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On February 04 2012 01:38 Kabel wrote: Im gonna publish this as a mod now. But I am having troubles to get it to work!
I have created my MOD and put in d:/games/starcraft2/mods. I have published it on battlen.net.
In the editor it can be choosen as a dependencie. I open a regular map, add my mod as a dependencie, save and click on publish.
This message appears: "docuement dependency does not specifiy a battle.net file" (Mods/Starbow etc)
So if I add my dependencie to a map like Tal Darim Altar, I want to upload it with my mod - stuff in it. But that error message prevents me from doing so.
I have published the MOD - file since Battle.net said it was published. (Starbow.sc2Mod)
Why can I not publish a melee map with my dependencies in it?
Not sure how you tried to do it but with mods you are supposed to save both files as mods which turns them into folders, then copy Base.SC2Data, enUS.SC2Data (or whichever region you are using, Australia uses enUS still), Triggers and Triggers.version from your mod folder to the new map's folder which you want to have the mod.
Have a look at this tutorial for a proper run-down on how to do it.
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+ Show Spoiler +On February 04 2012 23:59 XenoX101 wrote:Show nested quote +On February 04 2012 01:38 Kabel wrote: Im gonna publish this as a mod now. But I am having troubles to get it to work!
I have created my MOD and put in d:/games/starcraft2/mods. I have published it on battlen.net.
In the editor it can be choosen as a dependencie. I open a regular map, add my mod as a dependencie, save and click on publish.
This message appears: "docuement dependency does not specifiy a battle.net file" (Mods/Starbow etc)
So if I add my dependencie to a map like Tal Darim Altar, I want to upload it with my mod - stuff in it. But that error message prevents me from doing so.
I have published the MOD - file since Battle.net said it was published. (Starbow.sc2Mod)
Why can I not publish a melee map with my dependencies in it? Not sure how you tried to do it but with mods you are supposed to save both files as mods which turns them into folders, then copy Base.SC2Data, enUS.SC2Data (or whichever region you are using, Australia uses enUS still), Triggers and Triggers.version from your mod folder to the new map's folder which you want to have the mod. Have a look at this tutorial for a proper run-down on how to do it.
Thank you!
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Anyone with skills in the editor who wants to help working on this mod?
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so what is the last version , the one in the first page, or the one from Danko?
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On February 05 2012 23:24 Garmer wrote: so what is the last version , the one in the first page, or the one from Danko?
Gossen and Danko now work together. Starbow Shattered Temple is last I think...
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Yeah, The Shattered Temple Starbow is up to date. Im not doing that for other maps right now, because it requires still lots of work. Map is playble but some things are not working yet, are imbalanced and some are not yet implemented, or are temporary cose of my limited skills with editor.
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On February 04 2012 18:50 Danko__ wrote:Zaphod Beeblebrox: Show nested quote +Banelings:
They are really an interesting unit, and they do in fact not fill the exact same role as lurkers. They could be modified slightly to be more like BW infested terrans. That is, greater cost, greater damage a bit more health and a tad smaller splash. This will give a niche unit that still has interesting uses (like current reaper). But also infested terrans were hard to get and were pretty dumb :p (ai wise). Imagine banelings rain with stronger banes. They atack instntly, dont kill eachother with splash cose they are jumping one by one. Maybe if ovies with banes would have some kind of "warning" on them when they carry banes. That would make banes quite different role, i agree, but we gotta think it well first. Show nested quote +Scourges:
They can be a very tricky unit to implement. Small vision range is crutial to make them more reasonable, but they also need a speed that allows them to intercept, but not chase easily. Damage numbers are rather intuitive to balance, also giving them an attack delay (0.2 sec) or a cumbersome turning speed might make it harder for them to connect. I was thinking about making them aply stacking DoT on opponents (lasting like 0,5 sec), so they can all hit one enemy if you wont control them well. But nothing yet was done this way. For now they are quite fast (i think 3,37, slower then mutas, phoenix, same speed as warpprism with up), have INSANE acceleration, so if opponent is not careful they can kill him easly. Show nested quote +Goliaths:
The main strength of goiliaths was their range and the fact that they hit slow but hard. In BW they were a somewhat micro friendly unit due to being microed like marauders (stutter step). Make sure the attack speed is slowish, range is good and damage is high vs all air (slight bonus to armored?) Vikings fill the same role atm, but terrans need a way to secure air control without committing to heavy air themselves. Maybe replace them with valks (possibly a hybrid)? Maybe make them faster with shorter range? I was thinking about replacing Vikings with wrights ^^. Fast, with quite low range. Imho would be much more interesting to see them trying to snipe enemy units avoiding AA. And also cloak banshees + cloak wrights combo ^^. Show nested quote +Collosus:
