This is going to be a small team. I am currently doing everything myself, but I would prefer to defer to someone more skilled than myself in triggers.
I have the basic map layout ready, and the first area is completed. I am comfortable doing terraining and basic unit design myself, but need someone who is good with triggers and another who is good with balancing. I know how I want the map balanced, I just don't have the time to do everything myself. There is definitely room for creativity, however.
Basic Synopsis:
Player chooses from (currently) 9 classes.
Player starts out in a jungle maze with the first village in the middle. They will not be able to leave this area until they complete the maze. From here, there will be an open area which the players can enter and level, or move on to the second dungeon. After this, the map opens up and there will be 7-10 other areas, including 3 more dungeons, and 1 final boss dungeon. There will be shops throughout the map in most areas. There will be reviving, hero levels, inventory with 2 usable equipment slots, and 1 more item type added for each area to promote exploration. (Jungle drops 2 types of items, first open area has 3 item types, first dungeon drops first 2 item slots, and a different third slot. After this, we may have 1 item type drop from 1 other dungeon, but the further in you get the more item types drop).
This will be a map that can be solo'ed or grouped through, we will not force players to rely on teammates or be hindered by bringing them along. On that same note, players will only get partial xp for kills when teammates are within range.
Heroes will all have 2 abilities and 1 ultimate, with the third ability being unlocked by quest completion. These do not necessarily need to be complex abilities. Most will be based on other abilities (Marines get stim packs that improve movement only, zerglings get stim packs that increase attack speed only), but if you are talented with new ability creation I am not opposed.
If you are interested in working with me on this map, send me a message or reply here.
I will clean up this post later, I just wanted to get it started for the meantime.
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@JumpeiSC: Go
Another note: This only happens when I make my custom unit. Blizzard units spawn fine...:(
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Just like topic. When I'm spawning a unit with a trigger, it appears as the ball, even though I can place it on the map and have it appear correctly.
Spawn Marine - Player 1
Events
Unit - Picker [18.90, 234.16] Enters Pick Marine
Actions
Unit - Create 1 Ultramarine for player (Triggering player) at Point 001 using default facing (No Options)
Unit - Remove (Triggering unit) from the game
Any thoughts on why this is happening, or what I can do to fix it?
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This is going to be a small team. I am currently doing everything myself, but I would prefer to defer to someone more skilled than myself in triggers.
I have the basic map layout ready, and the first area is completed. I am comfortable doing terraining and basic unit design myself, but need someone who is good with triggers and another who is good with balancing. I know how I want the map balanced, I just don't have the time to do everything myself. There is definitely room for creativity, however.
Basic Synopsis: Player chooses from (currently) 9 classes. Player starts out in a jungle maze with the first village in the middle. They will not be able to leave this area until they complete the maze. From here, there will be an open area which the players can enter and level, or move on to the second dungeon. After this, the map opens up and there will be 7-10 other areas, including 3 more dungeons, and 1 final boss dungeon. There will be shops throughout the map in most areas. There will be reviving, hero levels, inventory with 2 usable equipment slots, and 1 more item type added for each area to promote exploration. (Jungle drops 2 types of items, first open area has 3 item types, first dungeon drops first 2 item slots, and a different third slot. After this, we may have 1 item type drop from 1 other dungeon, but the further in you get the more item types drop).
This will be a map that can be solo'ed or grouped through, we will not force players to rely on teammates or be hindered by bringing them along. On that same note, players will only get partial xp for kills when teammates are within range.
Heroes will all have 2 abilities and 1 ultimate, with the third ability being unlocked by quest completion. These do not necessarily need to be complex abilities. Most will be based on other abilities (Marines get stim packs that improve movement only, zerglings get stim packs that increase attack speed only), but if you are talented with new ability creation I am not opposed.
If you are interested in working with me on this map, send me a message or reply here.
I will clean up this post later, I just wanted to get it started for the meantime.