Sounds like something I'd play. Will the maze be auto-generated, or the same every game?
Well, I don't know how to make a map like that, so I can't answer. But it would be better if it was randomly-generated or at least had some variations, right?
The map would be a square or rectangular maze, made of wall doodads (rubble wall, temple wall). There would be four entrances, each one in the middle of each side, corresponding to a team, that leads to each team's bases.
Players would control only one (selectable) unit tha would have around 3 skills/spells, but those players wouldn't share vision (so they don't shoot through walls, using the allies' sight radius).
To score points, the players would have to find and bring fruits to their bases, that would be scattered around the maze. They could only carry 1 at time, and it is visible (the same way you can see what resource a worker is carrying). Different fruits would award a different score, and some of them would give special abilities to the carrier. When the player dies, he would drop the fruit he is carrying and respawn at his base shortly after.
After set amounts of time, the team with the smallest score would be eliminated. Empty entrances would be occupied with nydus worms that spawn infested terrans, colonists and abominations (these would run around the maze trying to kill players).
There could be other stuff too:
A giant thor that walks around nonstop, smashing everything on its way, and sometimes even shooting down walls
Metal doors that open/close at random intervals
Sandbags or rubble piles, to block off areas or protect from melee mobs
I don't remember how TA is like, is it exactly like supreme commander, or are there big differences?
In machines, there's no ACU, only 1 resource, resource fields are hidden (you need a locator to find them, but they are always in the same place), there are building tiers (but you can't upgrade buildings, you'd need to make the T2 bulder from the T1 factory, and then build a T2 factory) and non-fighting units are very specialized (constructor, resource locator, technician [you have to put one in each of your research centers], resource transporter, unit transporter). Apart from the units you start the game you have to research them individually, and some of them require you to research another, lower-tier unit before to be researched (e.g you need to research the one-arm walker, "reaper", to research the two-armed walker, "wraith reaper". Also, you could control units in 1st person
when i saw the title of the thread i read "raven scarabs" and thought "he is trying to use raven's seeker missile as reaver's attack"
turns out i read it wrong, but anyways, you could try that. tweak the seeker so it collides with hills (if you want), and set it as the weapon. maybe it works
also, you could change the model to the SS_Scout projectile (it's a blue light orb)
I was changing the "vce - build" skill, but it doesn't seem to work properly with units, only structures
when i change it to build, for example, the raven's autoturret, it just stays there while the scv builds
when i change it to build any kind of unit, the scv just goes to the target area and *poof* the unit appears there with a build time of 0 (i set it to 10s)
is there any way to adjust this? also, how do i apply the building animation to these stuff?
but, is there a "general" warp-in effect you can add to other stuff, or does each unit have it's own warping animation and that's it?
(i'm a newbie, i didn't understand well what patrick said on the 2nd post)
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Well, I don't know how to make a map like that, so I can't answer. But it would be better if it was randomly-generated or at least had some variations, right?
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The map would be a square or rectangular maze, made of wall doodads (rubble wall, temple wall). There would be four entrances, each one in the middle of each side, corresponding to a team, that leads to each team's bases.
Players would control only one (selectable) unit tha would have around 3 skills/spells, but those players wouldn't share vision (so they don't shoot through walls, using the allies' sight radius).
To score points, the players would have to find and bring fruits to their bases, that would be scattered around the maze. They could only carry 1 at time, and it is visible (the same way you can see what resource a worker is carrying). Different fruits would award a different score, and some of them would give special abilities to the carrier. When the player dies, he would drop the fruit he is carrying and respawn at his base shortly after.
After set amounts of time, the team with the smallest score would be eliminated. Empty entrances would be occupied with nydus worms that spawn infested terrans, colonists and abominations (these would run around the maze trying to kill players).
There could be other stuff too:
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I don't remember how TA is like, is it exactly like supreme commander, or are there big differences?
In machines, there's no ACU, only 1 resource, resource fields are hidden (you need a locator to find them, but they are always in the same place), there are building tiers (but you can't upgrade buildings, you'd need to make the T2 bulder from the T1 factory, and then build a T2 factory) and non-fighting units are very specialized (constructor, resource locator, technician [you have to put one in each of your research centers], resource transporter, unit transporter). Apart from the units you start the game you have to research them individually, and some of them require you to research another, lower-tier unit before to be researched (e.g you need to research the one-arm walker, "reaper", to research the two-armed walker, "wraith reaper". Also, you could control units in 1st person
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Machines: Wired for War
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like this game?
http://sandbox.yoyogames.com/games/63494-shotgun-funfun
(download link: http://sandbox.yoyogames.com/games/63494-shotgun-funfun/download)
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I'd like to play it sometime, but it is impossible to get ppl to play it now :\
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when i saw the title of the thread i read "raven scarabs" and thought "he is trying to use raven's seeker missile as reaver's attack"
turns out i read it wrong, but anyways, you could try that. tweak the seeker so it collides with hills (if you want), and set it as the weapon. maybe it works
also, you could change the model to the SS_Scout projectile (it's a blue light orb)
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About the ultra/extreme settings bug, i replied on the other topic too. Go to the MineralField actor, find and erase these:
ActorCreation
-Option Shader Ultra
-ModelSwap MineralFieldHigh
ActorCreation
-Option Shader Extreme
-ModelSwap MineralFieldHigh
Might work fine then
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there's a 1 player + spectator micro trainer in the 2nd page
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edit: looks like i quoted the wrong phrase
In case the trees are swapping back to mineral fields if the graphics settings are high, do this:
Find and delete this, at the MineralField actor:
ActorCreation
-Option Shader Ultra
-ModelSwap MineralFieldHigh
ActorCreation
-Option Shader Extreme
-ModelSwap MineralFieldHigh
There's another way (i think), deleting every event that has "level 0", "level 1", "level 2" and "level 3" written.
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also, how did they mix up tilesets in hero attack?
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Well, there's people who want to see how the new stuff will work, but not everyone wanna play with it - just spectate. So, what about joining both?
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I was changing the "vce - build" skill, but it doesn't seem to work properly with units, only structures
when i change it to build, for example, the raven's autoturret, it just stays there while the scv builds
when i change it to build any kind of unit, the scv just goes to the target area and *poof* the unit appears there with a build time of 0 (i set it to 10s)
is there any way to adjust this? also, how do i apply the building animation to these stuff?
0
but, is there a "general" warp-in effect you can add to other stuff, or does each unit have it's own warping animation and that's it? (i'm a newbie, i didn't understand well what patrick said on the 2nd post)
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i tried what alevice posted
it "fixed" when i changed the layers to "terrain" and ins't re-appearing when i restart the editor (even if it starts on another layer)