WHAT WAS WRONG WITH THE REAVER? ahem... seriously, the reaver was a better unit because it had so many interesting purposes. It was a strong damage dealer in engagements (like the colossus), it was a great harrasment unit (protoss kinda lacks this atm), lategame it was the only unit that provided good space control (Protos has none atm). A unit like the colossus cannot fill these roles properly. It can easily fill the role of damage support unit, and the aoe attack can be modified to make it decent harassment too. But nomatter the tweaks you make, the colossus can never really fill the role of space controll unit. The protoss needs a unit like the tank or the lurker, that can hold positions against small attacks. The colossus has too many gimmicks and wierd mechanics on it to fill this role without being massively overpowered. Nothing was wrong with reaver. It was super cool unit with great potential in good hands. But there is SC2BW already and we dont want this mod to turn into its copy. Also i think you should try first how does our colo work before criticizing. He is really INSANE harrasing tool right now ![](/mirror/smilies/puh2.gif)
I like the idea of delayed damage on scourges, make it like 0.1 - 0.2 seconds and overkill would be a real issue for players to deal with. The same could be done to tanks and give an exellent excuse to rebuff them to BW strength. For stronger banes - the extra cost should make them less of a throwaway unit, also making them do friendly fire would change a lot. Something for you to experiment with.
I have to say that the real problem with the colossus is not the harassment or the lack of depth. Its the lack of space control for the protoss race. Terran has tanks and mines, zerg has lurkers, dark swarm and creepspread. The collosus fills a unit role that could be modified to provide space control. The problem is that such a unit will be overpowered if it is as mobile as the colossus. There are several ways to adress this problem, but keep in mind that a protoss version of the tank or the lurker (cough... reaver.. cough) will help the depth of strategy a lot.
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Im gonna have some time to work on map this week, so im gonna see what i can do with scourge, banes. While scourges seem easy to ffx, baneling are not (at least in my opinion). We need unique role for them. Also im not sure what zergs lacks currently in their arsenal.
Zaphod Beeblebrox: Mobility is no longer so big problem for colo right now, because he got quite slowed down (to 1.65, slower than thor). Change im considering is to make him target ground, not units (like our map testers suggested).
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I had a lot of fun playing with Danko and Ezzie, eventhough the map is far from being balanced the overall feel of the game feels really good. As a zerg player I tend to feel that due to the lack of early queen it's really hard to defend any early push, I was really really short on larva all the time. It might be because my BO was not good enough, it would need more testing. Have you tried to see how proxy 2 gate and 2 rax all-in works?
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We are testing as much as possible, but dont think any of us have proxy 2 gated or did real 2rax ALLIN (just 2rax pressure). So yeah, it requires still lots of testing, and also WE have to learn how to use things to our advantages in this mod ^^
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60 HP SCVs. All I need to win games.
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Just go and try it! Its not yet balanced, but dont worry, already other races have quite good responses to that.
Im working on new ver, with lots of changes, and its still gonna take while to implement everything. Dont forget about that mod yet guys ^^.
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Anyone on EU server who wanna try a game now?
PM here if you want to
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Mules can be spammed pretty hard...
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Anyone wanna play a game on EU server with latest changes? PM me here or add me in game. Gossen.927
Need to test new Zerg mechanics and zerg units.
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yo how do you make the units?? i tried but it seems too hard to make it work did you use a website or tutorial or just trial and error. I can get some things to work but not my customs units ==;; if you can help me appreciated
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On January 21 2012 03:51 msjakofsky wrote: all i can say on first sight that Swarm Guardian seems too powerful. all three spells are ridiculously strong for just one unit.
also spider mines iirc are a bit different from bw mines, when they come out of the ground they don't stay idle for a second. this way you could snipe them in bw by attack moving dragoons. iirc in sc2 they come out and immediately target an unit, making them much more hard to snipe. didn't play the map yet but if it's the same as in sc:bw i found that problematic, ppl just don't play enough to exploit it properly (in bw such a thing would break the t matchups immediately).
edit: on 1st sight, just the whole zerg race seems a little too powerful. something like broodlord-swarm guardian-scourge with hydras (i guess hydra is 1 supply) as support seems unstoppable for terran at least.
Keep Dark Swarm and Plague, bring consume back in. Having neural parasite is too strong to keep with DS and plague on a single unit. Also, try to make it for NA version? Always wanted to play an sc2 with bw-like mechanics.
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