Unit Defence
Ok, I have messed with everything necessary to making the map run right. I am smart enough to know what to do with regions, points, everything, but i lack any programming skills. I have made the map, made the units, altered data, but i cant do the following:
Spawn units, different for increasing waves (25 units per spawn)
Not allow flying units to leave specific players region (i.e. player 3's overlord not leave player 3's lane)
Make it so when units enter beacon, that if correct amount of changeling per red circle (three red circles in front == 3 changelings on beacon) is met, it creates that unit for player.
Spawn a new Changeling for every 25 kills.
You can upgrade more than 3 times, balance with cost, and change that upgrade causes.
I do however have the map all made, regions and points all out and labeled easy, no building zones, upgrades for all units and no other upgrades (so the viking in assault mode is upgraded with the vehicle upgrade, and that you cant research stim pack) unit select area set up and easy to program. I have been working on it forever and i cant figure it out strictly because i don't know enough about programming. So please, check it out, and if you are willing to help me complete this map, you would more than gladly be added to the created by section.
(And i do acknowledge that i did not make the scoreboard, i copied it from another map)
Your turn :p Got a lot done, and even though there's some serious things to iron out before a release can be possible, the biggest chunk of the work at this point should be balancing unless something new turns up. So gogo, eat your heart out :D (Hopefully all I tried to implement is working, let me know if not.)
Lol tag your it. I think some programming is left besides A LOT of balancing. See anything, let me know and i will gladly work on it. Change log is up.
New version uploaded, still lots to be done but got a little bit completed at least, every little bit helps :p Description in changelog.
I did some more work on it, but there a few things i still need help on. I can do most of the things in the "still need done" area of 1.2, but i cant do the programming, so i have no time for a while to work on it, so i will just wait till you think you can do more. Then i can do more :P THANK YOU SO MUCH! And dont forget to add yourself to the load screen for credit. I will also be making that look ALOT better.
Just uploaded it. I might not be able to do a whole lot more in the next few days due to a bachelor due next week, but I'm sure I'll find some time here and there anyway :p
I made the Zerg building invulnerable so they can't die. And Thank you for all the work Hakiki! I was just at a loss. I think that the spawn would work best just a regular timer, but maybe there could be a group skipper like in the original Starcraft Unit Defense. Now, mind you, i want to eventually be able to make it more Starcraft 2 possible, by adding cool units, and stuff, but for now, the generic units are fine. I still need help with the upgrade system, but i think that as long as i could get units spawning, and the hero selection working, i can play test it and tweak the units to be way more balanced. I also need help with pathing. So that if you wall (cut off pathing) that the units can kill your units and buildings to make a path through.
I added you to the project, so you should be able to upload the map, and then i can take a look :D
Have been doing a little bit of work on it just to pass time now.
Added support for turning in changelings for the rewards. You might want to consider moving the beacons in the corners (archon and zealot) around a bit as they are sort of squeezed in the back, and particularly towards the zealot it's very easy that a changeling might wander a bit off course and rather get turned in for zerglings. Also, the beacons for zerglings and high yield minerals, and for overlord and low yield minerals aren't equally aligned on the Y-axis, that may want to be fixed too. (But keep in mind if the beacons get moved the regions I have created for the triggers the regions have to be moved accordingly). I haven't tested for all of the units, and although the once I've tested seem to work there may very well be some bugs and overlooks on my part in the triggers.
Are you sure you copied the triggers for scoreboard in it's entirety? The trigger GameStart/SetUpLeaderboards seem to be supposed to run another trigger at the end of it's actions, but none are set up to be run atm.
Added support to disallow creatures to get out of their lane, if they try they'll get transported back to their spawnlocation.
Added support to spawn a changeling every 25 kills.
As for the spawning of units I haven't even touched it yet. Do you want it all to start on request? On a timer? When the last unit of previous wave was killed? Any pauses in between spawns? Multiple spawns possible at once?
Everything I've done has only been tested as player 1 though, so keep that in mind too.
I'd be happy to send you the file with my modifications if you'd like, or upload it here if possible (and someone tells me how if so).
Btw.. the zerg buildings need creep or they die after a certain amount of time.. you could change that in the unit settings im sure.. Never really looked into it just thought i'd tell ya :P