1. There are abilities that disable energy and life, so there's only Shields left. Therefore I don't think I can use that one.
2. As I said above, there are 51 heroes per race, and each one has their role and unique abilities that makes them differ from another. There is a hero that specializes in dealing damage, so I'm not sure if the ability to "Increase Damage Dealt" overlaps with this hero's role.
3. There is an ability that does something similar, which stuns the target and the nearby enemies for couple seconds.
4. That one's going to be usable with heroes that have high "Tanking" stats. I think that one's great!
5. Hmm.... Disabling enemy structures... I think that one's good!
6. There are abilities that gain health and energy by dealing and receiving damage, so I guess I could use the "Shield" one. Though I'm not sure if it's going to be much use since there are Shield Batteries and Shield-Healing abilities and so on...
7. Hmm... Reducing the vision of the target... Seems nice! It could mess up enemy A.I.
8. Ability Cooldowns... It's going to be awesome if I was able to do that. However, since all of the cooldowns of every hero in my map doesn't depend on the unit but the player. Even though I tried using the effect "Modify Unit," it didn't seem to work on abilities that used "Player Based Cooldowns."
9. Salvaging killed enemies for resources...! I The current version of the game allows everyone to earn money by killing enemies, so I'm not sure how I can 'modify' that for the game's usage.
10. Disabling enemy detection? I really like that one. It will be useful when engaging enemies with detection.
Thank you for the great ideas. I will test them out in my game's battlefield! XD
@Everyone else: I will welcome even more ideas, as I need even more!:)
The Viacre series is about "Transforming" your character depending on your situation.
The first chapter had about 7 transformations in total, while...
The second chapter (Preview Demo) had 48 transformations in total.
However...
Then the second chapter (Full Version) will allow players to transform into more than 150 different units.
Each 51 units per race will be different from each other, and every single unit will have it's own merits that makes each one unique.
I was creating the 45th unit, and I found out... That I ran out of ideas.
I went to both American and Asian servers in search of ideas, but only ideas that I got was... "UNIT THAT FIRES D*CKS." The only ideas that came from the people were either sexual, or too simple(Ex. Zealot that can fly).
Since I wasn't able to find any decent ideas in both servers, I asked for help in Korean SC2 websites. I was able to receive good feedback there, though most of them "Overlapped" with the current units in my map. So... Today I'm here to get some ideas in SC2Mapster:D
- List of current abilities used by Players -
01. [Target] Charge
02. [Area_Allies] Cloak
03. [Target/Area_Enemies] Stun
04. [Self/Area_Allies] Be Invulnerable
05. [Self] Become "Undetectable"
06. [Target Point] Force Field
07. Buff [Target] Life Regeneration Rate
08. Buff [Target] Shield Regeneration Rate
09. Buff [Target/Area_Allies] Energy Regeneration Rate
To tell you the truth blizzard hasent done the best job marketing sc2 for me there were mor people playing the arcade when wings of liberty was out and more makers were needed then but now there is such a mass of maps unless your gonna make a top notch game there aren't the players in sc2 that there used to be most makers map because it's a use of there time and somehting they do and enjoy if you don't enjoy it don't force your self to and unless it's a great game you may just be makeing a map for the use of your time. And if you did decide to start makeing maps agin you couldent just go hide in the editor all day and then go on sc2 to play your game because you'll be waiting quite awhile unless it's a good game so have friends there helps.
@DOOMDEARTH - Hmm.. Thank you for the answer. And indeed I think using the map editor is a 'use of my time.' However, I enjoy it nontheless. I don't love it as much as I did back in 2010~2014, but I still like it. So I guess I should be prepared to make 'friends' in the B.net in order to not wait so long in the lobby in the future:D
I make maps because it's really interesting to me, and I don't need to draw anything because all the assets are given to me for free. If you make an actually good game, people will play it, you might just have to give it a bit of a push to get that to happen. Whenever I test my maps, asking in the chat channels seems to work decently, as long as you don't have over 5 or 6 players in your map it shouldn't take that long to get people. Then once your map is more popular you could add more players if you wanted.
The main thing is that your game is actually fun, and people want to play it, otherwise they'll go, "Arrrg! Ye game sucks!" and leave fairly quickly.
