I'd suggest you play SC2 less often. I don't see the point in skipping the score screen in our custom maps, just so that a bunch of addicted gamers can save up to 10 seconds between games... I usually answer the same to anyone complaining about time lost in a game: if you don't want to lose time playing, why do you play in the first place? Keep cool, and remember a game is only here for your entertainment. There is no point in playing frenetically, you'll eventually get bored at some point and instead of enjoying to play you'll end up frustated. When such a tiny detail starts to bug you, it means you're obviously playing too much and should consider either slowing down or getting a real life.
Besides, the score screen has its uses:
saving replays (it can be really interesting... when you lose a game, you often want to know why you lost it, don't you?)
listing players (and options to contact them: invite, add as friend/to party, block/report, etc.)
I do agree though, that there should be something less time-consuming at the end of a game, especially for custom games which have nothing to do with melee. We don't always need to see the BOs and such.
The game is almost 1 year old, When would the prices drop? and how much of a drop can you expect?
It's very common to see the price of a game drop a few weeks before the release of another very expected game, or an expansion for that game. About SC2, I'm pretty sure it will cost a bit less when the first expansion will be out (I expect it to be 10€ cheaper, or included in a expansion pack of some sort for 60-70€). Maybe the release of Diablo 3 will reduce the cost of SC2 even more, but don't expect to find it below 40€ in a games shop (it's a AAA game after all).
How long did it take before they answer you? I've asked a few questions regarding the same issues (switching account from EU to NA because I'm moving, what will happen to my rank, friends, etc.) and I'm still waiting after 3 weeks... I received an automated response, but no answer from them. I may move in a month or so now, so I'd really like to have an answer before leaving... :/
Awwww, too bad, I wasn't here for the first map night... I'll try to join next time, though I don't know which map I could suggest (except my owns, but I haven't edited anything for a few weeks so...).
Also, i think there were some problems with microphones/recording settings? Everyone except Wolf was quiet afaik (i had the stream muted, no one likes infinity loops)
Yes, I watched and I couldn't hear you. I think it's related to Skype or whatever program you were using, actually... I saw that on another channel (livestream of team aAa), the guy recording has to reduce the volumes in Skype and boost them in livestream, or something like that... Can't remember how it's done exactly, but Google might help.
PS: do you mean the map title in map properities or the title when i upload the map?
The map title in map properties is the same as the title shown when you upload the map. The title during the upload is taken from the title set in the map properties. You can upload any file as an update of your old map, as long as they share the same title when you upload them, they will be considered the same on BNet.
NB: Avoid at all cost naming your map "My Map V0.xxxxx"... Because each time you will change the version number in the map title, BNet will see a difference in the name and consider it's a new map.
As far as I can tell, the old and new versions will be the same once uploaded on BNet. What matters is to keep the same name/title (ie. not the file name, but the name shown ingame). The only reason why an uploaded file is considered a new map on BNet is because they have different titles.
In sc2, I've had 2 projects pretty much. Both are pretty well developed though a lack of free time on my part has stopped that development reaching a solid release for either. I will get there though, as I'm much more committed to their development than I was with my sc1/wc3 maps.
This pretty much sums up what I think too. I do like to write my ideas down now (while I used to map like crazy when I was younger), I try to stick to my works in progress instead of picking one of my ideas in this "box of ideas" and going wild with it. Once one of my maps is done (ie. it reaches the v1.0 release at least), I'll check in my "box of ideas" if anything is worth making a map while waiting for feedback.
The problem in this is, because of whatever you want (but I personally think the BNet pop system is mainly at fault here, plus the fact that my maps are not for most of the SC2 players), I don't get much feedback. So I'm kind of stuck here, not knowing if I should start a new map or keep on improving the maps I released... So from time to time, I just do a few minor updates on my maps and see how it goes.
I just discovered this map a few days ago and I must say I like it a lot. Teamwork is very important and I like the way you can level your hero by playing the map again and again. There should be more levels though, more waves, and more players. The heroes are not really well balanced though, and I hate the UI for the hero selection (it's just... not intuitive at all!).
There are also too much text messages at the beginning of the game and we have to wait for ages before the first wave actually starts. I don't know why we can't hide the scores leaderboard but I wish we could, because it hides almost entirely the right side of the screen. The map should also be a little bigger because we are often stuck by doodads while fighting.
