Really? cuz umm..
I've published/deleted my map like 10 times I never change the .... name?.... oh.... maybe I do....
hmmmmmm...... well super nova I did not know that. thank you.
- MaskedImposter
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Member for 11 years, 7 months, and 5 days
Last active Thu, Dec, 29 2022 19:43:57
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k3llym0 posted a message on Takeover a mod ?Posted in: General Chat -
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Forge_User_78431582 posted a message on Foster Clan Campaign FeedbackPosted in: Map FeedbackHello!
I'd like to ask for some feedback on one of my first public story projects i work on - 'Foster Clan Campaign: Chapter 1- New Hope'
Since people that are approving maps here decided to ignore my uploads for some reason :(, you can easily find the map ingame arcade when you search for 'foster'.
Note that i'm very new to editor, spent past few weeks figuring out all the work with triggers, data, cinematics... and while this is not some innovative mindblowing map, i believe it is at least 'enjoyable to play'. I started working on this project simply for a friend, to make sort of funny story to it and slowly fell in love with it. I want to continue with creating story campaigns & improve my galaxy editor skills and i decided to give this feedback thread a try.
Something about story:
Terran-only story campaign, of which i intend to make 3 chapters:
This is the story about 'Foster clan' - clan of alcoholics. Unforunately their home planet is all out of beer! For past few years, foster clan is desperately trying to acquire some beer, without any success. But today, foster clan captured unknown signal which is believed to lead to ancient beer recipe. But it won't be so easy - planet is occupied by other clan as well, clan that is happy about no-beer situation - for Foster clan known as 'Teetotallers' - and they will do everything in their power to keep their planet 'clean'. Take control of Foster Clan and help them acquire some beer!
You may find some more info in ingame description & loading screen.
I'm also sorry in case of any grammar errors, as english is my second language.
Thanks for any potential feedbacks & testers :)
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DrSuperEvilGamepedia posted a message on Making Team Deathmatch Map. need help.Posted in: TriggersOk you need a trigger that uses a Unit Dies event. You then have an Integer type global variable that you add the kill to using a Modify Variable (Integer) action. The variable is an array of size 1 with the 0/1 representing the different teams. You then have an If Then Else action that uses a Comparison condition comparing Owner Of Unit>Killing Unit = Player From Player Group>Allies/Enemies Of Player as the functions. Based on this you know which team to give the +1 to the variable. You then have two more If Then Else actions that have a Comparison condition comparing the variable for each team against a constant which is the number of kills for victory and then have End Game For Player actions.
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Forge_User_78431582 posted a message on Foster Clan Campaign FeedbackPosted in: Map FeedbackThanks for checking it out and for feedback! I did not expect full gameplay video, it was extremely helpful (and entertaining) 25 minutes to watch. I will definitely try improving my map with your suggestions, like tooltip for hideout and other details. Also i should make timer window a bit bigger as well :D
About game lenght, i don't really aim for specific lenght of mission, i'll just see what i end up with during testing. Like i'm currently working on second chapter and that turns out to be at least 40 minutes long.
I'm glad you enjoyed the map :)
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cinicraft posted a message on Best resource to learn more about C or Galaxy basicPosted in: General ChatUnfortunately, even though I’m a senior software developer for a living, there’s one big flaw with SC2 editor, there is no official documentation.
you'll find some extremely useful documentation here, but it’s 3rd party and is missing some definitions since the many thousands of editable data fields or actor events are documented here as “this doesn’t seem to do anything.”
so that’s kind of how I have to learn things, there’s a ton of trial and error involved here, and you may need to take some of your own notes. Aside from that, this editor is pretty freakin powerful. Just wish the devs made some official documentation about the data fields and actor events/actions, there’s a ton of untapped potential with this editor.
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anotherzergbaneling posted a message on [Library/3rd Party Tool] SC2SaverPosted in: Project WorkplaceHey guys! It's been a while.
I finally got some spare time on my hands and whipped up this tool you can use to create saved games via triggers.
Project Page: https://www.sc2mapster.com/projects/sc2saver
It works well enough for me, I hope this at least provides a solution, however clunky, for making automatic checkpoints and stuff like that. (Odyssey Mission 10. Never forget.)
Hope you guys like it!
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DrSuperEvilGamepedia posted a message on How to make several workers construct the same building faster?Posted in: DataUnder the Buildable type ability used by the structure there are the Stats: Maximum Builders, Stats: Power Build Bonus Rate and Stats: Power Build Cost Factor fields.
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Jayborino posted a message on Jayborino's YouTube Feedback/Schedule ThreadPosted in: Map ReviewNew Mapsters? New Marauders? Enslavers Redux fully released after 3 years of development? Antioch Ep 3 released after 19 years?
What year is it? It's like a little mini-renaissance of single player content! It's never too late to try your hand at making stuff if you're interested.
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TChosenOne posted a message on Thoughts in Chaos ReviewsPosted in: Map ReviewThoughts of Chaos is the epic conclusion to The Antioch Chronicles, a large-scale custom campaign. TiC weaves together a narrative made by many different characters from different faction and have them slowly converge until the finale. It features acceptable voice acting (the protoss voices will grow on you, and it gets better in later missions), and quality editor work (terraining, models, etc), as well as a well done and entertaining story (despite the ending being too cliche) by my admittedly low standards.
However, any fun that one would normally get from the story is instead leeched away by 110% mediocre gameplay, which mostly seems like a way to pass the time between story segments rather than engaging and enjoyable.
