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On August 26 2012 01:44 Existor wrote: Can you slower walk animation (not the unit speed) of Widow Mines and Locusts? Currently their walk animation is 2-3 times faster than their real speed.
This is difficult to do because from what I've seen there are no animation speeds mentioned anywhere for the movement. I will look again but I don't think it is possible unless I change the animation itself.
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Russian Federation4295 Posts
Please change 3v3 map.
Arakan Citadel is an ugly map with worse expands. Also Dig Site is a fully rush map, where expands are nearby enemy expands.
What about The Bio Lab 3v3 map? I think this map is the bets one.Or Temple of the Preservers
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I will see, Arakan Citadel is quite popular so I think it is a good first map, but I may change it soon depending how people react to it.
Also, I will be temporarily removing the tournament maps on the EU server because the map rotation has fallen too low that nobody can play it. I hate to do this but if the map rotation becomes obsolete then people will just keep playing the same 1 or 2 maps that stay popular, which is unfair for those who want a variety of maps to play on.
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Russian Federation4295 Posts
What about compromisses? Here are some variants: ____________________________
1) Like there will be only 4 map rotations. 1v1 - 2v2 - 3v3 - 4v4 ____________________________
2) Or two map rotations. First map rotation - 1v1+2v2 (1v1 map with 4 player spawn with selectable 1v1 or 2v2) Second map rotation - 3v3+4v4 (any other 4v4 map, and selectable modes 3v3 and 4v4) ____________________________
3) For a tournaments and other popular games make 2 separate 1v1 maps, but one of them with 4 player spawn, so it will be a 2v2 map too. Plus separately 3v3 and 4v4 map rotations. I mean something like this:
1st map rotation - most popular and favourite 1v1 map with two players spawn. 2st map rotation - map with a four player spawn can hold in it three game modes: 1v1 + 2v2 + FFA 3rd map rotation - 3v3 4th map rotation - 4v4 ____________________________
4) 3rd variant without 1st map rotation.
I think it will be easier for you, than having a lot maps now.
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Xenox, how much time will pass to fix the unit test map?
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On August 26 2012 03:56 JohnnyZerg wrote: Xenox, how much time will pass to fix the unit test map?
Truth is I am currently unaware of how to fix it, I have asked around and tried countless ways but it still doesn't seem to work. I will keep trying but I'm not sure whether I'll be able to fix it any time soon, sorry.
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I've been playing this map a LOT over the past week, and just realised I've haven't dropped in here.
I'll repeat what I basically said in the battle.net review:
Really good job man, 5* 
I've had some absolutely awesome games on this map
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I'm working on singlehandedly devolving team-games into essentially widowmine monobattles.
Played some hilarious games
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I'm getting alot of BM players.
Anyone have the same experiance?
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I played one game where I got a diamond player in ZvZ. I'm plat in 2v2. He made 20 lings at 6:30 and killed me before either of us could use any new units. Thanks, pal.
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Hey guys, extremely minor patch now up on the 1v1 map rotation, and will eventually move to the others. Also the new map for the map rotation is Antiga Shipyard, and I will be changing up the 2v2, 3v3 and 4v4 map rotations in the near future as well.
Patch Notes 1.13 - Chronooboost is now allowed while the Mothership is being built - Fixed a glitch that allowed you to produce probes while the Mothership was being built - Added cancel button to Mothership Core while it is warping in a Mothership - Updated the 'Build Nexus' tooltip to show it enables production of the Mothership Core
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Im working hard on creating videos detailing builds from HoTS. Anyone know solid builds to use in HOTS custom and in the beta?
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Russian Federation4295 Posts
On August 29 2012 07:58 SwolenPockets wrote: Im working hard on creating videos detailing builds from HoTS. Anyone know solid builds to use in HOTS custom and in the beta? 7 spine rush:
- 7 pool - 7 evo chamber - make 4-6 lings - when Overlord is at 70% mark to enemy base, send 2 drones. When they arive to Overlord, start spread creep and make 2 spines - when spines are at 80% mark, start move overlords closer to enemy base. When spines are finished, uproot them and burrow closer to enemy
Not works in ZvZ, and greatly works vs Protoss fast expands.
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in the hots custom map rotation (1vs1 ) is not possible to set a player as a spectator or arbiter. The problem will be fixed in a future patch?
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On August 31 2012 04:40 JohnnyZerg wrote: in the hots custom map rotation (1vs1 ) is not possible to set a player as a spectator or arbiter. The problem will be fixed in a future patch?
Yes it's a problem with the Arcade at the moment. I am going to add a mode called "spectator" which is technically just 2v2 but lets you add spectators and can obviously be 1v1 if you only put 1 player per team.
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hehe xenox^^
The greyed out "Make Spectator" field in the lobby is a bug which i discovered last week. You can fix it by deleting your current "Game variants" and creating a new one with the same settings. It happens to maps with custom game variants, which were creating before the 1.5 patch. (ofc i assume you didnt check "Disable Observers" in the Map --> Options...)
You can trust me on that, i had a 4-5 hours testing session with some people like helral and other mapsters. Its also acknowledged by Blizzards Deletarius.
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On August 31 2012 05:27 MasterReY wrote: hehe xenox^^
The greyed out "Make Spectator" field in the lobby is a bug which i discovered last week. You can fix it by deleting your current "Game variants" and creating a new one with the same settings. It happens to maps with custom game variants, which were creating before the 1.5 patch. (ofc i assume you didnt check "Disable Observers" in the Map --> Options...)
You can trust me on that, i had a 4-5 hours testing session with some people like helral and other mapsters. Its also acknowledged by Blizzards Deletarius.
Oh I have created and recreated it many times to no avail, and yes by default "Disable Observers" is unchecked. It happens as soon as I try to close slots within a game variant, if I keep them all open as with 2v2 then it doesn't happen.
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Thank you for this map, it's insanely fun to play with friends =).
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Hey everyone, got a bit of sad news about the mod. Blizzard emailed me today about some concerns they have of the mod becoming too similar to the Closed Beta, the potential for confusion and conflict between the custom and beta versions of Heart of the Swarm, and how in being so similar my map technically will allow people to bypass the Closed aspect of the Beta. As such, the maps will be taken down from all servers as of Monday, 3rd of September 2012. I say this now so that people can make the most of the limited time left on the maps before it goes down.
So I guess this will be it for the mod, I will say though that it's been a good run, and much of where the mod is today is thanks to all the feedback you guys were able to provide. I hope that everyone made the most of the opportunity they had, and looks forward to doing the same thing in the real Heart of the Swarm some time in the near future. I am glad that I was able to work on such a project and provide people this great opportunity to experience Heart of the Swarm.
As far as my map-making ventures are concerned. I have an entirely unrelated project called Micro Match that I still need to finish, which hopefully will be out sometime in the not too distant future, but no deadlines yet.
So thanks again for all your support, and I hope you make the most of these last moments before the maps go down.
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