I haven't tried the HT yet, but I think I have leveled all my other characters to level 6 at least... Seems like the Tyrant is a bit useless in the first 10 waves (walks too slowly), and not strong enough to tank in the last 5. The marine is quite well balanced as far as I can tell, and the DT is good too. Wave 19 is hard as hell, wave 20 is really really hard and I don't see what kind of combo is best for it... You should balance the waves a little bit better because there were a few waves which ended really fast while we almost died in the previous wave...
It's still a very interesting map anyway, I enjoy playing it and I hope it will improve again and again over time. There is a very high replay value in this map, but people will eventually reach the maximum level for each character and will ask for more challenge!
It is not updated very often (I'm kind of lazy, haven't logged in for a year at least), so there are lots of pictures and photos that I do not show in my gallery (some are really nice, some are not even worth scanning). But if you ever want to see more, I have a few drawings here and there I could share...
An area of effect (or auto-cast) ability restoring nearby units shields by draining the Archon's shields.
An auto-cast ability making the Archon cloaked as long as it doesn't move or attack. (you'll probably need to add a Hold Fire command similar to the Ghost)
Sentry
An auto-cast ability that pins the closest enemy down for 20 seconds. (ie. targeted unit can't move but can still attack... you'll have to find a way to disable any warping abilities, or it will probably bug)
An area of effect ability making all enemy units blind. (vision range set to a low value... something like 2 for ground, or 4 for air units)
Immortal
An auto-cast ability similar to the Thor barrage, but weaker and faster to execute. (ie. more or less a "fast salvo" spell)
An auto-cast ability that makes the Immortal share its Hardened Shield with nearby allied Protoss units (ie. the Hardened Shield is shared on units, but each hit on these units will make the Immortal lose a bit more of its own shield... when the Immortal has no more shield, the ability stops)
Void Ray
An auto-cast ability that makes the Void Ray go straight on its target and die in an explosion of psionic energy, also affecting ground units. (ie. "Kamikaze" ability)
Ability that lets the Void Ray restore its shields by draining/attacking any unit's shields. (ie. "Leech Shield" ability)
Phoenix
An area of effect ability that slows down the Phoenix, and all enemy units and their attack speed in the area.
An auto-cast ability that sends the enemy projectiles back to their casters.
Colossus
Ability to load/unload 2 units (ie. 4 slots)
An area of effect ability protecting ground units staying under the colossus from air projectiles. (ie. more or less a Point Defense Drone ability that follows the Colossus, and only protecting ground units from air attacks)
I assume official maps have some sort of hidden flag to identify them when they're being uploaded. This is probably why, when you upload your map and test it, the default settings of the map are back. I also assume the editor is capable of recognizing these maps, which explains why you can't load your map again without losing a few, or all, parts.
Did you keep any of the default Melee triggers (or even used them in one of your own triggers)?
Did you try to copy-paste the terrain+doodads from the original map to a new one, to see if the problem remains when you upload it?
0
@Chiquihuite: Go
I'd suggest you play SC2 less often. I don't see the point in skipping the score screen in our custom maps, just so that a bunch of addicted gamers can save up to 10 seconds between games... I usually answer the same to anyone complaining about time lost in a game: if you don't want to lose time playing, why do you play in the first place? Keep cool, and remember a game is only here for your entertainment. There is no point in playing frenetically, you'll eventually get bored at some point and instead of enjoying to play you'll end up frustated. When such a tiny detail starts to bug you, it means you're obviously playing too much and should consider either slowing down or getting a real life.
Besides, the score screen has its uses:
I do agree though, that there should be something less time-consuming at the end of a game, especially for custom games which have nothing to do with melee. We don't always need to see the BOs and such.
0
It's very common to see the price of a game drop a few weeks before the release of another very expected game, or an expansion for that game. About SC2, I'm pretty sure it will cost a bit less when the first expansion will be out (I expect it to be 10€ cheaper, or included in a expansion pack of some sort for 60-70€). Maybe the release of Diablo 3 will reduce the cost of SC2 even more, but don't expect to find it below 40€ in a games shop (it's a AAA game after all).
0
Something tells me this unit will be included in one of the expansions... Hidden, or not! ;)
0
@Ultraling: Go
How long did it take before they answer you? I've asked a few questions regarding the same issues (switching account from EU to NA because I'm moving, what will happen to my rank, friends, etc.) and I'm still waiting after 3 weeks... I received an automated response, but no answer from them. I may move in a month or so now, so I'd really like to have an answer before leaving... :/
0
Awwww, too bad, I wasn't here for the first map night... I'll try to join next time, though I don't know which map I could suggest (except my owns, but I haven't edited anything for a few weeks so...).
