You could submit it for the Monthly Community Test, but that hasn't seen much activity as it stands unfortunately.
The biggest hurdle is that it's a multiplayer map, and it's hard to find a lobby for these kinds of games. It's also difficult for people on this site to coordinate a game due to different schedules and timezones. You could work around this by adding an AI to simulate multiplayer allies/enemies so people can test the map on their own time.
People might also be more attracted to the project if you provide screenshots (and/or gameplay videos, if possible) and a more detailed description of the map, what makes it unique, why you should play it, etc.
"Creating a new custom race" sounds like a pretty broad-ranged undertaking. You wish to create new units, structures, abilities, upgrades, and the like, right?
I'd narrow the scope of your question a bit. Things like "How do I make a new unit?" or "How do I make a new ability that does X?" It would help if you could explain specifically what you want to happen with each thing you create so we can better find solutions for your problems.
Come on down to the Data forum, that's where the magic happens.
My original point is that you don't have to check the Hero flag, you can use control groups for that functionality. This is mainly to avoid conflicting with commonly used hotkeys. And I'm just speaking from what I've seen, but people don't typically click the hero button.
What the campaigns and co-op do, and what I'd suggest to do, in lieu of checking the Hero flag in HotS and LotV is making a hero frame in the top left with a status bar and icon.
Alternatively, since that can get cluttered if you control a lot of heroes at once, you can create a dialog somewhere with buttons that select your heroes, since that won't change the hotkeys.
Hero hotkeys are nice, but I wouldn't use any function keys other than F3 since some people use them already. F4 pans and cycles the camera to each of the player's town halls, which is useful for things like larva injects.
Sounds like you have the wrong target location for the returning launch missile effect. Try setting it to unit instead of point. If you want the boomerang to hit a point and return to the caster, you should make separate launch missile effects for launch and return.
Create a validator that checks for the behavior using a Unit Compare Behavior Count validator.
Create an actor model of type ModelAnimationStyleOneShot. Set the model to whatever flame model you want. Add SOpAttachWeaponLeft to the Hosting: Host Site Operations + field of the actor. Set the Subject under the Hosting: Host field to _Unit.
Under the (Basic) Event: Events + field add an event. Set the event to WeaponStart.[YourWeaponHere].AttackStart and the action to Create. Add a ValidateUnit term to the action you just created and set it to the validator you previously made.
Repeat the above for another actor model but instead of SOpAttachWeaponLeft use SOpAttachWeaponRight.
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The easiest way would be to change the scale of the actor associated with the unit, or change the scale of the model associated with the actor.
To find which model/actor to modify, find the correct unit and look at the linked model/actor in the object explorer.
You can use actor messages or triggers as well.
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Steps in order to do what?
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You could submit it for the Monthly Community Test, but that hasn't seen much activity as it stands unfortunately.
The biggest hurdle is that it's a multiplayer map, and it's hard to find a lobby for these kinds of games. It's also difficult for people on this site to coordinate a game due to different schedules and timezones. You could work around this by adding an AI to simulate multiplayer allies/enemies so people can test the map on their own time.
People might also be more attracted to the project if you provide screenshots (and/or gameplay videos, if possible) and a more detailed description of the map, what makes it unique, why you should play it, etc.
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Hello and welcome to Mapster!
"Creating a new custom race" sounds like a pretty broad-ranged undertaking. You wish to create new units, structures, abilities, upgrades, and the like, right?
I'd narrow the scope of your question a bit. Things like "How do I make a new unit?" or "How do I make a new ability that does X?" It would help if you could explain specifically what you want to happen with each thing you create so we can better find solutions for your problems.
Come on down to the Data forum, that's where the magic happens.
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Only way I could think of is by generating one through triggers with a bunch of thin rectangles (kinda like Riemann sums) or circles.
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Probably Map Feedback, or Project Workplace if you have an idea of what you're going to do.
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In reply to EDHRIANO:
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Check the AI module, it's probably done there. The Trigger module is used to start the AI personalities created in the AI module.
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I'm not really into MOBAs, so I'll just pick the one with the most SC2 characters. :P
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Hero hotkeys are nice, but I wouldn't use any function keys other than F3 since some people use them already. F4 pans and cycles the camera to each of the player's town halls, which is useful for things like larva injects.
And you can always use control groups.
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Ah, it's like a tentacle setup? I missed that part of it.
It should be possible, have you tried looking at the Uberlisk tutorial?
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Sounds like you have the wrong target location for the returning launch missile effect. Try setting it to unit instead of point. If you want the boomerang to hit a point and return to the caster, you should make separate launch missile effects for launch and return.
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Why not just have the upgrade multiply the period by 0.95?
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Create a validator that checks for the behavior using a Unit Compare Behavior Count validator.
Create an actor model of type ModelAnimationStyleOneShot. Set the model to whatever flame model you want. Add SOpAttachWeaponLeft to the Hosting: Host Site Operations + field of the actor. Set the Subject under the Hosting: Host field to _Unit.
Under the (Basic) Event: Events + field add an event. Set the event to WeaponStart.[YourWeaponHere].AttackStart and the action to Create. Add a ValidateUnit term to the action you just created and set it to the validator you previously made.
Repeat the above for another actor model but instead of SOpAttachWeaponLeft use SOpAttachWeaponRight.