I am putting this in 'off-topic' because it involves games outside of SC2.
I was recently watching this
When it got me to thinking. Do other games go about making their Cinematic scenes similar to what we have for SC2 in the editor?
I personally have no Idea but if by some chance it is at least close it give me a new found of respect to the people who make some of these being i know (limited) how much it takes to make a Cinematic Scene in sc2.
Some of those in that video (above) look really good, nothing against blizzard.
Since there is a co-op contest again this year, I thought we should have a thread about any issues pertaining to the "Template" that blizzard released to the public for this contest. Directly relating to only the "template" being we already have other locations for data/triggers/ect.
Reason i thought of this is because there is a lot to making a co-op map and the template might seem overwhelming to some. So if we could have a location to discuss or work out any issues with it would probably benefit the Contestants as a whole.
I am not going to leak any info on my co-op map but... IRONIC on some of the stuff you posted in this thread. hahaha.
Another idea - not working on it just thinking out loud.
Is have the Amon's units target the last unit that died as a form of revenge... O_o... /This could get good and bad at the same time being if you kill something in-your-base then have a crap ton of enemy units target that exact location where you only had 1-2 defenders. eeekkk. however it could be good being you could bait them into a massive trap and crush them all. Ying/Yang. :D
Question: Do we have to use the template for this contest or can we just use it as a point of reference and make our own from scratch?
EDIT: Never mind, lol. Note that you aren't required to use this map as part of your submission, but we hope this will save you time instead of trying to construct your own map completely from scratch.
Best of luck to everyone.
EDIT2: (lol) can we basically come up with any idea? Custom everything? Sky is the limit? haha. i just don't want to get disqualified before i even start, is all.
""The game must be set in the StarCraft Universe""
Does that limit to only Starcraft 2 models and game play? Just an example: Such as you can't have Your co-op commanders fighting Xenomorphs because that wouldn't be with-in the starcraft universe? Sorry if i am asking a lot of questions. :P
This sounds like an interesting idea but my 1st suggestion (didn't play the game yet, YET) is that don't leave it all up to player 1 to choose the draft mode selection. This will make players feel less in control of the choices they have to deal with. A simple Vote system and the highest vote gets that draft system works pretty good for most games that have 'mode selections' from my experiences.
1st thoughts about 1st playthrough - Eggs can't really point. Zerg units could always rally to a new location if needed after they make the egg. I was playing 1v1 so there where not multiple players but do each of us get a base or is like Archon mode where we all share 1 base? idk. Just asking that's all. I normally play as the Zerg race so I am use to the mechanics of that race but if you get any protoss/terran players that are going to try this mode its going to be an uphill climb being all the units spawn from eggs like zerg. Some structures remove the worker and others don't, i personally would keep it one way or another. either uses the worker or not, not a mixture of the both. The unit selections where alright but some ~might~ (not sure because i didn't get a chance to see it vs anything) be over powered simply because of what it is. All-in-all i didn't see anything MAJOR at all.
The monthly tests are set up by me; typically for freshly released projects. This thread is used for submitting your project to the monthly testing initiative. Currently, I have about 4 months worth of projects lined up; so if you are just looking for general feedback, in a timely manner, you can create your own thread in the map review, and see who bites.
Edit: Never mind - no offense intended but - this isn't a project being projects are open for people to down load. Sorry for any inconvenience on my part. Have a nice day.
I am a little confused on the 'project' in the original post. I have a map in the Arcade right now that i would LOVE to hear feedback from but I do not have it listed ~here~ as a 'project'. do I need to make a thread in "Map Review" or maybe start a "Project" to be considered for this feedback? not sure~ So i'm going to just list my map here to get things stated, sorta speak. lol. It is published in the Americas Server only. Name: Desert Strike Trinity
Game link: battlenet:://starcraft/map/1/280805
Type: Tug-of-war, 3v3, 2v2, 1v1. Brief Description: You build structures in your base that will translate into the units that spawn at the end of each round for each players turn.
