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thedarkbanshee
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Post subject: Re: Map Developers Posted: Mon Feb 02, 2009 3:59 am |
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Joined: Mon Jan 19, 2009 3:53 am Cash on hand: 0.00 
Posts: 50
Gender: Male
Favorite Race: Zerg
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I will get to work make test map and even try to get the animation done properly. Only be missing the EXPLOSION. SPLASH damage HM I dont think its possible with the this has to be set up.
All the maps I have for download on this forum are not done in extra editor or any special editor for that matter. I admit to using them and there have been things I thought about doing but I do try my best to stick with the original campaign editor that comes with stacract. Makes it more of a challenge for my editing skills as well as keeping the game play more fair. In the all fair games clan its a value I keep. Now if I absolutely have to use a special editor such as extra editor I will use it and I have had ideas. My big complaint is most new editors don't have the kinds of updates I'm looking for. Perhaps some day I will learn more into programming and make my own editor because I need more then 255 locations for a map I desire to make but ATM I'm making a mini version and its HUGE in its self. I figured scene its so involved I may as well do the hole thing up like a campaign and add sound files and I don't mean just ones for the breafing I mean full on in game awesomeness if you know what I mean. I got my self and a few good voice actors at my disposal as well so this thing will ROCK in game play as well as voice acting so there will be no shortcuts here including when people download threw B.net as its already a large download
Also your maps I will download them test them and so on. I like the idea of your survival map and if you like that one you need to try FRIGID FEAR its survival from the insane AI that you can't attack as well as trying to kill human opponents that are also under siege by the computer. So its seriously based on survival but there is a guarantee that 1 human will win.
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Re: Map Developers
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2percent
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Post subject: Re: Map Developers Posted: Mon Feb 02, 2009 4:03 am |
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Joined: Mon Feb 02, 2009 3:58 am Cash on hand: 0.00 
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Favorite Race: protoss
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i think random nukes would be a scary idea on any map, hope it works you two 
_________________ Too bad Mind Control can't work on the players themselves, might make some games more intresting... "look i made you nuke yourself, too bad so sad, GO BOOM" "maybe next time you won't stand so close to my mineral gatherers"
Last edited by 2percent on Mon Feb 02, 2009 4:23 am, edited 2 times in total.
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thedarkbanshee
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Post subject: Re: Map Developers Posted: Mon Feb 02, 2009 4:17 am |
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Joined: Mon Jan 19, 2009 3:53 am Cash on hand: 0.00 
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Favorite Race: Zerg
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I have a proposal I took my STC original map and converted it into an all human player map. 4 humans on corners like normal. 4 humans in middle taking the place of the INSANE AI. Same setup as well meaning yellow Terran is fixed with its units as is. Protoss Zerg and Terran AI are now human user selectable. Yellow Terran human player will be watching the game till the attacking begins on the center players for yellow Terran must lose units before it can even build an SCV as its unit count is MAXED. Once yellow Terran can build the player has the freedom to do as the player pleases. PLEASE DO NOT KILL YOUR UNITS TO GET AND EARLY START PLEASE DO NOT ATTACK TEAMMATES JUST BECAUSE YOU CAN WIPE THEM OUT IN 20 SECONDS FROM START OF GAME Now I purpose a game on this map pacific time on Sunday the 8TH of February anytime after 4 PM. let me know what time is good for you people and we will make it a date. Here is the map for download http://files.filefront.com/steal+the+cr ... .html(NOTE I JUST SET THIS NEW VERSION UP AND IT MAY NOT WORK OUT A PLANNED IT HAS BEEN TESTED BUT THERE NEEDS TO BE MORE GAMES BEFORE i WILL CLAIM ITS FULL PROF RIGHT NOW YOU CAN CALL IT A BETA THAT IS FULLY FUCTIONAL)
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2percent
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Post subject: Re: Map Developers Posted: Mon Feb 02, 2009 4:21 am |
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Joined: Mon Feb 02, 2009 3:58 am Cash on hand: 0.00 
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Favorite Race: protoss