The gameplay, first and foremost, suffers from slow pacing. There's plenty of long winded backtracking through empty and very weakly defended areas in both macro and micro missions. Here's an example: TiC has a stealth mission, reminiscent of HotS' ship infiltration mission. However, instead of combat, you're greeted with (admittedly well-thought out) puzzles, halfhearted enemy detection patrols (you don't interact with the guards other than just walking out of their zones), and halfhearted kill defenseless, undefended structure to progress. It got to a point where I tried to break the monotony by attacking some random guards and escaping the detectors gaze. This gets back to what I previously said about "waiting x minutes", you're moving through the ship for a certain duration to get to the next puzzle, enjoyable gameplay be damned.
Difficulty, like many aspects of gameplay, didn't seem to get much thought either. "Hard" in TiC means "WoL casual". Many hero units are broken, and with minimal micro they can multiply a small force's effectiveness by tenfold. Many missions can be beat by getting 10-20 units and just steadily rolling across the map. But in two missions it's very, very, hard, unless you understand the correct choices you need to beat the mission (which would require editor diving or some really lucky guesses). Of course, such information is only going to come to you once you lose the mission once. As an example, there's a holdout that features extremely high tech ground units (archons, reavers, ultralisks) with a few air superiority fighters and dropships. Suddenly, on the last few waves, the mission throws the curveball of 2 carriers (capital ships) per wave. Hopefully you built enough anti-air that you couldn't know that you'd ever use. If there had been any hint in an earlier wave, I would have enjoyed the mission. It was on my skill level, a nice terran holdout with some interesting twists. Due to not seeing any indication, I fortified my tank line and suffered, and lost a lot of .
Bosses have HUMONGOUS HP bars, backed up by tiny amounts of damage so that phase transitions, many of which are accompanied a cutscenes or "action pauses", are played a significant duration apart (have to have SOME space between emotional moments). Combine this with high cooldown abilities, and I had trouble staying alert during boss battles, as rarely they did anything cool, interesting, or required effort to dodge.
In closing (TL;DR): DO NOT PLAY Thoughts in Chaos if you're looking for a campaign that gives you something to do. If you must see the story because you've seen the first two (and you should see TiC in that case), use cheats (i.e."move" or "god") or watch Jayborino's videos to avoid interacting with the gameplay as much as possible.
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ksnumedia posted a message on KSNumedia's ModelsPosted in: Artist TavernNot every model I make will be uploaded here. If I feel especially happy about something I've made, it'll go here. I'm still working on my skills and starting to migrate to 3DSMax so not everything I pump out of Blender is as elaborate or different from the original as I wish (even if they turn out fine).
For starters, here is the recent Sanctifier Warmech - I just updated my Assets page with this model, its accompanying portrait, and another Adept model.
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For the immediately move part, you could spawn an empty drop pod with it's wait option off (for the animation). Then just use the create units instantly at the same spot the drop pod lands.
As for two different types of units, you could use my above suggestion with more than one create units instantly. Or you could create the units, add them to a local variable unit group, create more units and add them to the same local variable unit group, then add that local unit group to the drop pod.
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In reply to R0binicus:
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Super cool :D
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I finished Noir lvl 5. I'll copy the video to here when it's done uploading/etc. I played on normal difficulty. Overall a fun mission, but definitely hard. I have some suggestions in the video, but here are some I think may ease the difficulty without making it too easy.
- On normal difficulty give reavers -25% attack speed. On easy give them -50% attack speed.
Boss:
- Have killing the pylons make the enemy no longer able to warp in reinforcements.
- When the boss has the invulnerable shield, make it so your units won't attack him (so they'll attack the zealots/cannons instead during that time)
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Here is the youtube video for Noir Automata Lvl 4
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SC2Mapster Project Page: http://www.sc2mapster.com/maps/vespene-warlord/
Mapsters is a single player campaign where the characters are primarily named from users on some random website (or variations thereof). It primarily follows the story of Wargirl, a broodmother, and her Lieutenant, Hockleberry. Wargirl is a middle management broodmother who intends on making her way up the ladder, perhaps even to head advisor to the Queen of Blades one day.
Mission 1: Vespene Warlord
American Arcade Link: battlenet://starcraft/map/1/263246
European Arcade Link: battlenet://starcraft/map/2/184852
Jayborino Playthrough:
The zerg have received intel that there is a terran enemy conducting strange vespene experiments. Middle management broodmother, Wargirl, and her lieutenant, Hockleberry, have been sent to investigate.
Mission 2: Snowball's Chance
American Arcade Link: battlenet://starcraft/map/1/264095
European Arcade Link: battlenet://starcraft/map/2/185394
Jayborino Playthrough:
Wargirl's next conquest is on a terribly cold map with frequent flash freezes. In order to counter this, she has decided to strike hard and fast! She has ended up far from the primary hive, but it matters not as the enemy seems nearly defeated.
Mission 3: The Omashu Performance Review
American Arcade Link: battlenet://starcraft/map/1/264733
European Arcade Link: battlenet://starcraft/map/2/185813
Jayborino Playthrough:
Because of Wargirl's recklessness in her last mission, she has been sentenced to cleaning up feral zerg on the planet Omashu as a performance review. Her nemesis, EvilDL, will be directly supervising her actions as well as rating her performance.
Mission 4: Jayborino's Laboratory
American Arcade Link: battlenet://starcraft/map/1/265694
European Arcade Link: battlenet://starcraft/map/2/186549
Jayborino Playthrough:
Wargirl commits to a daring rescue mission to save EvilDL despite her negative feelings towards him! Hockleberry is maintaing a force outside the lab to secure their escape. Special thanks to Narudek for contributing a custom model for this mission!
Mission 5: The Cult of Sixen
American Arcade Link: battlenet://starcraft/map/1/266621
European Arcade Link: battlenet://starcraft/map/2/187198
Jayborino Playthrough:
Jayborino has escaped! With no leads to his wherabouts and unable to contact TacoManDan, Wargirl decides to pay Narudek a visit.
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@Alien564: Go
:)