@fish77 - Well I guess that's true. Some of my friends use Unity3D, and they all say good assets are hard to come by. Maybe I should be more happy with the Editor that comes with so many assets:) AND yes, I should make my map fun for people to not say "Arrrgh! Ye game sucks!":D
If that makes you feel any better, I've worked with 2 other mapmakers besides myself an none of us use code, all GUI. Hell, I'm so lame I don't even XML.
As for the motivation, sometimes I take a break from working on all the depressingly unreleased stuff/SC2 and come back a few months later with renewed vigor and determination. Haven't managed to break the loop yet ;0
At this point, I don't think I'll ever quit. :< (unless WC4 or WW3)
@DuckyTheDuck - I used to think that most map makers used super complicated codes to create amazing things. But well... I guess that delusion is past me now:D And I think I should try to take a break for a long time and come back if it becomes too much. Thanks for the great 'strategy!'
Background: I'm a professional software developer and did mapmaking as a way to get experience coding and it helped me get my current job.
1) I use GUI, because GUI is something that I wish more coding tools had. GUI is simply an abstraction, a visual way to express code. It has its limits, but within the context of SC2 mapmaking and the bulk of what you are doing, it is more then sufficient. Furthermore, I VERY much appreciate that it guarantees my code doesn't have stupid syntax errors, and allows me to focus on the logic, instead of remembering "Did I type that keyword correctly?"
2) The editor is pretty powerful and comes with a great deal of built in assets and logic. If you check out other development tools, they often either have harder to use interfaces or none at all, have to borrow/buy/craft their own assets, or code entire base systems.
3) The editor does a good job of modularizing and gives a pretty good path on how development SHOULD be done. IT forces you to consider your UI, your data, your logic, and your gameworld separetly, something that coders ROUTINELY screw up and pay for later.
4) Mapmaking is a great hobby, to test ideas, to learn new technical skills (the editor incorporates 5 different programming paradigms, each is useful and the most hated one is arguably VERY important now a days, Actors).
So in short: Yes it is worth it.
@ArcaneDurandel - Wow. I didn't know that the editor covered so much 'errors' that are present in other development tools. And the fact that it helped you get your job makes it so much better! I also wanted to code in the future, so thank you for giving me some big motivation to continue:)
@DrSuperEvil - I saw one of your 'assets' a long time ago which had neon? colored creep. I thought "Wow this looks cool!" when I saw the creep in-game. I never would have thought to modify the creep in such a way, so I guess it really helps with creativity:)
Are you the creator of "The Viacre"? Loved chapter 2.
@TChosenOne - Yes I am the creator of "The Viacre." Thank you for loving it even though that map is quite broken and have remained that way for the past 2 years. I can't 'patch' the map as I need people who published mod files of the map, and they've been gone for quite a while. However, since March 15th, 2016, I've been working on the "Full Version." Currently the map is still in early stages of development, so... It's going to take a long time for it to complete. I hope you'll love it when it 'does' come out!XD
I've always done my triggers in GUI because I know pretty much nothing about Galaxy, C+ or whatever language this is based on. I think it really develops many skills about coding even if you are not writing the actual code manually. You get the logic, you get the idea, you understand things like, if then else, or, not, all the mathematic operations, their limitations, etc. GUI is like learning to program in a language, it's just a different one, kinda. But in the end it brings the same rewards when you make stuff, you learn.
@Scbroodsc2 - Thank you for a motivational answer! I want to code in the future, and if the Editor is going to help... I guess I really should continue this for a while:D
Map making can be a pain in the .............sssssssssssss but when your creation is taking shape and finally done can be super cool. Remember not everybody will love you baby. And not everybody will hate it so if it is fun then thats what counts as a good job!
Good luck and keep posting. Next time screen shots maybe a video of the map.
@wargirlwargirl - I agree with it being a pain in the sss, and thank you:D I will try posting again with screenshots and videos in the future:)
You dont need to know Galaxy language to do smth awesome. I can say Starcraft2 editor is really powerfull and you can make everything you imagined for your map in GUI. I also trigger in GUI as I was triggering in GUI in WC3 editor insted of using JASS. And many people adored my creations.
Thank you for giving me a bit of motivation...! I didn't know that there were others who used GUI.
Just because you use GUI, it didn't mean you're bad or good. Blizzard use GUI in all his custom maps (and Heroes of The Storm use GUI too).
Is it worth it to continue? Only you can answer this, are you exhaust of all the effort and so? Are you getting at least some feedback?
I don't know what kinda of map are you doing, and to be honest, I ask the same question to me every time I open my map (unreleased because I have noone to talk about or discuss).