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thedarkbanshee wrote: I have a proposal I took my STC original map and converted it into an all human player map. 4 humans on corners like normal. 4 humans in middle taking the place of the INSANE AI. Same setup as well meaning yellow Terran is fixed with its units as is. Protoss Zerg and Terran AI are now human user selectable. Yellow Terran human player will be watching the game till the attacking begins on the center players for yellow Terran must lose units before it can even build an SCV as its unit count is MAXED. Once yellow Terran can build the player has the freedom to do as the player pleases. PLEASE DO NOT KILL YOUR UNITS TO GET AND EARLY START PLEASE DO NOT ATTACK TEAMMATES JUST BECAUSE YOU CAN WIPE THEM OUT IN 20 SECONDS FROM START OF GAME Now I purpose a game on this map pacific time on Sunday the 8TH of February anytime after 4 PM. let me know what time is good for you people and we will make it a date. Here is the map for download http://files.filefront.com/steal+the+cr ... .html(NOTE I JUST SET THIS NEW VERSION UP AND IT MAY NOT WORK OUT A PLANNED IT HAS BEEN TESTED BUT THERE NEEDS TO BE MORE GAMES BEFORE i WILL CLAIM ITS FULL PROF RIGHT NOW YOU CAN CALL IT A BETA THAT IS FULLY FUCTIONAL) i consider myself an oldschool player and i can say i will definatly be taking part in this game, I have played STC and STC Teams and an all human version of this game sounds extremly enjoyable, i hope we can get the full 8 we need, also, my In Game Nickname is Backtrakk, give me a whisper if you want to do some games, i dont do Defend the Tower or Arena simply because WC3 Frozen Throne has perfected those, but as far as good old fashioned RTS's gp, CANT BEAT STARCRAFT, hope to play you soon banshee aka Buzzsaw  i think this idea sounds fun, especially after playing KO Frigid Fear, the comps on that game are insane and the game itself is action packed, sounds all around challenging and fun, just hope banshee doesnt get it in his head to add random nukes to FF 
_________________ Too bad Mind Control can't work on the players themselves, might make some games more intresting... "look i made you nuke yourself, too bad so sad, GO BOOM" "maybe next time you won't stand so close to my mineral gatherers"
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aerowolf
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Post subject: Re: Map Developers Posted: Mon Feb 02, 2009 11:46 am |
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Joined: Fri Jan 30, 2009 1:54 pm Cash on hand: 0.00 
Posts: 40 Location: USA
Gender: Male
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Banshee, sounds good. I've seen the frigid fear map, but haven't played it yet as I haven't had an extra player or so to get it going. As for your map proposal, it sounds like a lot of fun. I'll have to see what I'm doing. I can't guarantee because I am married and have a 10-month old child. Sometimes it's hard to find time to play...  But, other than that, I'm most likely good in the later evening or before 6 pacific time. (4 mountain time zone for me). Oh, and I might be able to get at least one extra player (my wife). She's not the best at Starcraft, but she's getting there. Also, on the subject of locations, I'm pretty sure that the location limit is a limitation of Starcraft itself, not the editors. It has to do with memory allocation and addressing the memory. I don't think you'll be able to do that unless you mod starcraft itself and add another bit to increase the location memory space. For example, if you have a 8 bits of memory allocated to addressing the locations, it will be able to access 255 "slots". So, by this logic, Starcraft has one byte, or 8 bits, to address locations. It sucks, but I don't see how it would be possible under a normal editor. Otherwise you might have crashing of Starcraft because of overwriting memory. Good luck, though, if you can do it, I'll be VERY interested in that editor! My defense map could use some more locations...specifically when I had to set up the extra buildings by HAND! Try this trigger out...when a person selects their race, give them extra buildings of the same race...that was annoying to set up, but made it the map that much better and polished. Oh, and if that defense map turns out to be too easy for anyone, I have a harder version that adds a human player to the attacking team. ...I also realized that I need to go back and fix the "wait" times...as at the time I didn't know that the wait trigger is real time, while this map works on the countdown...it messed up the end where there was supposed to be a HUGE mass of enemies coming. I'll look at it and get the fixed version up asap. On the random nuke map, I have the 6-player version very close to working. All I need to do is set it so the locations are selected when it's randomized. It's dull work, but worth it. Basically it involves invincible ghosts, one command center and one nuke silo. I will put it up once I've tested it, and made sure there are no bugs. I still want to do the 8-player, though. This is basically a fall-back in case I can't get that to work. I look forward to the demonstration map, banshee, sounds interesting.
