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On May 16 2010 17:13 scintilliaSD wrote:Show nested quote +On May 16 2010 17:10 Duckvillelol wrote:On May 16 2010 16:52 wanderer wrote:Thank you all! Your positive words make me feel like... ![[image loading]](http://1.bp.blogspot.com/_Wb7gmBhM3z4/SGOo4u0184I/AAAAAAAAAdo/hlftNBeLK8w/s400/sallyfieldOscars.jpg) On May 16 2010 16:46 Chrispy wrote: Wouldn't turret defense be infinitely easier with the addition of shift-queue building? Anyways still this is awesome and thank you for your work! Actually man, you could shift-queue buildings in Brood War as well. They just didn't automatically and visually draw the building there for you like they do in SC2. So, you could shift-queue them, but you couldn't. I getcha. ... His sentence makes perfect sense. "automatically and visually" are adverbs modifying "draw." It has nothing to do with the shift-queue. You just don't see the wireframe like you do when you shift-queue in SC2. Stop being a smartass. Huh.. never knew that oO
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Great work!!! Love this map for SC!!
Want download link : DD
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awesome can´t wait for this
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Finally, can't wait
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I am so proud. Continuing the traditions of past Blizzard games xD
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thats like so hard and not safe xd could get banned for that stuff i think
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Actually, guys, there is a program out now that does this for you.
I guess since ooni linked to the information that they first discovered for playing custom maps online, I can use it to segue into the actual process.
How to play custom maps with your friends in SC2:
![[image loading]](http://fooo.fr/~vjeux/curse/sc2/assets/4.27/bnet.jpg)
http://www.sc2mapster.com/assets/sc2-custom-map-patcher/ (Please note that this program works completely fine for XP Vista and Windows 7 — I know this because me and my friends collectively use each of those platforms... me being XP because my computer is so old =( )
How it works: The entire reason that you are not able to host Custom maps in SC2 right now is because the game is not programmed atm to recognize maps that are not the default ones... just like how SC2 is not programmed to recognize replay files that are not in the Replays/Multiplayer, Replays/Skirmish, Replays/Recent, etc. folders.
So how to do you do it? You host a room for a default map (the one the program maker chose was Lost Temple), make a backup file for LT, then move and rename the custom map file temporarily so that it has the name of the original file. This way, when the game is launched, it thinks that its loading Lost Temple.
Then when the map is finished, you restore the files to their original places and names.
That is 100% of what this program does for you.
So, you Alt-Tab, click the " . . . " button to load the map you want to play, then you make a Custom match of Lost Temple, then you click the Patch button after the game has loaded. Make sure all of the other people in the room with you have clicked Patch as well, then you launch!
Then, when the game is over, alt tab and click Restore so that everything is back to normal!
(Note that if you don't click restore after a match, the game will simply think you don't have Lost Temple and re-download it for you like when you first played the map in SC2)
(Also note that if at least one of the people does not load the correct map, if any map at all, with the program, then he or she will have their SC2 game crash like when you were trying to quit the game in the previous patch — the freezing and then the popup window saying "what were you trying to do?" kind of crash — while everybody else loads normally)
So... that is all that needs to happen for you to play Custom Maps online. Please note that it is nothing more than a file manager program — it is functionally less harmless than even PenguinPlug was for Brood War! I highly encourage you to play my map when I post the download link later on. I just woke up, so I need to test to make sure that my Drone can fly!
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really good work.. wanna play this soon with my friends :D
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Really awesome, can't wait until I get to play it!
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sick! can't wait
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Very cool. I do remember playing this map quite a bit. It's a shame that these types of maps will probably die out with BW. Everyone seems so obsessed with third-person shooters and hero maps.
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The map is released!! GO FORTH AND PLAY!
YAYYYYYY (edited the op)
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Sorry about the double post, but I just finished localizing the map!
Now everyone all over the world can play the map, regardless of gateway! Have fun. EU!
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is the marine not suppose to have stim?
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If you can convince me to give him the Stim then I'll give it to him!
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I tried it and alone i couldnt get past the 4th stage, is it meant only to be played with people?
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Almost no wave is the unit the text states at the beginning of a wave, zealots running in the air, flying banelings, one wave is just an interceptor flying while the real units are invisible or just stacked under the interceptor. The high yield mineral patch gives you 5 minerals for 5 zerglings while the normal one also does that.
Sorry for not giving notes on where all the weird stuff occured but just played it once :p
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Any number of players up to 4 (because 4 is the current maximum) can play it!
I can personally make it to level 9... but then again I'm really good at the map after having played it for like 24 hours constantly both by myself and with my friends!
When I'm with my full group of 4, we get to like level 23 because we get owned by the final boss, and since I've been tweaking the hitpoints and difficulties of each level personally in between every test I can personally assure you 100% that the map is balanced. I started each level out with low hitpoints and then gradually increased each level so that even the best group (us) could just barely squeak by each level. That's how you know the map is challenging and therefore fun!
So my advice: get more skill!
edit:
On May 17 2010 07:31 Ighox wrote: Almost no wave is the unit the text states at the beginning of a wave, zealots running in the air, flying banelings, one wave is just an interceptor flying while the real units are invisible or just stacked under the interceptor. The high yield mineral patch gives you 5 minerals for 5 zerglings while the normal one also does that.
First, I kept the Level names the same as in Brood War for nostalgia's sake. As I said in the original post that I wrote last night, I made every effort to induce Ghost[Yoon] nostalgia into this map! So I don't think that this complaint is really valid.
Second, the high yield patch goes 5 zerglings for 9 minerals, while the blue mineral patch goes for 3 zerglings in exchange for 5 minerals... so I haven't the slightest clue as to what you're talking about!
And yes the interceptors are stacked because that's just how they spawn. Nothing wrong with that!
And who doesn't love the idea of Flying Banelings?
Re-edit: I've updated the map file and re-Localized it to fix for a minor, rare bug that occurs in Level 4.
Re-Re-edit: If anyone out there is good at Photoshop and is willing to make me a Splash image for the Loading screen, I would love you forever and personally thank you on the loading screen (if you don't put your name on the picture that is)!
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i made it to 10 on my own
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On May 16 2010 17:10 Duckvillelol wrote:Show nested quote +On May 16 2010 16:52 wanderer wrote:Thank you all! Your positive words make me feel like... ![[image loading]](http://1.bp.blogspot.com/_Wb7gmBhM3z4/SGOo4u0184I/AAAAAAAAAdo/hlftNBeLK8w/s400/sallyfieldOscars.jpg) On May 16 2010 16:46 Chrispy wrote: Wouldn't turret defense be infinitely easier with the addition of shift-queue building? Anyways still this is awesome and thank you for your work! Actually man, you could shift-queue buildings in Brood War as well. They just didn't automatically and visually draw the building there for you like they do in SC2. So, you could shift-queue them, but you couldn't. I getcha. ...
rofl you're an idiot.. and your native language is actually english?
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