Wow. Didn't know that Blizzard used GUI in their creations! :O
I'm not really exhausted yet, and yes, I'm getting at least some feedback.
I'm making map series named "The Viacre," and I guess I shouldn't give up just yet since I have people to discuss thing with.... For now:)
Hello, I'm still creating my map for SC2, and I just found out that most of the Assets of SC2Mapster that are no longer accessible as the download links are dead. Are there any useful Inventory system out there that I can use?
Hello, I've been using the StarCraft II Editor for a couple of years now.
Since my internet connection isn't really good, I was forced to use the Editor offline from time to time.
However, since I checked the box 'Remember Account' before using the Editor for the first time, I was able to use the Editor offline without any problems.
Then...
After the latest patch 3.7, the editor suddenly stopped working offline, and it keeps asking me to log in even though I have "Remember Account" box checked.
So I've tried logging into the game and played a couple of online maps, and closed SC2 to see if the Editor was working again.... To no avail.
Even though I tried logging in countless times, the editor KEEPS asking for Authentication... This never happened to me before.
If anyone here knows how to fix this problem, please let me know.
Dear those who are familiar with the Galaxy Editor,
Hello, this time I have a bug where the Editor crashes every time I open the Model Viewer. For example, I want to change the model used by the Zealot. So I go to the Models tab, click on ZEALOT, and Click on the Model... It crashes. I searched the web for hours and hours to no avail. Does anyone here know the reason and the way to fix this? If so, I will appreciate your answer.
The Things I've Tried:
------------------
Rebooting: Doesn't Work
Reinstalling SC2: Doesn't Work
Using a Model Viewer on a Completely different Map: Doesn't Work
Thank you OutsiderXE and DuckyTheDuck for the answers:)
I just made an action 'Catalogue Field Value Set' and set the values to -
Catalogue: Units /
Entry: ViacreProtossExplorer /
Field Path: Name /
Value: ?
- and here I'm having trouble again. There seems to be no function to convert text to string in the functions, which is needed for the Player's Name. So I tried using <d ref="PlayerName(1)"/> in the Value(String) field to no avail. Is there any way to use a Player's Name in the Value? (Such as custom script)
Hello, today I come here with a question in mind that bothered me for a while.
Is it possible to change a unit's name to a player's name?
For example, if two players start a game with a same unit called 'Protoss Explorer,' it's normally going to be -
Player 1: Protoss Explorer
/ Player 2: Protoss Explorer
So can it be changed to like -
Player 1: Name of Player 1
/ Player 2: Name of Player 2
- this?
I searched Google through and through but nothing came out except adding tags on top of units via triggers.
I also modified the behavior to change the unit's name by adding "<d ref="PlayerName(1)"/>" but it didn't work.
Is it truly impossible to change a unit's name to a player's name? If so, please give me the answer as I've been working on this for quite a while to no avail.
0
1. There are abilities that disable energy and life, so there's only Shields left. Therefore I don't think I can use that one.
2. As I said above, there are 51 heroes per race, and each one has their role and unique abilities that makes them differ from another. There is a hero that specializes in dealing damage, so I'm not sure if the ability to "Increase Damage Dealt" overlaps with this hero's role.
3. There is an ability that does something similar, which stuns the target and the nearby enemies for couple seconds.
4. That one's going to be usable with heroes that have high "Tanking" stats. I think that one's great!
5. Hmm.... Disabling enemy structures... I think that one's good!
6. There are abilities that gain health and energy by dealing and receiving damage, so I guess I could use the "Shield" one. Though I'm not sure if it's going to be much use since there are Shield Batteries and Shield-Healing abilities and so on...
7. Hmm... Reducing the vision of the target... Seems nice! It could mess up enemy A.I.
8. Ability Cooldowns... It's going to be awesome if I was able to do that. However, since all of the cooldowns of every hero in my map doesn't depend on the unit but the player. Even though I tried using the effect "Modify Unit," it didn't seem to work on abilities that used "Player Based Cooldowns."
9. Salvaging killed enemies for resources...! I The current version of the game allows everyone to earn money by killing enemies, so I'm not sure how I can 'modify' that for the game's usage.
10. Disabling enemy detection? I really like that one. It will be useful when engaging enemies with detection.
Thank you for the great ideas. I will test them out in my game's battlefield! XD
@Everyone else: I will welcome even more ideas, as I need even more!:)
0
Hello! I am [email protected], the creator of the "Viacre" series.