More info on the game can be found on the "game info" online or you can simply ask me here or PM me if you like as well. Thanks for any feedback or replies.
Found maybe an odd - well maybe normal - way of doing this.
In the Map start up trigger I set it like this
Data Table - Save (Game text for "Button/Tooltip/InfestedAbomination") as "Aberration" in the Global data table Variable - Set GlobalDataTableString[1] = ("Aberration" from the Global data table)
Then referenced the Variable in the Trigger
UI - Display ("Aberration" from the Global data table) for Ind.Player.Group[1] to Debug area
-My only other question, is there a shorter way of doing this? It does work by displaying the info from the Data Description but do i need to do the extra steps to put it into a variable?
Edit: Never mind. i deleted the variable and it still works fine.
I would like to Reference the information of a given unit but i am having a problem linking it together in a trigger. what i have so far (that isn't working for some reason, lol)
Events Game - Map initialization Local Variables Conditions Actions Data Table - Save (Value of Units InfestedAbomination Description for player Any Player) as "Aberration" in the Global data table
Since the Description is already made on the unit in the data, i would like to grab that info and use it to display in a trigger.
This doesn't seem to work at all, XD
Events Game - Player Any Player types a chat message containing "", matching Partially Actions General - If (Conditions) then do (Actions) else do (Actions) If (Triggering player) == 1 (Entered chat string) == "Aberration" Then UI - Display ("Aberration" from the Global data table) for Ind.Player.Group[1] to Debug area UI - Display "abc" for Ind.Player.Group[1] to Debug area <---this will display "abc" so i know the triggering is firing and is for that player. Else
This however ""UI - Display ("Aberration" from the Global data table) for Ind.Player.Group[1] to Debug area"" isn't working.
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link to map/Published? accepting feedback at the moment?
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I am putting this in 'off-topic' because it involves games outside of SC2.
I was recently watching this
When it got me to thinking. Do other games go about making their Cinematic scenes similar to what we have for SC2 in the editor?
I personally have no Idea but if by some chance it is at least close it give me a new found of respect to the people who make some of these being i know (limited) how much it takes to make a Cinematic Scene in sc2.
Some of those in that video (above) look really good, nothing against blizzard.
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Since there is a co-op contest again this year, I thought we should have a thread about any issues pertaining to the "Template" that blizzard released to the public for this contest. Directly relating to only the "template" being we already have other locations for data/triggers/ect.
Reason i thought of this is because there is a lot to making a co-op map and the template might seem overwhelming to some. So if we could have a location to discuss or work out any issues with it would probably benefit the Contestants as a whole.
_ Just a thought _
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I am not going to leak any info on my co-op map but... IRONIC on some of the stuff you posted in this thread. hahaha.
Another idea - not working on it just thinking out loud.
Is have the Amon's units target the last unit that died as a form of revenge... O_o... /This could get good and bad at the same time being if you kill something in-your-base then have a crap ton of enemy units target that exact location where you only had 1-2 defenders. eeekkk. however it could be good being you could bait them into a massive trap and crush them all. Ying/Yang. :D
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Note that you aren't required to use this map as part of your submission, but we hope this will save you time instead of trying to construct your own map completely from scratch.
Best of luck to everyone.
0
This sounds like an interesting idea but my 1st suggestion (didn't play the game yet, YET) is that don't leave it all up to player 1 to choose the draft mode selection. This will make players feel less in control of the choices they have to deal with. A simple Vote system and the highest vote gets that draft system works pretty good for most games that have 'mode selections' from my experiences.