_________________ PM me if you want my MSN or Yahoo contact info.
Last edited by aerowolf on Mon Feb 02, 2009 12:39 pm, edited 1 time in total.
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aerowolf
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Post subject: Re: Map Developers Posted: Mon Feb 02, 2009 11:49 am |
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Joined: Fri Jan 30, 2009 1:54 pm Cash on hand: 0.00 
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lol, yes, 2percent, random nukes would be very scary on that map!
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thedarkbanshee
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Post subject: Re: Map Developers Posted: Tue Feb 03, 2009 1:45 am |
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Joined: Mon Jan 19, 2009 3:53 am Cash on hand: 0.00 
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Favorite Race: Zerg
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Thought I would put up the AFGL if any one is interested. Its designed for league play. The site was hacked but now it is running once again. The tournament section was where the vulnerability was located so now its being revamped. Once the Tournament are back in session the Tournaments will once again proceed as planned. We set up Tournament for MANY games including starcraft. Have a request tournament we do those as well. http://www.afg.furion-gaming.com/HONER A full explunation of what [AFG] really is About the United Freedom of the all fair games clan We are not just a gaming clan, but more than that, we are a clan movement representing free and open clanning in all aspects of games and life. A gamer of any type may join our clan or any of the other operations [AFG] runs in the Freedom movement. Other clans may also join us in our alliance and movement for free clanning. We believe in free, fair and open clanning for all members & players. Rather than being bound by rules we are led by our set of values and each other. Consequently, we reject the model of restrictive clanning that forms exclusive clubs. [AFG] was designed to be a clan with out the normal clan attributes. Freedom is our ultimate goal. In being so this clan does not impose rules or restrictions and will not be raising the bar on others. We recognize those who join us by their agreement and embracing of our values. Freedom in this clan means a clan of gamers united to stand in defense of each other in the flesh and fight to protect the freedom of ourselves from the imposing rules and threats of other clans with their twisted rules of ownership to their members. We are indomitable by nature and exhort others to depart from the standard model of clans that is based in autocracy and places restrictive rules on others that exploit players through dominating rulership. We protect and preserve the freedom of players and help each other to learn and be successful in all aspects while encourage others to join with us that believe in this same nature of clanning. The keeping of values of Freedom with in this clan is what demonstrates a player as one of us. Departing from the values shows your not one of us and such things do not go unnoticed. We have the value of not being ruled by others nor to exercise lordship over others. Leaders in this clan are among the clan with in each and every member. Leadership is shown by example and demonstrated by helping other members as well as non members to be successful, not by demonstrating dominance or acting as a control-freak. Helping other players to become successful is not achieved simply by free-giving as this encourages others to become or remain "begging whinnying losers" which is not building up the skill of members nor experiential game knowledge for members or players. By patient instructing of others of the game with a generous and uncontroling attitude leadership is demonstrated. This can also be demonstrated by getting members together for an event or even getting others involved for paying for a server. This includes the ability to vote new members in old members out as well as creating new in game rules or honer codes. Titles are not handed out in this clan nor are there ranks of achievement. Someone in this clan is what he or she does. Consistency in performance of useful functions or roles in this clan will result in recognition. Remaining active in [AFG] or in this clan''s meetings, events or forum are not required for membership nor a condition to remain in membership. You do what you want. You do not take orders from other members in this clan. Neither do you give orders to others in this clan. We do, however, encourage and invite our clan members to our meetings, events and forum. We encourage each other not to allow anyone to rule over over us. We also encourage those outside our clan in the same and to join us. We build teams amongst us by building and developing trust. All [AFG] members are encouraged to know their fellow [AFG] members. We value freedom for all members and exhort all members of [AFG] to stand in defense of the liberty of all members. Consequentially, activities such as spamming and hacking (CHEATING) oppose our values as these are contrary to the freedoms of other members. [AFG] does not condone the breaking of rules. Discontinuation of a player''s membership in [AFG] clan occurs if he or she does not uphold nor honor the values of [AFG]. Questionable behavior will result in a [AFG] member being placed on probation by popular vote. Consistent effective embracing of [AFG] values will restore a player from probationary status in [AFG] by popular vote. A new age for gaming and clanning has begun. An age of freedom. All members will know that the Freedom offered here will give a great future for games and [AFG] will give the utmost to establish and defend it. No Retreat. No surrender.