The Viacre series is about "Transforming" your character depending on your situation.
The first chapter had about 7 transformations in total, while...
The second chapter (Preview Demo) had 48 transformations in total.
However...
Then the second chapter (Full Version) will allow players to transform into more than 150 different units.
Each 51 units per race will be different from each other, and every single unit will have it's own merits that makes each one unique.
I was creating the 45th unit, and I found out... That I ran out of ideas.
I went to both American and Asian servers in search of ideas, but only ideas that I got was... "UNIT THAT FIRES D*CKS." The only ideas that came from the people were either sexual, or too simple(Ex. Zealot that can fly).
Since I wasn't able to find any decent ideas in both servers, I asked for help in Korean SC2 websites. I was able to receive good feedback there, though most of them "Overlapped" with the current units in my map. So... Today I'm here to get some ideas in SC2Mapster:D
- List of current abilities used by Players -
01. [Target] Charge
02. [Area_Allies] Cloak
03. [Target/Area_Enemies] Stun
04. [Self/Area_Allies] Be Invulnerable
05. [Self] Become "Undetectable"
06. [Target Point] Force Field
07. Buff [Target] Life Regeneration Rate
08. Buff [Target] Shield Regeneration Rate
09. Buff [Target/Area_Allies] Energy Regeneration Rate
10. Buff [Area_Allies] Weapon Range
11. Buff [Self/Area_Allies] Additional Life/Shield Armor
12. Drag [Target] (Zerg Viper's Abduct Ability)
13. Detector
14. Reveal [Target/Area_Enemies] (Ex. Scanner Sweep)
15. Debuff [Target] Disable Life Regeneration
16. Debuff [Target/Area_Enemies] Disable Energy Usage
17. Debuff [Target/Area_Enemies] Slow Movement Speed
18. Debuff [Target/Area_Enemies] Slow Weapon Speed
19. Debuff [Target/Area_Enemies] Decrease Damage Dealt
20. Debuff [Target] Increase Damage Received
21. Buff [Self/Area_Allies] Increase Damage Resistence
22. Build Special Structures
23. Spawn a unit.
24. Spawn multiple units at once
25. Create a Power Field for Protoss structures to use
26. Change plane array [Target/Area_Enemies] to make enemies targetable by both air and ground weapons/abilities
27. Push [Target]
28. Crush units by applying force from all sides of the [Target]
29. Disable [Target] for some time (Ex. Zeratul's Void Prison)
30. Create a Vortex [Target/Area_Enemies]
31. Blink (Short Range)
32. Teleport (Long Range)
33. Mind Control (Dark Archon)
34. Confusion (Dark Archon)
35. Disable Weapons [Target/Area_Enemies]
36. Recharge Shields at once (Ex. Fenix/Talandar's Shield Capacitor]
37. Heal [Energy/Life/Shields]
38. Jump up and down Cliffs
39. Dealing Damage to every enemy that gets too close
40. Dealing Damage to every units that deal damage to you
41. Shoot down Enemy Projectiles (Ex. Terran Raven's Point Defense Drone)
42. Provoke enemy units to make yourself their target (Modifying the caster's Attack Target Priority]
43. Accelerate Production and Upgrade speed of structures
44. Accelerate overall speed of structures
45. Accelerate construction speed of structures
46. Create a 'Fake' unit and use the 'Fake' unit to teleport to its location (Ex. Adept's ability)
47. Hardened Shields that absorbs certain amounts of damage
48. Teleport [Target] units to desired location
49. Gain health by taking / dealing damage
50. Revive after death
51. Switch positions with the [Target] Unit
52. Deal continuous damage by applying a debuff such as disintegrating poison
53. Attack more than 10 enemies at once (360 degrees)
54. Ignore [Target]'s armor
55. Abilities of units that you can see in //www.sc2mapster.com/projects/chrono-agents?gameCategorySlug=maps&projectID=27647" rel="noopener nofollow" target="_blank">https://www.sc2mapster.com/projects/chrono-agents?gameCategorySlug=maps&projectID=27647">Chrono Agents
56. etc...
Can anyone recommend any custom ability/unit ideas? (If it doesn't overlap with the abilities above, it's good. However it's not required)
Thanks in advance!
In order to see how my map works with "Transformations," go to this link and play the very first video to see it's basic gameplay.
