I just wanted to tell that the first thing I thought after seeing this model was... a "Populous 3: The Beginning" shaman!!! Which means that what you did is absolutely amazing even though it might not been what you hoped for, it was completely worth it. Now, if only there were variations with different masks..
and some "brute" models.. I'm melting at a single thought of someone remaking that wonderful game in sc2, even though it might not be fully possible.
Great, this is great.
This makes me want to return to mapping and finish my own bomberman remake. Thank you for this. Too bad that i can't play it since I'm on EU.
Sometimes I get a feeling that for every released map there is a dozen of unfinished maps which never saw the light of day. I had started 5 projects and I’m yet to finish at least one ( although with each unfinished map my skill rises and gives some hope that one day I’ll create something that will make use of all obtained knowledge).
Probably I’m not the only one struggling with this problem. I wonder about all those abandoned/inactive maps and hours we put into them. Their fate is unknown, so why not to shed some light on them. It would be great if mappers with unfinished map(s) that he/she loved( & worked on) decided to post a few screenshots of project along with short description of map, reasons of projects inactivity/abandonment and thoughts on it’s future. We might get an interesting picture of what custom scene might look if we were living in alternative universe where every mapper finishes his projects.
I guess I’ll start.
Bomberbot. Basically none of existing sc2 bomberman maps appealed to me so I decided to make my own. I wanted it to be more than any other bomberman map, I wanted it to be even better than current bomberman games, I wanted it to be as good as it can possibly be. In the end I pushed myself too hard and burned out while remaking arena editors code. Haven't touched this map in a month, don't know when will.. hopefully all that time will be enough to rest, forget about it and then come back fresh and finish the job. Meanwhile I'm planning another project :)
P.S. Didn't know where to put this so it ended in project workplace, sorry if it’s the wrong place.
What if player wants his summon to expire right in the middle of combat? I would usually summon ultralisk in the middle of break so that I can refresh summon right when it takes too much damage.
On a side note, this game continues to amuse me. Today I played game when rounds started before i confirmed my character, as a result i was able to play with all characters(also could switch items on them in-game).
About wait problem, maybe you could add a graphical indicator of how many players have voted to skip? it would probably make things even more apperent and also remind sleeping players to press esc (I personally loved vote indicator in early versions of Catch'n'Run map, maybe you could copy it?).
I'm confused.. you've got a good idea and you've already made core game mechanics. What you need to implement now is terrain, storyline, custom units/abilities, triggerwork. It seems to me that you're rather new to sc2 mapmaking so the question is .. do you really need a team to make this map?
I'm quite sure that most of question that you might have, have already been answered on forums. Why not to use this map to learn Sc2MapEditor? You've got all the time in the world, so stay for a while, we're a friendly bunch of people.
By the way, WASD movement in 8player games might not be as fluid as you'd expect.
I do it wrong way :l. Countless times I've told myself : "First, plan out everything, plan out all systems and how they will interact with each other, it'll save countless hours of needless code remaking/reforming ."
I usually don't have the patience. When I plan specific part of map I find myself coding it to see how it will be, to see if reality will meet my expectations. If it doesn't have the feeling that I'm searching for then I'll plan some more and try again. So I'd say I just spontaneously trigger things that I'm interested in ( try to make code as flexible as possible).
Alas, it seems that new interface came with a great price to it, we no longer have "Back" button, leaving us with less comfortable ways to navigate out of Custom Game menu..
I don't really like competitive versus maps, and unless this map got great tutorial in it, i doubt it'll be friendly to new players. But I can guarantee you that if you'll implement an AI for enemy player (like in original game) I'll play it.
Edit: I'm afraid your map isn't uploaded on EU realm.
Details make a great map. Please change games description (where it says "choose 1 of 4 heroes and defeat 20 waves..."). Also remove computer players from lobby, as right now game misleads people by saying that map has 5 player slots. By the way, players can set handicap for orange computer and thus drastically decreasing overall difficulty.
0
I just wanted to tell that the first thing I thought after seeing this model was... a "Populous 3: The Beginning" shaman!!! Which means that what you did is absolutely amazing even though it might not been what you hoped for, it was completely worth it. Now, if only there were variations with different masks.. and some "brute" models.. I'm melting at a single thought of someone remaking that wonderful game in sc2, even though it might not be fully possible.
Good work, make more!
0
Check out other decal-style doodads. If they also don't show try resetting/configuring editors video settings (File->Preferences->Video).
0
Great, this is great. This makes me want to return to mapping and finish my own bomberman remake. Thank you for this. Too bad that i can't play it since I'm on EU.
