i'd really like to know how you can control a squad, im really interested, but i won't use it for this map i doubt.
glad to hear it anyway, good luck again.
ive been working on my version of halocraft and i think ive come up with a way so that it isnt one building that produces all the units. im making my variant more similar to the actual halowars game (has a central base that can be upgraded for more build slots). ill upload a building demo when i finish the last few mechanics for my buildings :)
i have a version myself now, but plz don't copy xD
ok, basically, units cost money, when they die, all players get money equal to the unit cost, so you get re-funded, but additionally the bases are going to have a form of construction and developement idea.
this idea will prolly be scrapped before i'm finished, but i want something that could suit a halo 3 rts, and base building doesn't sit right with me.
i relly like what your doing, itys a change, mygame will focus not on halo wars, but my own take on what halo 3 would be like as an RTS, so i was even considering having elites on humans sides, flood with pure forms, master chief ect.
your version is a haloowars in SC2 style, i really like it, keep it up :)
edit: the important thing, have you designed the units for your game? its key to have the halo style down, but getting the halo vybe is even more important, stick a zealot and calling it an elite is a a drawback, an improvement is to make the units act and feel as the units they represent in halo, good luck with that :D
that would remove the team colour on the most part, and the grey+brown would make a dirt-tinge that i wouldn't really want.
anyyway, i was on holiday and forgot to upload the map just before i went away, and i had a think about it, the game is OK but isn't fun nor playable because its literally a structure that trains units, and then you make them fight.
great.
SO
i'm going to restart this thread in a sence, or more literally, restart the production of the map.
so this time, im gonig to focus on having a more perfected macro, rather than "click to build unit" and thats it.
Relase Day today, it doesn't feel finished, so ill just tag it "beta version" or something hehe.
current contents and updates:
7 units per race, 1 more will be added per race soon hopefull,y another unit is available to the flood since the video, its a unit for Halo 3 Alpha, the transport form or the infecotr form, transport form is just an infestor that shoots a ton of infested terrans (imba!) and the infector form is an anti-mech unit that can control enemy tanks or destroy them with its anti-mech attack.
Updates:
adding the extra 3 units soon.
increase balance and further improve map visuals
clear any bugs found(none fopefully)
further improve u.i. and music
balance the AoE attacks
add MOAR spells :D
i was thinking of a similiar thing, the air units had spells, and so did a few other uits, i removed them because of balancing reasons, but ill be sure to take those ideas into accounts, ill make grenades on grunts and marines (one time use only other wise you will have 200 grenades in everyfight, *sigh*) and i may also have stealth back, but atm i just want to have release ready and make sure things are balanced and professional.
Edit: just finished making grenade spells, im quite happy with how they turned out, its a shame their is no avaialble meathod currently to make a damage spell like a grenade stick to a unit and have delayed damage, but hey, balance>realism
yes, i have cut aircraft from the game, it created imbalance, and trust me, they where boring, so its a ground based 2v2v2 game. Everything is set, i just need to look over everything, test it on EU with a few friends, add a short clip of my game to the trailer, and its good to go!
Please look back here soon for te next news update, where ill reveal the trailer :D
awsome man, ty so much, any input would be greatly appreciated, and im glad to hear that your a learner yourself, makes me feel less lonely hehe xD
a run down of the map is that you build units indivdually (could still change to squads of units) and you cannot queue your units, so you have to be constantly alert of your base to keep building units.
better still, the units spells are not what defines them, but they're attack style, how rts should be, not auto created units with a different spell and hit point count, but grunts that should green blasts of plazma en-mass, or seige tanks that blast AoE attacks at long range in an instant.