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aerowolf
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Post subject: Re: Map Developers Posted: Tue Feb 03, 2009 10:41 am |
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Joined: Fri Jan 30, 2009 1:54 pm Cash on hand: 0.00 
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I'll think about it, Dark Banshee.
An update on the random nuke map. It seems to be working well. I tested it last night, had a bunch of unplaceables on the ghosts doing the nuking, but besides that, it seemed to work well. I need to work on the timing, but besides that...
This morning, I'm testing it again, and only got one unplaceable ghost. I'll have to see which location that is...anyway, it's working much better and is probably ready for release...a few more tests first though. This is the 6-player with a comp doing nukes.
Banshee, even though I'm getting this working for the 6-player, I'd still like to see the nukes that you're working on so I can keep the 8 players.
_________________ PM me if you want my MSN or Yahoo contact info.
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thedarkbanshee
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Post subject: Re: Map Developers Posted: Tue Feb 03, 2009 11:52 pm |
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Joined: Mon Jan 19, 2009 3:53 am Cash on hand: 0.00 
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Sounds good to me I been working on a video of a really cool replay so I got many things to do here I got a preview of whats to come in the viedo so ill post it to when its uploaded.
Ill put more work into my NUKE map but I also got my maps to do as well. I really need to finish my siege map most of all.
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thedarkbanshee
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Post subject: Re: Map Developers Posted: Thu Feb 05, 2009 6:06 pm |
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Joined: Mon Jan 19, 2009 3:53 am Cash on hand: 0.00 
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Unfinished work in progress starcraft video my self, 2%, Sp1ck and dead man STC 45 nuclear launches. Click here to see Video
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thedarkbanshee
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Post subject: Re: Map Developers Posted: Thu Feb 05, 2009 8:54 pm |
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aerowolf
I looked over your map since I had the time and I see you done a pretty good job. Your random switch 1 works but your other switches are nothing as far as I seen so I was wondering if those were place holders or did I missing something.
another note your computer nuke does fine but the sound file you have go off before it is unnecessary seance the computer is launching a true nuke. caused to nuclear launch detected but only 1 actually lands. Also your second ghost launches the nuke so either your time duration vs the time it takes to make a nuke is either a bit out of timing or is unpreventable I did not test it. I also did not test what comp does to other human player positions I did not test it if you have not done this I highly recommend doing so.
I also ditched my old plan for a new one, the modify unit hit points
This trigger allows unit damage % so if you test every unit with a nuke watch its hit points wright the mall down specify every building for all races to revert to such a hit point % after NUKE simulation.
Next thing to set up from there is a bunch of locations where you want your disposable nukes to land. Use X-tra editor to add a Nuke in one location for symbolizing where the nuke is coming from IF you want you don't even need X-tra editor to get this to work just a bonus if you feel like adding it. Set a set switch to random after your time duration. Randomization to All locations will sadly drop more then one nuke its not preventable if you want to keep it random on the other hand seance its random no nukes may go off at all which is unlikely but possible. so at random it can launch 1 nuke 50 nukes 12 nukes you name the number it can happen even 0 nukes each time your counter resets and it will go again and again. Seance this has no computer controlled ghost you will need to go back to your sound files you were using.
I will work on a mock up on this map for 8 human players on the map you posted. I will start as soon as I get this post posted for I have yet to present valid beta maps at your request I have the time now so I may as well do it up.
