I used Wings of Liberty dependencies as a base, and imported whatever else I wanted. Either way, I need it in the arcade anyway, to be free for trial players.
I'll be rolling out a lot of bug fixes soon. It looks like blizzard has the search bug under control right now, but for some reason the ui keeps disappearing after the first match. It's something to do with the way blizzard unloads maps.
It's the only way I know of to do it. They said in a support ticket that they're aware of it, and to just make forum posts in bug report on bnet about it. There's already one there now.
I had to send a ticket through support, I urge everyone who has the same issue to do so.
Edit: Nevermind, the bug is back. I can't believe blizzard has the gall to tell people they fixed this bug, and the downloading bug, and the entering lobby bug. Those bugs cause me headaches every night, lol.
This is huge and needs more attention. From what I can tell, no new maps are searchable, arcade or custom. Blizzard claims they've fixed this, but they've actually completely broken the search function. As far as I can see, nothing uploaded after the last patch shows up in the search function. Nobody has found a fix for this?
What you see is mostly the release version, but I'll be updating pretty frequently once the ball gets rolling with the wiki and website. I plan on implementing a skin system (provided that this is possible), and a few new units. I don't want to deviate too far from the core I have, but the units I have in mind will push the limits of the engine further than anything you've seen so far. That's about all I can say right now.
I've discovered the cause of the hellbat/liberator bug, and I'm rolling out a fix now. As it turns out, extension mods are actually useless. Whatever changes you make, blizzard overwrites with the multiplayer data of the map your mod is created on. So if you for example delete a LotV unit, and then load the mod onto a LotV map, the unit returns, thus defeating the purpose of an extension mod altogether.
The creep disappearing quickly is specifically targeting proxy hatch builds. I wanted there to be more punishment for failing a proxy hatch. If you proxy hatch and fail, but the hatch finishes, there's normally quite a bit of time for the creep to recede, which delays the opponent's wall or expansion. That's what I was trying to temper. Thanks for the feedback!
This is all very strange. I made the mod using only WoL assets and dependencies, and manually added whatever else I wanted, like the reaver and valkyrie. Within the scope of the mod, the engine shouldn't know what hellbats, liberators, tempests, adepts, or disruptors are, much less what they look like or do, or how to create them. The dark templar also shouldn't have the lotv blink, because it's the WoL dark templar. I'm able to merge them into dark archons on the mod. There is an upgrade for reavers that allows you to carry two, but the scarab count is intentionally kept low because of how powerful they are. The disruptor shouldn't exist on the mod, I'm not sure how all these things are making it into your matches. I haven't been able to recreate any of these issues. Are you available to play a match vs ai while I obs right now?
The liberator and hellbat bug isn't of my doing, those models don't exist within the scope of the mod. There's something weird that happens with cached models when moving between game types that I haven't figured out yet. My best guess is that the engine is cacheing those models from ladder or another map and randomly adding them in on mine somehow.
I removed adepts and tempests, and dark archons are made from fusing two dark Templar.
I'm glad you like the new protoss too. Thanks for the feedback!
What is it about reavers that makes them remind you of disruptors?
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I already solved the problem by switching it to an arcade map. Are you still having those issues on the arcade version?
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I used Wings of Liberty dependencies as a base, and imported whatever else I wanted. Either way, I need it in the arcade anyway, to be free for trial players.
0
I'll be rolling out a lot of bug fixes soon. It looks like blizzard has the search bug under control right now, but for some reason the ui keeps disappearing after the first match. It's something to do with the way blizzard unloads maps.
0
It's the only way I know of to do it. They said in a support ticket that they're aware of it, and to just make forum posts in bug report on bnet about it. There's already one there now.
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I still haven't found a fix for it, I'm just getting lucky after many uploads.
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I had to send a ticket through support, I urge everyone who has the same issue to do so.
Edit: Nevermind, the bug is back. I can't believe blizzard has the gall to tell people they fixed this bug, and the downloading bug, and the entering lobby bug. Those bugs cause me headaches every night, lol.
0
This is huge and needs more attention. From what I can tell, no new maps are searchable, arcade or custom. Blizzard claims they've fixed this, but they've actually completely broken the search function. As far as I can see, nothing uploaded after the last patch shows up in the search function. Nobody has found a fix for this?
0
I'm having the exact same problem. Have you or has anyone else solved this?
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What you see is mostly the release version, but I'll be updating pretty frequently once the ball gets rolling with the wiki and website. I plan on implementing a skin system (provided that this is possible), and a few new units. I don't want to deviate too far from the core I have, but the units I have in mind will push the limits of the engine further than anything you've seen so far. That's about all I can say right now.
0
I uploaded it to the arcade, which I would have to have done later anyway.
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I've discovered the cause of the hellbat/liberator bug, and I'm rolling out a fix now. As it turns out, extension mods are actually useless. Whatever changes you make, blizzard overwrites with the multiplayer data of the map your mod is created on. So if you for example delete a LotV unit, and then load the mod onto a LotV map, the unit returns, thus defeating the purpose of an extension mod altogether.
0
The creep disappearing quickly is specifically targeting proxy hatch builds. I wanted there to be more punishment for failing a proxy hatch. If you proxy hatch and fail, but the hatch finishes, there's normally quite a bit of time for the creep to recede, which delays the opponent's wall or expansion. That's what I was trying to temper. Thanks for the feedback!
0
Okay, just message me on bnet. Verdant#11172
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This is all very strange. I made the mod using only WoL assets and dependencies, and manually added whatever else I wanted, like the reaver and valkyrie. Within the scope of the mod, the engine shouldn't know what hellbats, liberators, tempests, adepts, or disruptors are, much less what they look like or do, or how to create them. The dark templar also shouldn't have the lotv blink, because it's the WoL dark templar. I'm able to merge them into dark archons on the mod. There is an upgrade for reavers that allows you to carry two, but the scarab count is intentionally kept low because of how powerful they are. The disruptor shouldn't exist on the mod, I'm not sure how all these things are making it into your matches. I haven't been able to recreate any of these issues. Are you available to play a match vs ai while I obs right now?
0
The liberator and hellbat bug isn't of my doing, those models don't exist within the scope of the mod. There's something weird that happens with cached models when moving between game types that I haven't figured out yet. My best guess is that the engine is cacheing those models from ladder or another map and randomly adding them in on mine somehow.
I removed adepts and tempests, and dark archons are made from fusing two dark Templar.
I'm glad you like the new protoss too. Thanks for the feedback!
What is it about reavers that makes them remind you of disruptors?