I am not trying to sell out my map like many do, this is still a very simpl game, but thats why i like it, less is more to many, myself included.
its a very noob friendly game too, you don't have to worry about being teamed up with a "noob" since they can pretty much play the game just as well as you could if you give them a few moments to understand how it works.
my current developement stage is balance, again:polishing more buttons, and make the game playable for launch (triggers, start points and terrain) right now, all the units are ready to "kick ass and chew bu... aww forget it..." :D
expect to be dissapointed if your looking for a halo wars clone, their is no base building, sorry :( think it as a death match where the central building does everything the outside buildings would do.
im a poor editor, but this is going to be my best map, if your any decent with triggers or something and add things upon m account, then sure why not :D
tbh you don't really need to change it much, since this is the best map ive made yet (see aiur close combat, its similiar but not nearly as good) and it would be great to have the map on NA so more people can see it, however i can only do that once its out of "beta" stage, in other words, many of my maps are released un finnished so i can test them against players.
but anyway, back to topic, that would be great, but you may end up waiting for about a week, ill keep thos thread alive, and make a trailer for the game... very soon tm. ^^
oh and the infection forms (spores) using the feederling model is-a-done a while ago, infact it was like the first thing i did xD
i think i just sold it hehe
oh and another thing, im going to be working on a trailer for the game, but the map itself isn't ready to be shown yet! :x
however, i have just finnished the works on the covenant, the UNSC and flood are nearly done, then its just polishing the buttons, the build times, adding upgrades and making the actual terrain (which in my opinion is the toughest bit, symetrical, balanced, and looks good)
thanks for the replies all, i agree with all of you infact!
other than not including flood, this game works very differerent to the standard halo wars, in the way its not a carbon copy.
marines don't have grenades, flood explode rather than mind control (that was a balance choice) their are pure forms, you get CCS battlecruisers and even grunts attack en-mass, rather than 1 to 1 with marines.
everything is different to halo wars, and with all my maps, the one thing i get right is the balance, its mainly just missing content right now (i.e. haven't designed base building yet)
I would also like to note one thing, this game plays uniquely, its an RTS don't get me wrong, but you cannot classify it.
each player has one building, it makes all your units and upgrades, all free, but use up supply and more importantly, time. the game progressses by what upgrades you get and how you spend your time to get a 200 grunt army or a 10 scarab army, its all down to the use of the important reacource.... Time.
You often forget RTS never suggested that base building was a key element, and with all my maps, that has been my aim to disprove the need for a base, this is going to be the one that hopefully proves my hypothesis.
one thing i am thinking off is making it 2v2v2, having allies is important, but getting games going is too.
diplomacy makes imbalance, and allowing humans to fight along side flood wouldn't even make sence other than in the context in Halo 3 - the covenant mission.
anyway, htis map in no-where near complete, but when it is, it will be available only on the EU server, that means King, you can still make your map :D
Any Sci-fi fan, X-box owner, FPS gamer or hater knows about Halo, or atleast heard of it, which means you may also have heard about halo wars. which means you definatly haven't heard of a remake to a starcraft 2 mod map "halo wars" called HaloCraft.
which is why im here today, to talk about my upcoming map, HaloCraft.
a massive 3v3v3 map, where each side control either, flood, covenant or UNSC, you have no money, no gas no minerals, only supply in whch you create armies perfectly suited for any situation.
You auto spawn units to fight against your opposition, with over 25 units to pick from, its all down to the tap of a mouse and your off, a newb friendly map.
HOWEVER i am in need of assistance!
Currently, the game objective is to crush the other teams bases, yet, it could be made more interesting.
Additionally, i am having trouble with a requirement, i want a requirement where a unit type requires a current amount of supply in your army on the feild all ready before you can build it.
Or in other words, an example is a spartan needs you to have 20 supply before you can build one, how may i create a requirement for that?
if their is no way to do so with supply, replace 20 supply for 5 marines for the requirement instead, preferable the first one tho, unless its impossible.
how can i customise the colour or way a health bar looks, i know how to change the size or how high it floats above a units head..... but how can i amke it the same as a tea colour, or make the health bar have no lines in it or something?
im using this as not only a learnign tool, but afor a hero map, i want the heroes to have a different health bar to the units, and all units have a health bar in the colour of your team.
where can i go to edit it, where in data? does it have to be triggers? i would prefere somewhere to go in the data editor to acheive this, if not, i suck at triggers and you will have to give me a tutorial :(
0
@KingRadical: Go
i'd really like to know how you can control a squad, im really interested, but i won't use it for this map i doubt. glad to hear it anyway, good luck again.
