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    posted a message on Mercenaries in Space, Episode 1: Mining Company

    @zeldarules28: Go

    Wow, thanks for front page!


    @Monkalizer: Go

    Hi Monkalizer,
    Yea, I've played yours too. I really liked the concept but I'm not sure that switching between maps will be something acceptable for people playing on battle.net.

    Posted in: Project Workplace
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    posted a message on Mercenaries in Space, Episode 1: Mining Company


    Mercenaries in Space
    Episode 1: Mining Company








    About

    Hi guys,
    I want to present my new map called Mercenaries in Space. In short: Mercs.
    It is currently available on Arcade EU in RPG section.

    Main Features

    • action-rpg game style
    • two different class: Ghost and Marine
    • few but unique abilities
    • inventory and items
    • gameplay divided into missions
    • many elite enemies with special abilities
    • one boss fight
    • save feature

    Gameplay

    Gameplay in Mercs is fairly straight forward. After picking your hero, you are being thrown to this place, called Mercs HUB. It is your main base of operations. You can refill your supplies here (stimpacks, first aid kits) and also buy new weapons and armor. But most important thing is in HUB Terminal. This is the big computer near the entrance. Be sure to check it out. You can save your hero there (to have your stats and items transferred to next episode, or just to make a break between missions).

    After you become familiar with HUB, it is time to go on a mission. You can select mission using HUB Terminal. I suggest choosing missions having acceptable level requirements (you can check them by clicking "View Description" button). When all players agree on which mission they want to play, you can head to the exit. After boarding the dropship and clicking button "Go to mission" you will find yourselves on a real mercs mission.

    Class

    There are two classes in Mercs. Ghost, and Marine. They are prepared in order to suit the needs of each kind of player. Each class has four abilites slots: offensive, defensive, other, and special. Those slots can be found at the bottom of your hero's equipements tab. In order to unlock specific ability you need to buy items from your class quatermaster. You will find them in the same place where you normally buy weapon and armor. Abilities will be as powerful as the item you have for them.

    MARINE
    Marine is a simple soldier type class. His abilites are mostly brute force ones. He rather take hits on himself than try dodge them. Good choice for people who aren't so careful and often step into dangerous areas without much awareness.

    GHOST
    Ghost is versatile assasin. His abilities are focused on single target damage for offensive, and mostly based on evasion for defense. Good choice for people who doesn't want to take much hits and prefer to strike their enemies from safe distance.


    Missions

    Missions are the heart of gameplay in Mercs. You can access them using HUB Terminal and selecting "Mission Board" button. There are three missions available in this episode. Missions can be different type and can have different completion conditions. For now, I'm only tag them as "Mission" or "Boss" type. I'm almost 100% sure that more of types will show up in the future.

    Boss Fights

    Those kinds of fights are something that I personally most enjoy creating. Only one real boss fight make it's cut into this episode, and I hope you will find it fun and challenging. Make sure to come prepared, with a lot stimpacks and first aid kits. Besides of "real boss fights" you will find many elite enemies that can prove to be demanding foes. This kind of enemies usually have one or two special attacks that can kill or severely wound you and your friends.

    Thanks for playing!

    I hope you will find playing this map fun and entertaining as I did, when I spent hours in front of the editor.
    This is first episode from the series I'm planning to make. Please, stay tuned for further episodes!

    Credits

    ScGhost - testing, mental help
    Smark - testing
    OneTwoSC - various tutorials
    SoulFilcher - abilities and upgrades icon packs
    Phaos - item kits





    1. I'm looking for someone who could publish my map (and mod) on NA servers. Please let me if you have such possibility.

    2. I got many complains about bugs in the first reviews on Battle.net. I was contacting directly to guys that posted reviews to get info about bugs they found and most are (hopefully) fixed by now, but if you happen to find any, please post it here, in this topic. I will be very grateful.

    Posted in: Project Workplace
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    posted a message on [Solved] Custom Unit Flag

    I suggest giving unit some dummy behaviours that will do nothing.
    You can easily detect if unit has behaviour in triggers.

    Posted in: Data
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    posted a message on How to make upgrade disappear after use

    Check out how upgrades for terran infantry weapons f.e. are made.
    Requirements (SHOW) are the key.

