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[D] Galaxy Editor - Page 30

Forum Index > SC2 General
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Prev 1 28 29 30 31 32 33 Next All
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 30 2010 02:52 GMT
#581
phyvo , how do I do that.
..and then I would, ya know, check em'. (Aka SpoR)
CagedMind
Profile Joined February 2010
United States506 Posts
April 30 2010 03:37 GMT
#582
I think it's something like map> map bounds
your micro has been depleted
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 30 2010 03:51 GMT
#583
Alright so I finished up my initial concept and wave / upgrades list for my WIP UMS map. At this point in time I would like to ask if anyone else would like to assist me in developing the map. If so just send me a PM and I will get back to you as soon as possible.

Marines UMS Map
8 Marines, 1 Primary Base, supply drops frequently come in and marines must venture out of the relative saftey of the base to claim them, or lose out on the much needed minerals. Every 10 level kill values go up by 100 minerals. base kill value is 50 minerals. Supply drops are the key to being able to pass level 25, unless everyone is very very good. Team points are awarded - 250 for passing each round. You will need to spend these widely as they are shared among the entire team and using them at the wrong time could cost the game.
Player one is always the team leader. Gas is accumulated on a timer every 30 seconds, I will have to do some testing to figure out the correct amount to give. If player one is not present player two takes over and so on. Team leaders control Special ability call-downs.

Version 1
Players will face 35 waves of various Zerg and Protoss forces.
Waves:
+ Show Spoiler +
1 - Zergling -50
2- Roaches -50
3 - Banelings and Roaches - 30 / 30
4 - Zerglings and Banelings - 40 / 30
5 - Hydralisk - 50
6 - Hydralisk and Zergling - 40 / 40
7 - Hydralisk and Zergling and Banelings - 30 / 30 / 30
8 - Hydralisk and Infested Terrans and Banelings - 40 / 80 / 40
9 - Mutalisk - 50
10 - Ultralisk - 15
11 - Ultras and Mutalisk - 10 / 45
12 - Ultras and Mutalisk and Hydralisk - 10 / 45 / 40
13 - Ultras and Mutalisk and Hydralisk and Banelings - 10 / 45 / 40 / 40
14 - Boss. 1 Massive Hydralisk. Simply highly buffed. - 1
15 - Zealots - 50
16 - Stalkers - 50
17 - Sentries and Stalkers - 40 / 50
18 - Sentries and Stalkers and Zealots - 30 / 40 / 40
19 - Immortals - 30
20 - Immortals and Stalkers - 20 / 40
21 - Immortals and Stalkers and Sentries - 20 / 40 / 30
22 - Collosus - 30
23- Collosus and Immortals - 30 / 40
24 - Void Rays - 40
25 - Carriers - 30
26 - Carries and Immortals - 20 / 30
27 - Archons - 45
28 - Carries and Archons and Void Rays - 20 / 30 / 30
29 - Boss, Archon with a long attack range and large AOE. Will devestate Mercs. - 1
30 - Brood Lords - 30
31 - Brood Lords and Stalkers and Immortals - 30 / 30 / 40
32 - Carriers and Hydralisk and Mutalisk - 20 / 60 / 60
33 - Void Rays and Roches and Zerglings and Banelings and Zealots - 15 / 30 / 60 / 40 / 30
34 - Collosus and Ultralisk - 50 / 40
35 - Final Boss - Uberlisk - Details on this boss to come - 1


Upgrades Available

Basic - gas
+ Show Spoiler +
Armor / Weapon up to level 40 - 50 per level per upgrade
+Life - Unlimited upgrades, 200 cost each time, +150 hp each time.
Shields up to level 20 (increases amount of shields not actual 'shield ' point value) +100 shields with each level. - 200 cost every time
Plasma Shield Research - Equips a plasma shield, recharge shields at a shield station. adds +350 shield. - 500 cost 1 time


Weapons - You may only carry one weapon at a time - minerals

+ Show Spoiler +
Improved Weapon / Flame Thrower - Level 5 - Range +2 - +35 Dmg Large AOE - 1500

Improved Weapon / Sniper (give an improved ghost snipe) - Level 5 - Range + 6 / +100 dmg Ghost snipe, 40 energy. -1500