0
i have a version myself now, but plz don't copy xD ok, basically, units cost money, when they die, all players get money equal to the unit cost, so you get re-funded, but additionally the bases are going to have a form of construction and developement idea.
this idea will prolly be scrapped before i'm finished, but i want something that could suit a halo 3 rts, and base building doesn't sit right with me.
thanks for the feed back anyway.
0
i relly like what your doing, itys a change, mygame will focus not on halo wars, but my own take on what halo 3 would be like as an RTS, so i was even considering having elites on humans sides, flood with pure forms, master chief ect. your version is a haloowars in SC2 style, i really like it, keep it up :)
edit: the important thing, have you designed the units for your game? its key to have the halo style down, but getting the halo vybe is even more important, stick a zealot and calling it an elite is a a drawback, an improvement is to make the units act and feel as the units they represent in halo, good luck with that :D
0
@LaxSalmon: Go
that would remove the team colour on the most part, and the grey+brown would make a dirt-tinge that i wouldn't really want. anyyway, i was on holiday and forgot to upload the map just before i went away, and i had a think about it, the game is OK but isn't fun nor playable because its literally a structure that trains units, and then you make them fight. great.
SO i'm going to restart this thread in a sence, or more literally, restart the production of the map.
so this time, im gonig to focus on having a more perfected macro, rather than "click to build unit" and thats it.
0
Relase Day today, it doesn't feel finished, so ill just tag it "beta version" or something hehe.
current contents and updates: 7 units per race, 1 more will be added per race soon hopefull,y another unit is available to the flood since the video, its a unit for Halo 3 Alpha, the transport form or the infecotr form, transport form is just an infestor that shoots a ton of infested terrans (imba!) and the infector form is an anti-mech unit that can control enemy tanks or destroy them with its anti-mech attack. Updates: adding the extra 3 units soon. increase balance and further improve map visuals clear any bugs found(none fopefully) further improve u.i. and music balance the AoE attacks add MOAR spells :D
0
@Swcompty: Go
i was thinking of a similiar thing, the air units had spells, and so did a few other uits, i removed them because of balancing reasons, but ill be sure to take those ideas into accounts, ill make grenades on grunts and marines (one time use only other wise you will have 200 grenades in everyfight, *sigh*) and i may also have stealth back, but atm i just want to have release ready and make sure things are balanced and professional.
Edit: just finished making grenade spells, im quite happy with how they turned out, its a shame their is no avaialble meathod currently to make a damage spell like a grenade stick to a unit and have delayed damage, but hey, balance>realism
0
Enjoy ^^
0
THE MAP IS NEARLY READY TO GO! :)
yes, i have cut aircraft from the game, it created imbalance, and trust me, they where boring, so its a ground based 2v2v2 game. Everything is set, i just need to look over everything, test it on EU with a few friends, add a short clip of my game to the trailer, and its good to go!
Please look back here soon for te next news update, where ill reveal the trailer :D
0
@Swcompty: Go
awsome man, ty so much, any input would be greatly appreciated, and im glad to hear that your a learner yourself, makes me feel less lonely hehe xD
a run down of the map is that you build units indivdually (could still change to squads of units) and you cannot queue your units, so you have to be constantly alert of your base to keep building units. better still, the units spells are not what defines them, but they're attack style, how rts should be, not auto created units with a different spell and hit point count, but grunts that should green blasts of plazma en-mass, or seige tanks that blast AoE attacks at long range in an instant.
I am not trying to sell out my map like many do, this is still a very simpl game, but thats why i like it, less is more to many, myself included. its a very noob friendly game too, you don't have to worry about being teamed up with a "noob" since they can pretty much play the game just as well as you could if you give them a few moments to understand how it works.
my current developement stage is balance, again:polishing more buttons, and make the game playable for launch (triggers, start points and terrain) right now, all the units are ready to "kick ass and chew bu... aww forget it..." :D
expect to be dissapointed if your looking for a halo wars clone, their is no base building, sorry :( think it as a death match where the central building does everything the outside buildings would do.