    Posted in: Data
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    posted a message on Trouble at duplicating Ultralisk (Solve)

    I'm not sure, I don't use this option to show all sources.
    I've just selected Ultralisk, and duplicated exactly the way you did.
    Cleanup after is important. I know this is very confusing at first, but don't give up.
    I had very similar problem when I first tried to duplicate command center, (oh that was pain).

    It is because of how text fields are organized, in unit you only have a key (Unit\Name\Ultralisk),
    and this key is used to read global data table, where proper text to show will be.
    When you are duplicating, text key stays the same (Unit\Name\Ultralisk) but name changes to "Ultralisk Copy".
    Old unit, still uses key Unit\Name\Ultralisk however when game tries to read this value it will find "Ultralisk Copy" there.

    Here is your map again:
    Ultralisk Head Attack is actually only for sounds and impact effect on models that it hits.
    You need to change Combat: Impact Map: Sound -> Ultralisk_HeadAttackImpact, rest can stay with (Unknown).
    Also, I believe it should be Effect.HeadAttack.>>>Start<<< in events.
    If you don't specify Start, or Stop or else, it will be run multiple times for all of them.

    Animation is in actor called just "Torrasque". Events are everything.
    Exactly like original attack animation is done (well, almost) you should be doing head attack.
    Check out attached map and good luck!

    Posted in: Data
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    posted a message on Trouble at duplicating Ultralisk (Solve)

    Hi,

    This is a common problem when duplicating units that have burrowed equivalent.
    Go to Units -> Ultralisk (Burrowed) Copy" -> Name : and change it to point Ultralisk2.
    After this, play with "Reset Unit to Parent" option to restore original Ultralisk name.

    Here you go, attached map of fully duplicated Ultra, called Torrasque.
    If you compare it to the original Ultra, you will find one thing missing.
    Try to fix it, and I promise that you will learn a lot about actors.

    Regards!

    Posted in: Data
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    posted a message on Need a nice mapmaker for a work around my cute bug

    I don't understand why you need that but you can find a map attached to this post.
    Hope this suits your needs.

    Regards!

    Posted in: General Chat
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    posted a message on (Solved) Scientists rotate when they are on stop

    You have unchecked "Turnable" flag in unit. Check it back, and modify only the stuff that DrSuperEvil told you.

    Posted in: Data
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    posted a message on Items are dropping in teleport

    Uhh...

    I ran into the same problem, and after many hours of debugging and ragging I found what was wrong.
    Don't use (Triggering Unit) as a unit to move. This will cause your trigger to run 1+(N*number_of_items) times
    and therefore items will be moved FROM your inventory.

    Maybe someone will find this answer useful.
    Regards!

    Posted in: Data
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    posted a message on Both Hydras & Zerglings burrows when ordered!

    @Kabelkorven: Go

    Abilities -> Hydralisk - Burrow (Hydralisk) -> Ability: Set ID = BrwD
    Change the "BrwD" value to empty or "BrwDHydra" or whatever.

    Posted in: Data
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    posted a message on [Solved]Veterancy question.

    @Rice87: Go

    Yup, I also suggest using Tip field when creating an reqirement, and putting there f.e "- Level 10", it will look much cooler :P.

    Posted in: Data
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    posted a message on [Solved]Veterancy question.

    @Rice87: Go Ad. 2
    I don't know the solution with pure data, but combination with triggers should work:

    In DATA:
    Dummy Upgrade called f.e "Level" with max level set. Now you can create requirements that base on this dummy upgrade and apply them to your buy abilities.
    In TRIGGERS:
    Everytime hero gains level (there is a event for that) increase owning player's dummy upgrade +1.

    If you use Interact ability on your shop, you will run in some troubles tho, because interact only shares control and requirements will be checked against player who owns shop.

    Posted in: Data
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    posted a message on Make effect deal less dmg vs armored?

    How about you do it in reverse?
    I mean, set base damage to 4 and boost damage vs Light by 6.

    Or do you want to have units that are : Biological, Light, Armored, etc., at one time?

    Posted in: Data
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    posted a message on Pulling information from items

    I believe you can use library created by Heral: http://www.sc2mapster.com/assets/easy-catalog/

    Check it out. It will give you functions you need.

    Posted in: Triggers
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    posted a message on Achievement Library

    @Doubotis: Go

    OMG!!!

    Forget about mine, use Doubotis stuff instead!

    Posted in: Project Workplace
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