Ok, so i've made a map whereby a dropship comes along, unloads the units and then moves back to the edge of the map. That all works fine. However, when I try to make the dropship despawn when finished, it doesn't work - either he despawns as soon as he spawns, or he doesn't despawn at all. I'll post a link of my trigger so far without the despawn element, if you guys could tell me what to do for the rest of it to make it despawn once the trigger is finished, that'd be great (I've tried setting conditions and a waiting timer, none of which want to work - it'll still despawn as soon as it is created).
Thanks!
Ah well in regards to the second one then, complete success haha. Looks like a campaign map alright.
Fully understand what you mean about the realistic doodad limit, kudos though for a job well done.
Second one is meh, first and third videos are good though. Nice use of lighting in particular - something which can be achieved when you don't have an atrociously bad computer, and no funds to purchase a better one.
:O! What Gun is that?! It's sick haha! Also love the addition of that house into the hill, niiiiice.
Riverbed looks absolutely sick F0x, really good work there buddy. Gonna adopt that for the original I think, and definitely gotta find some way to put these lava effects in from Sheo and Neb.
Aaah, now that's interesting. I was going for a dried up river bed look, but you've gone for lava - and very well I might add. Liking the burnt edges and the dead trees, colours work well there! That's really pretty cool actually :P
Wouldn't it be possible to set a trigger so that when unit A enters a region, to increase his height gradually or apply a floating at X height buff to him? I mean sure, it would mean some of the multi story buildings would be unusable, but what you reckon?
Foxtail, I'm liking some of the smaller details on that map (Scorch marks beneath the cannons end - nice touch). You do love window boards don't you :P! Saying that though, I'll touch up the interior of the cave now, add some supporting beams etc. good shout sir.
Cheers Neb, been a while. Figured this was quite a nice WTE and thought I'd give it a (admittedly slightly sub-par) go. We going to see an entry from yourself this week at all?
0
Sorry DarlD, just responded now. My PM thing doesn't like to show I've got PM's until about a day later
0
I decided to remove that from the trigger on account of it not working, and was asking if someone could direct me as to how to make one that works.
0
Ok, so i've made a map whereby a dropship comes along, unloads the units and then moves back to the edge of the map. That all works fine. However, when I try to make the dropship despawn when finished, it doesn't work - either he despawns as soon as he spawns, or he doesn't despawn at all. I'll post a link of my trigger so far without the despawn element, if you guys could tell me what to do for the rest of it to make it despawn once the trigger is finished, that'd be great (I've tried setting conditions and a waiting timer, none of which want to work - it'll still despawn as soon as it is created). Thanks!
0
@Gorandor: Go
Ah well in regards to the second one then, complete success haha. Looks like a campaign map alright. Fully understand what you mean about the realistic doodad limit, kudos though for a job well done.
0
Second one is meh, first and third videos are good though. Nice use of lighting in particular - something which can be achieved when you don't have an atrociously bad computer, and no funds to purchase a better one.
0
Use pathing to make an area unbuildable.
0
@SheogorathSC: Go
I really really like that Sheo. Love that archway, reminds me of something from Pirates of the Caribbean or something :P
Here's something I was mucking around with last night, just seeing if I could make even a semi decent castle out of some basic doodads.
See what you guys think, if you wanna give it an edit fire away.
0
:O! What Gun is that?! It's sick haha! Also love the addition of that house into the hill, niiiiice.
Riverbed looks absolutely sick F0x, really good work there buddy. Gonna adopt that for the original I think, and definitely gotta find some way to put these lava effects in from Sheo and Neb.
0
Epic continuation of Sheo's edits there Neb! Love the camera angle.
0
Aaah, now that's interesting. I was going for a dried up river bed look, but you've gone for lava - and very well I might add. Liking the burnt edges and the dead trees, colours work well there! That's really pretty cool actually :P
0
This... this is an interesting WTE.
Here's some for you guys - first is a desperate attempt by a stranded nuke victim SCV to get off the planet.
Second is just a map I made a week or so ago and is a WIP.
See what you guys think.
P.S. For some reason it'll only let me upload 4 screenshots.... Dunno why. Have to make do with these ones.
0
@joecab: Go
I really, really like that. Definitely reminds me of onyxia's lair in WoW :D Good job!
0
@Zolstice: Go
Wouldn't it be possible to set a trigger so that when unit A enters a region, to increase his height gradually or apply a floating at X height buff to him? I mean sure, it would mean some of the multi story buildings would be unusable, but what you reckon?
0
@Nebuli2: Go
That looks bad. ass.
Finish that off it'll be absolutely sick!
Foxtail, I'm liking some of the smaller details on that map (Scorch marks beneath the cannons end - nice touch). You do love window boards don't you :P! Saying that though, I'll touch up the interior of the cave now, add some supporting beams etc. good shout sir.
0
Cheers Neb, been a while. Figured this was quite a nice WTE and thought I'd give it a (admittedly slightly sub-par) go. We going to see an entry from yourself this week at all?