0
@Swcompty: Go
im a poor editor, but this is going to be my best map, if your any decent with triggers or something and add things upon m account, then sure why not :D tbh you don't really need to change it much, since this is the best map ive made yet (see aiur close combat, its similiar but not nearly as good) and it would be great to have the map on NA so more people can see it, however i can only do that once its out of "beta" stage, in other words, many of my maps are released un finnished so i can test them against players.
but anyway, back to topic, that would be great, but you may end up waiting for about a week, ill keep thos thread alive, and make a trailer for the game... very soon tm. ^^
0
@Swcompty: Go
oh and the infection forms (spores) using the feederling model is-a-done a while ago, infact it was like the first thing i did xD
i think i just sold it hehe
oh and another thing, im going to be working on a trailer for the game, but the map itself isn't ready to be shown yet! :x however, i have just finnished the works on the covenant, the UNSC and flood are nearly done, then its just polishing the buttons, the build times, adding upgrades and making the actual terrain (which in my opinion is the toughest bit, symetrical, balanced, and looks good)
0
thanks for the replies all, i agree with all of you infact! other than not including flood, this game works very differerent to the standard halo wars, in the way its not a carbon copy. marines don't have grenades, flood explode rather than mind control (that was a balance choice) their are pure forms, you get CCS battlecruisers and even grunts attack en-mass, rather than 1 to 1 with marines. everything is different to halo wars, and with all my maps, the one thing i get right is the balance, its mainly just missing content right now (i.e. haven't designed base building yet)
I would also like to note one thing, this game plays uniquely, its an RTS don't get me wrong, but you cannot classify it. each player has one building, it makes all your units and upgrades, all free, but use up supply and more importantly, time. the game progressses by what upgrades you get and how you spend your time to get a 200 grunt army or a 10 scarab army, its all down to the use of the important reacource.... Time.
You often forget RTS never suggested that base building was a key element, and with all my maps, that has been my aim to disprove the need for a base, this is going to be the one that hopefully proves my hypothesis.
one thing i am thinking off is making it 2v2v2, having allies is important, but getting games going is too. diplomacy makes imbalance, and allowing humans to fight along side flood wouldn't even make sence other than in the context in Halo 3 - the covenant mission.
anyway, htis map in no-where near complete, but when it is, it will be available only on the EU server, that means King, you can still make your map :D
0
Any Sci-fi fan, X-box owner, FPS gamer or hater knows about Halo, or atleast heard of it, which means you may also have heard about halo wars. which means you definatly haven't heard of a remake to a starcraft 2 mod map "halo wars" called HaloCraft.
which is why im here today, to talk about my upcoming map, HaloCraft. a massive 3v3v3 map, where each side control either, flood, covenant or UNSC, you have no money, no gas no minerals, only supply in whch you create armies perfectly suited for any situation.
You auto spawn units to fight against your opposition, with over 25 units to pick from, its all down to the tap of a mouse and your off, a newb friendly map. HOWEVER i am in need of assistance!
Currently, the game objective is to crush the other teams bases, yet, it could be made more interesting. Additionally, i am having trouble with a requirement, i want a requirement where a unit type requires a current amount of supply in your army on the feild all ready before you can build it. Or in other words, an example is a spartan needs you to have 20 supply before you can build one, how may i create a requirement for that? if their is no way to do so with supply, replace 20 supply for 5 marines for the requirement instead, preferable the first one tho, unless its impossible.
thanks for reading.
0
@Kueken531: Go
ty, just want to clarify, what part o the unit actor? the actual modle and related models? its not a big deal, thanks btw
0
how can i customise the colour or way a health bar looks, i know how to change the size or how high it floats above a units head..... but how can i amke it the same as a tea colour, or make the health bar have no lines in it or something?
im using this as not only a learnign tool, but afor a hero map, i want the heroes to have a different health bar to the units, and all units have a health bar in the colour of your team.
where can i go to edit it, where in data? does it have to be triggers? i would prefere somewhere to go in the data editor to acheive this, if not, i suck at triggers and you will have to give me a tutorial :(