Improved Weapon / Shotgun - Level 4 Range +1 + 45 Dmg Small AOE - 1000

Improved Weapon / SMG - Level 3 - Range +3 Flat +35 Dmg - 1000

Improved Weapon / Desert Eagle - Level 2 - Range +2 Flat +20 dmg - 800

Improved Weapon / Standard Issue Combat Pistol - Level 1 - Range +1 Flat+10 dmg - 400

Weapon Base / Standard Issue Personal Sidearm - Level 0 - 0


Weapon Attachments - You may attach one attachment at a time - gas

+ Show Spoiler +
Supressor - Has no effect on your weapon damage, makes your weapon sound like the ghost's canister rifle no matter what one you are using. - 100

Grenade Launcher - Lets you fire a concussive grenade for 30 energy (deals no dmg) - 400

Improved Sniper Scope - Allows the sniper to fire sniper rounds at all times at the cost of hit points. - 1000

Electronic Trigger Level 1 - Increased attack period .30 - 400
Electronic Trigger 2 - period -.60 - 400
Electronic Trigger 3 - period - .90 - 400
Electronic Trigger 4 -period - .120 - 400

Flamethrower Upgrade - Increases the aoe dmg +80 - 1000
FT 2 - +80 more

Shotgun 1 - +2 aoe +50 dmg - 350
Shotgun 2 - + 2 aoe +50 dmg - 350

SMG 1 - Attacks two targets - 300
SMG 2 - Attacks three targets - 300

Deagle 1 - +45 dmg - 200
Deagle 2 -+90 dmg - 300

Cpistol 1 - +1 range - 100
Cpistol 2 - +1 range - 100



Character - minerals

+ Show Spoiler +
Adaptive Camo - Cloak - 300
Grenades - 350 dmg small aoe - 40 energy - 300
Stims - Same as normal - 500
Health Kit 5 levels (1 kit per level) - 800
Jump Packs (you can fly)- EXPSENSIVE - 5000
Combat Suits - +10 passive armor - 1000
C4 - Place a C4 charge for 150 energy, deals 500 in a Large aoe - ignores armor - 800
Leg Enhancements 1 - +5 speed - 500
Leg Enhancements 2 - +5 Speed - 500
Leg Enhancements 3 - +5 Speed - 500


Special Abilites - Team Points

+ Show Spoiler +
Psi Storm - large storm cloud - 500
Call Down Reinforcements - 650
Call Down tank support - 800
Call down EMP strike - 500
Call down tactical nuke - 2000
Call down fleet support - 4000


Mercenaries - gas
+ Show Spoiler +
SCV - Can build defensive turrets (50), bunkers for mecenary marines (300), and air defense turrets (75), and artillery (sieged tanks) (800) - 300
Marine - A fresh out of boot marine - 100
Medevac - Transport and portable healer - will only heal to 85% hp - 1500
Heavy Assault (Marauders) - Fresh out of boot marines with assault gear - 300
Commando - An already fine veteran (shares your current upgrades) - 8000
Combat Mech - The ultimate fighting machine - 10000


Top Left will feature all ugprades/weapons/mercenaries/etc. top right will feature the weapon and attachment selectors for each player. Bottom right will have the special ability selector available to the team leader.









i-bonjwa
RPGabe
Profile Joined January 2010
United States192 Posts
April 30 2010 03:52 GMT
#584
Would it be possible to make a map where there's an expansion/valley inaccessible under water... you blow up rocks somewhere that are acting as a "dam", and then the water drains?

I've seen a map where lava rises and falls (with consequences!)

The idea is that you'd put the rocks somewhere vulnerable even though the expansion isn't, so you have to venture out from your base to destroy it and 'unlock' your defensible expansion.

Would be interesting to see some competitive melee maps making use of triggers etc like that!
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 30 2010 06:19 GMT
#585
On April 30 2010 12:52 RPGabe wrote:
Would it be possible to make a map where there's an expansion/valley inaccessible under water... you blow up rocks somewhere that are acting as a "dam", and then the water drains?

I've seen a map where lava rises and falls (with consequences!)

The idea is that you'd put the rocks somewhere vulnerable even though the expansion isn't, so you have to venture out from your base to destroy it and 'unlock' your defensible expansion.

Would be interesting to see some competitive melee maps making use of triggers etc like that!


Yes it is. You can set a trigger to the destructible rocks so that if they get destroyed, a certain location is impassible.