Yes, I watched and I couldn't hear you. I think it's related to Skype or whatever program you were using, actually... I saw that on another channel (livestream of team aAa), the guy recording has to reduce the volumes in Skype and boost them in livestream, or something like that... Can't remember how it's done exactly, but Google might help.
0
I've had a good laugh with the observer. I wanted to give it a try, so here's my comic: http://img268.imageshack.us/img268/11/sc2banelingcomic.jpg
:)
0
Actually, I don't know how. But there's no reason it can't be...
0
The map title in map properties is the same as the title shown when you upload the map. The title during the upload is taken from the title set in the map properties. You can upload any file as an update of your old map, as long as they share the same title when you upload them, they will be considered the same on BNet.
NB: Avoid at all cost naming your map "My Map V0.xxxxx"... Because each time you will change the version number in the map title, BNet will see a difference in the name and consider it's a new map.
0
As far as I can tell, the old and new versions will be the same once uploaded on BNet. What matters is to keep the same name/title (ie. not the file name, but the name shown ingame). The only reason why an uploaded file is considered a new map on BNet is because they have different titles.
0
This pretty much sums up what I think too. I do like to write my ideas down now (while I used to map like crazy when I was younger), I try to stick to my works in progress instead of picking one of my ideas in this "box of ideas" and going wild with it. Once one of my maps is done (ie. it reaches the v1.0 release at least), I'll check in my "box of ideas" if anything is worth making a map while waiting for feedback.
The problem in this is, because of whatever you want (but I personally think the BNet pop system is mainly at fault here, plus the fact that my maps are not for most of the SC2 players), I don't get much feedback. So I'm kind of stuck here, not knowing if I should start a new map or keep on improving the maps I released... So from time to time, I just do a few minor updates on my maps and see how it goes.
I remember when I said this in another thread and got flamed... Aaaaah, good ol' times...
(chuckles)
0
I just discovered this map a few days ago and I must say I like it a lot. Teamwork is very important and I like the way you can level your hero by playing the map again and again. There should be more levels though, more waves, and more players. The heroes are not really well balanced though, and I hate the UI for the hero selection (it's just... not intuitive at all!).
There are also too much text messages at the beginning of the game and we have to wait for ages before the first wave actually starts. I don't know why we can't hide the scores leaderboard but I wish we could, because it hides almost entirely the right side of the screen. The map should also be a little bigger because we are often stuck by doodads while fighting.
I haven't tried the HT yet, but I think I have leveled all my other characters to level 6 at least... Seems like the Tyrant is a bit useless in the first 10 waves (walks too slowly), and not strong enough to tank in the last 5. The marine is quite well balanced as far as I can tell, and the DT is good too. Wave 19 is hard as hell, wave 20 is really really hard and I don't see what kind of combo is best for it... You should balance the waves a little bit better because there were a few waves which ended really fast while we almost died in the previous wave...
It's still a very interesting map anyway, I enjoy playing it and I hope it will improve again and again over time. There is a very high replay value in this map, but people will eventually reach the maximum level for each character and will ask for more challenge!
0
Oooooh I think I'll love this thread! :)
Instead of showing each of my sketches directly in the topic, here's my portfolio on DeviantArt:
http://godslayer69.deviantart.com/
It is not updated very often (I'm kind of lazy, haven't logged in for a year at least), so there are lots of pictures and photos that I do not show in my gallery (some are really nice, some are not even worth scanning). But if you ever want to see more, I have a few drawings here and there I could share...
I do. I don't use it that often though, because I used to work with the mouse so often that I'm better with my mouse than my tablet...
0
I may not visit this thread often enough, so don't be shy and PM me whenever you want... :)
Original banner and preview on the website:
Alternate version of the banner:
Tests for both a logo and the banner:
0
Archon
Sentry
Immortal
Void Ray
Phoenix
Colossus
0
I assume official maps have some sort of hidden flag to identify them when they're being uploaded. This is probably why, when you upload your map and test it, the default settings of the map are back. I also assume the editor is capable of recognizing these maps, which explains why you can't load your map again without losing a few, or all, parts.
Did you keep any of the default Melee triggers (or even used them in one of your own triggers)? Did you try to copy-paste the terrain+doodads from the original map to a new one, to see if the problem remains when you upload it?