for those dude who wants to play locally and without the lag input, you can download the file from above link.

    US Beta Tester - File is already uploaded for the region. My time zone is Pacific/California I'll be up tonight for beta testing probably 7:30 to 12 midnight. Maybe a couple at this point but prefer starting at 7:30PM

    How do I know my US testers are online? PM? This thread post? Battle.net ID?

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    Thank you Saintbob001 preciate it. I will send you the map later today

    Im willing to give credits for those who are invloved.

    I'll be writing some credits on my maps project page http://www.sc2mapster.com/maps/last-swarm-beta-version/

    and maybe later some credit rolls after you end the map in victory.

    EU distributor or whatever that is: Saintbob001

    EU Beta Testers: ?????????

    US Beta Testers: ?????????

    Please let me know for other regions.

    PS I was a loner author until I posted this thread. Thanks for the help out guys.

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    Hi all,

    Since this is my first time uploading my first map to battle.net, I am not familiar how location server works. When I uploaded my map, my locale was set to English(US). Does that mean I uploaded my map only to the US server only and people from EU can't play my map? If not, where can I find the option on setting my location server?

    I dont know the reason why you guys letting me know that your from EU or from US? Im from US anyway. Is it just a time zone thing?

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    @morphman220: Go

    thank you for trying morphman, preciate it.

    I am 90% sure of your problem. It wont let you buy when your current weapon is set to number 1: Gauss Rifle since it is a fixed weapon. You need to press 2 or 3 before you buy. Those slots are for changeable weapons. And make sure your really at the center of the buy weapon beacon.

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    Hi Guys,

    Thanks for the help, but ill hit you guys tomorrow about the beta testing since today is Sunday and it's family day. Thanks! l will try to drop by some few question tonight for tomorrow's testing

    PS Thank vjeux for posting my thread on the front page.

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    The game is still beta, so hopefully people will play and comment so that I know what to fix. Volunteers? Thank you!

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    @I1AEdit: Go

    Thank you!

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    The Last Swarm is a Starcraft 2 survival/horror type custom map. It is a third person shooting game in SC RTS engine. The gameplay consists of survival and escaping from a swarm of enemies. More than 20 weapons available around the map. This is a 3 person coop survival mode.

    Embed Removed: http://www.youtube.com/v/GvvoZLjgxKM?fs=1&hl=en_US&rel=0

    Credits
    Author: Benison Zerrudo (jerberson12)
    EU Publisher: Saintbob101
    EU Beta Testers:
    US Publisher: Benison Zerrudo (jerberson12)
    US Beta Testers: Ilsyde, morphman220, JollyOllyMan11 , XLGhost

    Posted in: Project Workplace
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    posted a message on Diablo: the curse of Tristram *Blizzcon DEMO Video* Part 3

    Due to some limitation on my work computer, I couldnt not play the video.

    I can see you have doodad wall from your thumbnail. Did you manage your units not to shoot through those walls?

    Ill check your video when I get home

    Posted in: Project Workplace
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    posted a message on Making a unit like a terrain?

    Is it possible to make a unit act like a terrain?

    Like you can create unit marine on top of battlecruiser and walk around.

    Posted in: Data
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    posted a message on Offset weapon firing effect (Solved)

    Problem solve,

    Open the weapon via data editor, select weapon attack actor, click attachment tab, scroll all the way down, on the Launch Attachment quesry section, change fallback to weapon.

    :)

    Posted in: Data
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    posted a message on Offset weapon firing effect (Solved)

    @ubermikeleet: Go

    I posted a similar question twice but nobody answered.

    I have Raynor and change weapon to Burst Laser but the Laser Launch are coming out from Raynor's chest, not from the tip of his gun. It's just a matter of offset adjust somewhere in animation. I still couldnt find it. Please mess around with the animation settings offset and Ill do the same when I get home and post it. Thank you

    Posted in: Data
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    posted a message on Hiding Doodads

    I dont know about hiding but you can "Kill Doodad in Region" then create it again using Create Actor.

    Doodad = Actor

    Posted in: Triggers
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