Does anyone know if you can have 16 player UMS maps? The editor includes 16 players, but melee maps only hold up to 8, so are UMS maps able to hold 16 or only 8?
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
April 30 2010 06:45 GMT
#586
There's amazing stuff in this thread
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
April 30 2010 06:46 GMT
#587
On April 30 2010 15:45 G.s)NarutO wrote:
There's amazing stuff in this thread


I'm glad they got the editor out in the beta.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Orly
Profile Joined March 2010
Belgium28 Posts
April 30 2010 13:59 GMT
#588

Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D
Daedie
Profile Joined March 2010
Belgium160 Posts
April 30 2010 14:11 GMT
#589
On April 30 2010 00:37 Qbab wrote:
Try to survive the incoming hordes of the zerg, with your hero marine. Hes armor is weak but hes gun is heavy.
You only have 25 hp so dont get hit. Be smart and outmanouver your enemies with deadly precision, using abilites as Force Field and Blink to your main advantage.

Distract your enemies with the autoturret and if everything goes wrong you can always blow your self up with the force of a nuclear strike. Nothing beats that! Despite the fact that you die and its game over.




Wow, that actually looks SO fun to play.
I like turtles
metaldragon
Profile Joined October 2009
United States251 Posts
April 30 2010 14:45 GMT
#590
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D



this is SICK

Really raises my expectation for FPS type maps in SC2
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
April 30 2010 15:40 GMT
#591
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D



I see the amount of RPGs, FPS increasing... I would even expect someone making World of Starcraft..
Wut
rrowland
Profile Joined March 2010
United States84 Posts
April 30 2010 15:51 GMT
#592
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D

Wow, this looks very polished. Nice job, man! I like the crosshairs the most, haha. What method did you use to detect headshots?
RPGabe
Profile Joined January 2010
United States192 Posts
April 30 2010 16:33 GMT
#593
Do melee maps have to be devoid of triggers in this?

If not I could see some cool potential for "flooded expansions" that have to have their water drained by destroying a destructible rock acting as a dam. The expansions could be well defended but the destructible rock dam isn't. That's a different dynamic then normal.

Alternately, an ice map could have passages that are periodically blocked by ice blocks that have to be cleared.

Are these kinds of things possible for melee maps or do they have to be UMS?
furymonkey
Profile Joined December 2008
New Zealand1587 Posts
April 30 2010 16:34 GMT
#594
I have a question. What are the max number of players for SC2?

In Warcraft 3 you could have 12 players by default, and you still get to have 4 more for AI, including passive and hostile. These is important because some maps have to have AIs, and having AI players in the game reduce number of player slots.
Leenock the Punisher
backupbuddy
Profile Joined April 2010
United States2 Posts
April 30 2010 16:41 GMT
#595
On May 01 2010 00:40 Koffiegast wrote:
I see the amount of RPGs, FPS increasing... I would even expect someone making World of Starcraft..




Found it on sc2mapster.
Prem_
Profile Joined April 2010
United States85 Posts
April 30 2010 16:44 GMT
#596
wow lol awesome!!
The only good job is a blow job.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 30 2010 16:47 GMT
#597
why is it called World of Starcraft? Shouldn't it be Galaxy of Starcraft?
teaaaaaaaa
Half
Profile Joined March 2010
United States2554 Posts
April 30 2010 17:21 GMT
#598
On May 01 2010 01:47 Snausages wrote:
why is it called World of Starcraft? Shouldn't it be Galaxy of Starcraft?


this lol.

Honestly, I <3 amateur mapmakers, there very proffesional in many ways except the names they pick for there projects, which are always so fucking stupid and convoluted.
Too Busy to Troll!
Angrim
Profile Joined April 2010
Germany24 Posts
Last Edited: 2010-04-30 17:28:44
April 30 2010 17:27 GMT
#599
Ok, I am stuck here. How do you usw triggers to turn a unit/change its rotation. I figured out the 3rd person and "key-input-to-move" stuff, but i just can't find out how to rotate a unit with key input. Can anybody help me out here?
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 30 2010 18:51 GMT
#600
Ive done a remake of Beaks of Baekdu, almost done. Just need some advice for where to place Watchtowers/LOS-blockers/Gold-minerals!

[image loading]
Protoss, can't live with em', can't kill em'.
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