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2percent
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Post subject: Re: Map Developers Posted: Thu Feb 05, 2009 11:14 pm |
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Joined: Mon Feb 02, 2009 3:58 am Cash on hand: 0.00 
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Favorite Race: protoss
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yea man 45 nukes was one of the most insane STC games I have yet to play, not everyday you spend almost 3 hours on defense, took a LOT of work to tear the comp down once JRAD (jake) and Sp1ck died (or disconnected in his case) but the backstabbing at the end was the craziest part, if you watch the replay, i mind control his lurker and it ends up saving my main base, by the time the crystal was on the way back orange (comp) was eating its way into my base from the top left corner, so it was a Do or Die kinda moment, i would definatly try to get that level of challenge again, but can never get a full house, hope more people can try to make it Sunday =D all humans is a brand new twist on an insane map 
_________________ Too bad Mind Control can't work on the players themselves, might make some games more intresting... "look i made you nuke yourself, too bad so sad, GO BOOM" "maybe next time you won't stand so close to my mineral gatherers"
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aerowolf
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Post subject: Re: Map Developers Posted: Fri Feb 06, 2009 12:43 pm |
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Joined: Fri Jan 30, 2009 1:54 pm Cash on hand: 0.00 
Posts: 40 Location: USA
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Banshee, about the nuke map, I've fixed the random location and the second ghost bugs. The problem with the random location was actually something I set up so I could test it easier. Much easier to see if the nuking script worked at one location than have to find them. And the double-ghost things was actually a bug because I didn't include a wait command on the randomizing of locations...so it kept doing it until the countdown timer reset. I have fixed that already. Needless to say, that is not the latest version. I'm still checking to see if there are any locations that the ghost can't appear on the latest version. Then I will release that version. Modify unit hit points? *shudder* I was hoping not to have to do that. I knew the option was there, and I'm willing to do it. I had two main problems with that, however, and that's why I didn't go that route right off the bat. 1.) How do you create the animation of the nuke exploding? Since it isn't a real nuke, and I'm a newbie at the advance editors, I have no idea how to do that... Another part of this is: Is there a way to animate the little red dot as well? As fun as no warning would be, the dot would be more fun to play with people's minds as well (and give them the chance to move!). 2.) How do you simulate the splash damage of the nuke? Like how its effectiveness goes down as you get further away from ground zero? That is a LOT of location editing at the least, and I don't think you can say "do manage in this location but void trigger if inside this location's radius." Does that make sense? What I mean is, you have one location inside of another. Can you set it up so it damages different levels inside the one location, but outside the smaller? I suppose you could use stacked damage inside locations for that...I just don't know how well it would work... The problem is that this needs to be done extremely accurately, otherwise it's not very believable. The closer it is to the actual game nuke, the better it will be. What can I say? I'm a perfectionist  As for the sound...I'm lazy and haven't taken it out yet as I don't know which route I will go. Besides, it's useful for testing as it gives me time to look for the ghost and make sure it's working properly. Oh, one thing I did notice is that the ghost is reluctant to nuke if there are no units or buildings around. There were times where the ghost would just sit around waiting and nothing would happen. That's not too big of a deal, just annoying. Once I get this done, I'm going to save these freaking triggers so I don't lose them!
_________________ PM me if you want my MSN or Yahoo contact info.
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thedarkbanshee
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Post subject: Re: Map Developers Posted: Fri Feb 06, 2009 1:54 pm |
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Joined: Mon Jan 19, 2009 3:53 am Cash on hand: 0.00 
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ok I had a talk with dark_fairytales and we were discussing fixing up the 6 player game you had in mind to truly make it random. I told fairy it wouldn't take more then 15 mints to get everything all done up. Then I ran into problem after problem. My editor was not saving the removal of many of your triggers. Then it would save mew ones but only specific ones. Then it had the issue of not being able to save anything it was as if your map was corrupt. I used a old version of starcraft editor from the original games previous updates it helped but when I played the game to test it it was not working as planned. When I did replay it was was playing back properly as game was played out in real time. I went threw your triggers and found one called AI NUKE HERE script. I never seen that before I was thinking you were using INSANE AI script. I been threw the editor options as well as the editors help (explanation of triggers) i saw no such trigger or anything to edit the AI script name. You say you use all stock stuff. Do you know something I don't?