The Link: http://blog.naver.com/hjfabre/220856115391
0
0
Wow. Didn't know that so many people replied to my post!
0
Thank you for giving me a bit of motivation...! I didn't know that there were others who used GUI.
Wow. Didn't know that Blizzard used GUI in their creations! :O I'm not really exhausted yet, and yes, I'm getting at least some feedback. I'm making map series named "The Viacre," and I guess I shouldn't give up just yet since I have people to discuss thing with.... For now:)
Thank you guys for your wonderful answers!
0
Dear everyone who works on SC2 Arcade maps,
Back in 2014, I released a demo map which got less than 100 reviews. However, there were people who supported me and so... I continued creating.
Two years have passed, and most of my supporters are now nowhere to be seen. Blizzard broke my hard-worked map with every patch, but I didn't give up.
Today, I was developing my map just like any other day. But then... It suddenly struck me.
'Is it worth it to continue?'
So I visited the posts that I posted a long time ago in Korean websites that had SC2 gamers.
However, even after waiting for weeks and MONTHS, there were less than 10 people who answered my posts.
So I saw what kinds of maps were being played on B.net.
I saw some maps that are being played by hundreds of players, and those maps are mostly made by people who can code.
However, I'm not able to code, and I'm a "Casual" maker who relies on GUI to create triggers and data.
So... With the player base dwindling and me being a casual map maker, I'm asking this question to myself again.
"Is it worth it to continue?"
0
Hello, I'm still creating my map for SC2, and I just found out that most of the Assets of SC2Mapster that are no longer accessible as the download links are dead. Are there any useful Inventory system out there that I can use?
Thanks in advance,
[email protected]
0
Nevermind... I solved it by re-installing the game.
0
Bump
0
Hello, I've been using the StarCraft II Editor for a couple of years now.
Since my internet connection isn't really good, I was forced to use the Editor offline from time to time.
However, since I checked the box 'Remember Account' before using the Editor for the first time, I was able to use the Editor offline without any problems.
Then...
After the latest patch 3.7, the editor suddenly stopped working offline, and it keeps asking me to log in even though I have "Remember Account" box checked.
So I've tried logging into the game and played a couple of online maps, and closed SC2 to see if the Editor was working again.... To no avail.
Even though I tried logging in countless times, the editor KEEPS asking for Authentication... This never happened to me before.
If anyone here knows how to fix this problem, please let me know.
Thanks in advance.
0
[UPDATE] Restarting the Laptop 2 times and reinstalling the SC2 somehow solved it.
0
Dear those who are familiar with the Galaxy Editor,
Hello, this time I have a bug where the Editor crashes every time I open the Model Viewer. For example, I want to change the model used by the Zealot. So I go to the Models tab, click on ZEALOT, and Click on the Model... It crashes. I searched the web for hours and hours to no avail. Does anyone here know the reason and the way to fix this? If so, I will appreciate your answer.
The Things I've Tried:
------------------Rebooting: Doesn't Work
Reinstalling SC2: Doesn't Work
Using a Model Viewer on a Completely different Map: Doesn't Work
------------------Thank you in advance,
[email protected]
0
Thank you OutsiderXE and DuckyTheDuck for the answers:)
I just made an action 'Catalogue Field Value Set' and set the values to -
Catalogue: Units / Entry: ViacreProtossExplorer / Field Path: Name / Value: ?
- and here I'm having trouble again. There seems to be no function to convert text to string in the functions, which is needed for the Player's Name. So I tried using <d ref="PlayerName(1)"/> in the Value(String) field to no avail. Is there any way to use a Player's Name in the Value? (Such as custom script)
0
Dear the community of SC2Mapster,
Hello, today I come here with a question in mind that bothered me for a while.
Is it possible to change a unit's name to a player's name?
For example, if two players start a game with a same unit called 'Protoss Explorer,' it's normally going to be -
Player 1: Protoss Explorer / Player 2: Protoss Explorer
So can it be changed to like -
Player 1: Name of Player 1 / Player 2: Name of Player 2
- this?
I searched Google through and through but nothing came out except adding tags on top of units via triggers. I also modified the behavior to change the unit's name by adding "<d ref="PlayerName(1)"/>" but it didn't work.
Is it truly impossible to change a unit's name to a player's name? If so, please give me the answer as I've been working on this for quite a while to no avail.
Thanks in advance,
[email protected]
0
@Hultmanable: Go
Thank you, I will look into it.