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    posted a message on [Revived!] Map Night

    @irok2002: Go

    Glad you liked it! :D
    After investigating it turns out you were dead on, I'd muddled up the yield rates. That's been corrected now. Have a look at the link two posts above your own to see the link to the feedback thread, I'm going to post changes for v1.1 there for this friday's game :)

    Posted in: General Chat
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    posted a message on Duplicating Reaper Jump (not working?)

    Worked it out!
    I was copying the behaviour and giving it to units via an upgrade (a tech requiring validator in the behaviour). That process worked fine, but I noticed that you need to use the upgrade to set the unit mover type to "cliff jump". So there's no need to duplicate the behaviour, just give the unit you want that behaviour but keep its movement type standard, then the upgrade allows you to change that value to cliff jump, and hey presto; it jumps cliffs like a reaper! :D

    Posted in: Data
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    posted a message on [Revived!] Map Night

    @TheAlmaity: Go

    I'll add that point to the list of changes, thanks. Also created topic for sed purpose:

    http://forums.sc2mapster.com/player-zone/map-feedback/22891-age-of-renegade-fortress/

    Posted in: General Chat
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    posted a message on Age of Renegade Fortress

    Age of Renegade Fortress

    I have been working on this multilayer map for a while now, at least, bringing it up to scratch with friends testing it and giving feedback. I published it to version 1.0 in the EU region for the map night on Friday. And it turned out to be quite successful!

    Meet the Teams

    This multiplayer map allows 2-12 players to battle, the more the merrier. Each player chooses to play as one of three opposing teams. Each team has a base, consisting of 3 turrets, 1 orbital command, 1 barracks, 1 factory, 1 supply depot. The objective is to destroy the enemy bases.

    The teams are Team Life, Team Range and Team Speed. The units belonging to each team are specialised as the team names suggests. After choosing the team, players choose what unique unit they want, and also what unique ability that unit has. They then choose a general upgrade of for all of their units, or "Age up", and may choose again at 5, 10 and 15 minutes.

    Meet the Units

    Players spawn 3 marines and an SCV in their base for so long as they are alive. If they do not have 3 marines or an SCV then new ones respawn.
    Marines allow the player to purchase a variety of units. These units spawn beside the marine, not the structure which it is typically associated with. Marines can also purchase new marines. This allows the player a unique and reactive way to deploy their forces.
    Advanced barracks and factory units require the player's team to have their barracks or factory alive. These structures are more of a requirement than a production facility.

    The units that can be purchased function in similar ways to their melee game equivalents. Some units however have been modified... ghosts have less health but do more damage, firebats have more health and a larger area of effect, dark templars function more like mercenary zealots, etc. The only completely unique unit is the Heavy, which is a slow and tough unit with a rapid rate of fire.

    Players earn minerals to spend on their units via a trickle. Keeping the supply depot alive doubles this. Players also earn minerals via making kills, and their SCVs can collect minerals which are positioned outside of the bases in no-mans-land.

    Summary

    Mode: Multiplayer
    Published to: EU
    Number of Players: 2-12 (recommended 6+)
    Number of Teams: 3 (Life, Range, Speed)
    Bases per Team: 1 (No base expansion)
    Number of Buildable units: 15 (+1 from a choice of 10)
    Number of upgrade choices per Age up: 8

    Video


    Posted in: Map Feedback
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    posted a message on [Revived!] Map Night

    I thoroughly enjoyed map night. Problem is I can't remember most map names.

    The one I say had some tweaking to do was the rpg arena-based one. It was well made, but the combination of too easy difficulty and lengthy and unvarying spawning made the experience unsatisfying. I'm pretty sure given some editing it could be vastly improved though.

    Loved the football one. Made me laugh.

    Thanks TheAlmaity. I'll put up a topic in the map review forum for people to give feedback so I know what to do for version 1.1.

    Posted in: General Chat
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    posted a message on Duplicating Reaper Jump (not working?)

    @grenegg: Go

    Yes, I duplicated the reaper jump, and the duplicate is not working regardless of how all of the tickable assets were ticked and thus duplicated.

    Posted in: Data
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    posted a message on Duplicating Reaper Jump (not working?)

    Is there any reason why this operation shouldn't work? I copied all assets from the original to be sure, but maybe I shouldn't have and that's buggering it up?

    Posted in: Data
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    posted a message on [Revived!] Map Night

    Thank you gentlemen. I should have a map ready to play for then. It's not public yet, but been testing quite a bit with friends. 12 player max, 3 teams. Players choose teams to begin with and are restricted based on the number that have joined the other teams. We tried one game and it was 2, 2, 1 on each team, and the lone team member almost won.

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    Is this 7pm, friday or saturday?

    Posted in: General Chat
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    posted a message on Drop off minerals at allied command centre?

    @DrSuperEvil: Go

    That's certainly different, care to elaborate? I think I understand what you mean. Not sure.

    Posted in: Data
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    posted a message on Drop off minerals at allied command centre?

    Anyone have any data-based solutions regarding the gathering and dropping off abilities/behaviours? I've had a look around but I can't make heads or tails of it.

    Posted in: Data
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    posted a message on Upgrade not (counting) working properly

    Fixed it! I ended up settinng the interative check to an array, one slot for each player, and making one for each upgrade. Now it counts properly!

    So, problem was the upgrades needed one var for each player using each one, one for everyone or every player per age doesn't work when levels combine the values... eg 3 = 1 + 2 + 3. Thanks anyway!

    Posted in: Data
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    posted a message on Upgrade not (counting) working properly

    I think part of it may be since the int that says what level levels an upgrade to level 3, if it's the third event, then it gives a level 3 upgrade, even if it's the first time it's researched. So err, bad design there. But I'll need to investigate more for the issue of them giving dodgy results for the first time...

    Posted in: Data
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    posted a message on Upgrade not (counting) working properly

    Hello,

    I have created custom upgrades, which buff armour, damage, period, speed, health, etc. Now at the start of the game players choose a faction which determines their buff. The initial upgrades happen once, and are correct each time.

    However, the later upgrades have 3 levels, as I wanted them to be used on 3 separate occasions. This means that they sometimes (rarely) work, often failing to count properly (they multiply, add or subtract terribly).

    I tell the trigger what integer of the level to use by having a counting int, which is 0 to begin with, and then +1 each event before the player makes the selection. As a result it should be level 1, 2, 3. And it seems to do something at least... but as I say, I notice the effect for the first level is often twice, if not three times that of the values in the upgrade.

    What could be wrong? Thanks in advance for any suggestions.

    Posted in: Data
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    posted a message on Drop off minerals at allied command centre?

    @Arkless: Go

    Unfortunate, thanks.

    Posted in: Data
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