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aerowolf
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Post subject: Re: Map Developers Posted: Fri Feb 06, 2009 3:37 pm |
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Joined: Fri Jan 30, 2009 1:54 pm Cash on hand: 0.00 
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Banshee, I said I used all stock stuff except in this nuke map. I used scmdraft to get access to the "ai nuke here" script. But, that and the broodwar terran town B whatever script were the only non-stock things I used. The town b script is a script that causes the AI to just build nukes and nuke people. There's a town a that does the nuke building instantly, but it has bugs because it creates ghosts on its own...something I don't want. My staredit works just fine with the map...let me get the latest version uploaded for your perusal. You should find it much better. This one actually has the random switches fixed (using binary for which location) and SHOULD have all the locations working without unplaceable ghosts. It still has the extra sound, but I fixed the extra ghost problem as well. The one I uploaded also has an error in the victory/defeat triggers that has since been fixed also. EDIT: NEW version of the ground wars with nukes map.... http://files.filefront.com/13223607
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Capitalist
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Post subject: Re: Map Developers Posted: Fri Feb 06, 2009 4:11 pm |
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Joined: Thu Sep 13, 2007 3:25 pm Cash on hand: 0.00 
Posts: 302 Highscores: 2
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aerowolf
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Post subject: Re: Map Developers Posted: Fri Feb 06, 2009 4:22 pm |
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Joined: Fri Jan 30, 2009 1:54 pm Cash on hand: 0.00 
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You're welcome, Capitalist. Be sure to tell me what I can do to improve. That's what this is for, right? I know I should fix the wait times before executing the nuke here, but I've been too lazy so far (I don't want to do that 64 times!).
_________________ PM me if you want my MSN or Yahoo contact info.
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thedarkbanshee
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Post subject: Re: Map Developers Posted: Sat Feb 07, 2009 7:13 pm |
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Joined: Mon Jan 19, 2009 3:53 am Cash on hand: 0.00 
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I'm in channel AFG if you like to join me ill be there I may not be surfing the web but ill check back from time to time
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aerowolf
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Post subject: Re: Map Developers Posted: Tue Feb 10, 2009 9:35 am |
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Just a quick update, I've been looking for a map I made awhile back, but can't find it. It's too bad, too, because that was the map I figured out the Capture the Flag triggers that they use on battlenet. I'll keep looking, but it doesn't look promising.
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thedarkbanshee
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Post subject: Re: Map Developers Posted: Sun Mar 01, 2009 7:28 am |
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Joined: Mon Jan 19, 2009 3:53 am Cash on hand: 0.00 
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Thought I would let people know 45 nuke video is half way complete and I got a 7 min killer teaser with 6 nuke's plus tons of carnage and yes this is footage that will be in the full version and yes this is new content that is not in the previous video. This portion of the vid shows just how close my self and 2% were to losing Click here to see VideoENJOY!
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Capitalist
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Post subject: Re: Map Developers Posted: Fri Mar 20, 2009 5:49 pm |
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Joined: Thu Sep 13, 2007 3:25 pm Cash on hand: 0.00 
Posts: 302 Highscores: 2
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Has anyone played desert strike? its pretty addicting
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thedarkbanshee
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Post subject: Re: Map Developers Posted: Fri Mar 20, 2009 11:04 pm |
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Joined: Mon Jan 19, 2009 3:53 am Cash on hand: 0.00 
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I have seen it I can't recall if I ever played it I will look into it again.
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thedarkbanshee
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Post subject: Re: Map Developers Posted: Wed Apr 08, 2009 5:00 pm |
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Joined: Mon Jan 19, 2009 3:53 am Cash on hand: 0.00 
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Still looking for 9 more players to join tournaments. http://www.afg.furion-gaming.com/Were going to use 1 of the maps I posted here and it will be decided on by vote not a single player from this site has join the tournament. Seems few were interested when I typed it out in the fact it was going to happen and now I got things going I have accumulated several but just not from here its kinda odd to me. Anyway the link is above if your interested its there.
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Artanis186
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Post subject: Re: Map Developers Posted: Tue Oct 20, 2009 7:21 am |
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Joined: Fri May 15, 2009 7:51 pm Cash on hand: 0.00 
Posts: 37 Highscores: 4
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Wow, darkbanshee and aerowolf. It's one thing to share your maps, but you're just post-whoring now.
USE THE EDIT BUTTON plz.
I'm also a map maker. I started a project on my own a long time ago, but it pretty much vanished. It was gonna be a HUGE RPG. I haven't really made any memorable maps though. All the maps I used to make before, I was too young, too impatient, and too lacking the internet to make them public or documented.
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wasakakaa
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Post subject: Re: Map Developers Posted: Mon Mar 15, 2010 5:10 pm |
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Joined: Sun Mar 14, 2010 3:23 pm Cash on hand: 0.00 
Posts: 251
Gender: Male
Favorite Race: Zerg
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I'll try some of these out.
_________________ Terrible, terrible damage.
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