1st thoughts about 1st playthrough - Eggs can't really point. Zerg units could always rally to a new location if needed after they make the egg. I was playing 1v1 so there where not multiple players but do each of us get a base or is like Archon mode where we all share 1 base? idk. Just asking that's all. I normally play as the Zerg race so I am use to the mechanics of that race but if you get any protoss/terran players that are going to try this mode its going to be an uphill climb being all the units spawn from eggs like zerg. Some structures remove the worker and others don't, i personally would keep it one way or another. either uses the worker or not, not a mixture of the both. The unit selections where alright but some ~might~ (not sure because i didn't get a chance to see it vs anything) be over powered simply because of what it is. All-in-all i didn't see anything MAJOR at all.
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Edit: Never mind - no offense intended but - this isn't a project being projects are open for people to down load. Sorry for any inconvenience on my part. Have a nice day.
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I am a little confused on the 'project' in the original post. I have a map in the Arcade right now that i would LOVE to hear feedback from but I do not have it listed ~here~ as a 'project'. do I need to make a thread in "Map Review" or maybe start a "Project" to be considered for this feedback? not sure~ So i'm going to just list my map here to get things stated, sorta speak. lol.
It is published in the Americas Server only.
Name: Desert Strike Trinity
Game link: battlenet:://starcraft/map/1/280805
Type: Tug-of-war, 3v3, 2v2, 1v1.
Brief Description: You build structures in your base that will translate into the units that spawn at the end of each round for each players turn.
More info on the game can be found on the "game info" online or you can simply ask me here or PM me if you like as well.
Thanks for any feedback or replies.
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I think you where right about the differences between TEXT and STRING being i had to use
For awhile i was getting the ""Button/Tooltip/InfestedAbomination"" to display instead of the text below it from the description.
-anyways- thanks for the reply.
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Found maybe an odd - well maybe normal - way of doing this.
In the Map start up trigger I set it like this
Data Table - Save (Game text for "Button/Tooltip/InfestedAbomination") as "Aberration" in the Global data table
Variable - Set GlobalDataTableString[1] = ("Aberration" from the Global data table)
Then referenced the Variable in the Trigger
UI - Display ("Aberration" from the Global data table) for Ind.Player.Group[1] to Debug area
-My only other question, is there a shorter way of doing this? It does work by displaying the info from the Data Description but do i need to do the extra steps to put it into a variable?
Edit: Never mind. i deleted the variable and it still works fine.
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I would like to Reference the information of a given unit but i am having a problem linking it together in a trigger. what i have so far (that isn't working for some reason, lol)
Events
Game - Map initialization
Local Variables
Conditions
Actions
Data Table - Save (Value of Units InfestedAbomination Description for player Any Player) as "Aberration" in the Global data table
Since the Description is already made on the unit in the data, i would like to grab that info and use it to display in a trigger.
This doesn't seem to work at all, XD
Events
Game - Player Any Player types a chat message containing "", matching Partially
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering player) == 1
(Entered chat string) == "Aberration"
Then
UI - Display ("Aberration" from the Global data table) for Ind.Player.Group[1] to Debug area
UI - Display "abc" for Ind.Player.Group[1] to Debug area <---this will display "abc" so i know the triggering is firing and is for that player.
Else
This however ""UI - Display ("Aberration" from the Global data table) for Ind.Player.Group[1] to Debug area"" isn't working.
Is the "Save" at the start up incorrect? idk.
HELP!? ~thanks. :D
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Let me be upfront on this and say i have no idea about anything in the Sound portion of the Data editor.
So i wanted to ask, maybe an easy question, to the people who are almost surely more knowledgeable than myself here.
Can I alter the sound of an audio To play slower or faster?
Maybe change the pitch?
Can i duplicate it and adjust these things or is that not possible to do?
Forgive my ignorance on this issue. Thanks for your time.
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My good question is that is it even possible to make a unit completely invisible to another player even if they are allied with vision?
Reason for this being is that i want player 1 to be able to see "unit A" but player 2 NOT to be able to see "unit A"
IF i make that unit invisible wouldn't it also be invisible to player 1 as well?
Do the 2 players have to be 'not' allied?
Not really sure if this is even possible.
Any thoughts?