0
Must .. have .. more space! And I agree, many UI things lack borders and feel plain unfinished.
http://img859.imageshack.us/i/84744012.jpg/
http://img825.imageshack.us/i/21730116.jpg/
http://img18.imageshack.us/i/68790542.jpg/
0
Being a fan of hero co-op maps I must admit that sc2 lacks them (at least on Europe). So far I've only seen 4 co-op hero survival/defense maps:
Psycho MC's The Last Stand
Infested Arena
Gates of Darkness
Death Haven (More like town defense but still a cool co-op map)
I'd recommend to check out "Psycho MC's The Last Stand" cause:
Anyway, go ahead and make it, I'm sure people will play it, at least once, I know I will.
0
Recreate "Death of the Overmind" cinematic.
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whoa, can ducks get hats too?
0
Sometimes I get a feeling that for every released map there is a dozen of unfinished maps which never saw the light of day. I had started 5 projects and I’m yet to finish at least one ( although with each unfinished map my skill rises and gives some hope that one day I’ll create something that will make use of all obtained knowledge).
Probably I’m not the only one struggling with this problem. I wonder about all those abandoned/inactive maps and hours we put into them. Their fate is unknown, so why not to shed some light on them. It would be great if mappers with unfinished map(s) that he/she loved( & worked on) decided to post a few screenshots of project along with short description of map, reasons of projects inactivity/abandonment and thoughts on it’s future. We might get an interesting picture of what custom scene might look if we were living in alternative universe where every mapper finishes his projects.
I guess I’ll start.
Bomberbot. Basically none of existing sc2 bomberman maps appealed to me so I decided to make my own. I wanted it to be more than any other bomberman map, I wanted it to be even better than current bomberman games, I wanted it to be as good as it can possibly be. In the end I pushed myself too hard and burned out while remaking arena editors code. Haven't touched this map in a month, don't know when will.. hopefully all that time will be enough to rest, forget about it and then come back fresh and finish the job. Meanwhile I'm planning another project :)
P.S. Didn't know where to put this so it ended in project workplace, sorry if it’s the wrong place.
0
@b0ne123: Go
What if player wants his summon to expire right in the middle of combat? I would usually summon ultralisk in the middle of break so that I can refresh summon right when it takes too much damage.
On a side note, this game continues to amuse me. Today I played game when rounds started before i confirmed my character, as a result i was able to play with all characters(also could switch items on them in-game).
About wait problem, maybe you could add a graphical indicator of how many players have voted to skip? it would probably make things even more apperent and also remind sleeping players to press esc (I personally loved vote indicator in early versions of Catch'n'Run map, maybe you could copy it?).
0
Welcome to sc2Mapster Sebaara.
I'm confused.. you've got a good idea and you've already made core game mechanics. What you need to implement now is terrain, storyline, custom units/abilities, triggerwork. It seems to me that you're rather new to sc2 mapmaking so the question is .. do you really need a team to make this map? I'm quite sure that most of question that you might have, have already been answered on forums. Why not to use this map to learn Sc2MapEditor? You've got all the time in the world, so stay for a while, we're a friendly bunch of people.
By the way, WASD movement in 8player games might not be as fluid as you'd expect.
0
I do it wrong way :l. Countless times I've told myself : "First, plan out everything, plan out all systems and how they will interact with each other, it'll save countless hours of needless code remaking/reforming ."
I usually don't have the patience. When I plan specific part of map I find myself coding it to see how it will be, to see if reality will meet my expectations. If it doesn't have the feeling that I'm searching for then I'll plan some more and try again. So I'd say I just spontaneously trigger things that I'm interested in ( try to make code as flexible as possible).
First thing i do is remove default defeat trigger, it's so damn annoying if not dealt with early xD.
0
@PsychoMC: Go
Find trigger action "Unit - Set Unit State". One of states is "Status Bar", turn it off.
0
Alas, it seems that new interface came with a great price to it, we no longer have "Back" button, leaving us with less comfortable ways to navigate out of Custom Game menu..
0
@johnnythewolf: Go
It's from an old playstation game called "Future Cop: LAPD", you can check it out in suggested videos.
@Grimshad: Go
I don't really like competitive versus maps, and unless this map got great tutorial in it, i doubt it'll be friendly to new players. But I can guarantee you that if you'll implement an AI for enemy player (like in original game) I'll play it.
Edit: I'm afraid your map isn't uploaded on EU realm.
0
Details make a great map. Please change games description (where it says "choose 1 of 4 heroes and defeat 20 waves..."). Also remove computer players from lobby, as right now game misleads people by saying that map has 5 player slots. By the way, players can set handicap for orange computer and thus drastically decreasing overall difficulty.