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Triggers
SC2 Volcanic Template v2.w3x
Variables
Inicialización
QuestLog
Details
------Credits-------
Crediting the next people for the help:
Models:
-UncleFester: Blue/Orange crystals model (only used those 2)
-HappyTauren: Lava (64x64 model)
Support:
-Wildfire: Hive Forums about Terraining, told me about...
*Issue solved (?): added more variety so it won't look too flat at least (SC maps are supposed to be flat most of the times)
*Issue solved: Blizzard Cliffs replaced by custom cliffs
*Issue solved: More tiles variety
#Issue pending: put more variety on rubbles and rocks on ground... the tiny ones
Thanks for the support!
------Issues and Decisions-------
Need to solve some issues and decisions on the making, like:
-Better distribution of props
-Better priority order of terrain tilesets
-Way better lighting
-Environmental sounds
-SFX involving fire and magma
-Programming damaging magma waves going up and down between intervals, with safe ground to, obviously, be safe from it (taking 5 damage every half second is annoying) Been thinking, 2 intervals: 4 minutes of safety on all grounds, 30 seconds of warning, then 30 seconds where only high ground, the one that does not look burned and it's also higher than main bases and center area of big island, is safe from harm.
-Either stick with WC3 units for now, or start FULLY MODDING this
-If modding, will need to emulate accurately either Starcraft 1 or 2.
More going on... For now It's all I have documented.
Inspiration sources: Starcraft 2, maps like Raynor quest for mining 8000 minerals for Tosh, or the Cooperative map "The Vermillion Problem"
Name
Type
is_array
initial_value
QuestLog
Events
Map initialization
Conditions
Actions
-------- Players initialization just in case a fully planned SC map is started with this --------
Player - Set Player 1 (Red) . Current lumber to 50
Player - Set Player 1 (Red) . Current gold to 0
Player - Set Player 2 (Blue) . Current lumber to 50
Player - Set Player 2 (Blue) . Current gold to 0
Player - Set Player 3 (Teal) . Current lumber to 50
Player - Set Player 3 (Teal) . Current gold to 0
Player - Set Player 4 (Purple) . Current lumber to 50
Player - Set Player 4 (Purple) . Current gold to 0
-------- On quest log it'll go some details --------
Quest - Create a Optional quest titled Credits with the description Crediting the next people for the help:Models:-UncleFester: Blue/Orange crystals model (only used those 2)-HappyTauren: Lava (64x64 model)Support:-Wildfire: Hive Forums about Terraining, told me about...*Issue solved (?): added more variety so it won't look too flat at least (SC maps are supposed to be flat most of the times)*Issue solved: Blizzard Cliffs replaced by custom cliffs*Issue solved: More tiles variety#Issue pending: put more variety on rubbles and rocks on ground... the tiny onesThanks for the support! , using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScroll.blp
Quest - Create a Required quest titled Actual issues with the description Need to solve some issues and decisions on the making, like:-Better distribution of props-Better priority order of terrain tilesets-Way better lighting-Environmental sounds-SFX involving fire and magma-Programming damaging magma waves going up and down between intervals, with safe ground to, obviously, be safe from it (taking 5 damage every half second is annoying) Been thinking, 2 intervals: 4 minutes of safety on all grounds, 30 seconds of warning, then 30 seconds where only high ground, the one that does not look burned and it's also higher than main bases and center area of big island, is safe from harm.-Either stick with WC3 units for now, or start FULLY MODDING this-If modding, will need to emulate accurately either Starcraft 1 or 2.More going on... For now It's all I have documented.Inspiration sources: Starcraft 2, maps like Raynor quest for mining 8000 minerals for Tosh, or the Cooperative map "The Vermillion Problem" , using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScroll.blp
Quest - Display to (All players) the Quest Discovered message: Read Quest log for all the details documented
------Credits-------
Crediting the next people for the help:
Models:
-UncleFester: Blue/Orange crystals model (only used those 2)
-HappyTauren: Lava (64x64 model)
Support:
-Wildfire: Hive Forums about Terraining, told me about...
*Issue solved (?): added more variety so it won't look too flat at least (SC maps are supposed to be flat most of the times)
*Issue solved: Blizzard Cliffs replaced by custom cliffs
*Issue solved: More tiles variety
#Issue pending: put more variety on rubbles and rocks on ground... the tiny ones
Thanks for the support!
------Issues and Decisions-------
Need to solve some issues and decisions on the making, like:
-Better distribution of props
-Better priority order of terrain tilesets
-Way better lighting
-Environmental sounds
-SFX involving fire and magma
-Programming damaging magma waves going up and down between intervals, with safe ground to, obviously, be safe from it (taking 5 damage every half second is annoying) Been thinking, 2 intervals: 4 minutes of safety on all grounds, 30 seconds of warning, then 30 seconds where only high ground, the one that does not look burned and it's also higher than main bases and center area of big island, is safe from harm.
-Either stick with WC3 units for now, or start FULLY MODDING this
-If modding, will need to emulate accurately either Starcraft 1 or 2.
More going on... For now It's all I have documented.
Inspiration sources: Starcraft 2, maps like Raynor quest for mining 8000 minerals for Tosh, or the Cooperative map "The Vermillion Problem"
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