Staredit Network > Forums > SC1 Map Production > Topic: Teenage Mutant Ninja Turtles
Teenage Mutant Ninja Turtles
Jan 26 2008, 7:33 am
By: Neptune  

Mar 2 2008, 3:09 pm Neptune Post #21



Quote from Zergblender
Just call me when you need a city terrain.
btw, I loved your DooM II map.
and RE: one and SoD. you probably made alot more.

No srsly, can I do city terrains? (no offence, but I've seen your blends in SoD..)


There was nothing wrong with the blends on SoD.. But I cannot do a city on jungle... so if you want i'll let you do it and get credit for it, however try to make it in the same style as the level 1 was.

Problem is I think they took down the TMNT demo from here...



None.

Mar 10 2008, 11:27 pm Zergblender Post #22



Quote from Neptune
Quote from Zergblender
Just call me when you need a city terrain.
btw, I loved your DooM II map.
and RE: one and SoD. you probably made alot more.

No srsly, can I do city terrains? (no offence, but I've seen your blends in SoD..)


There was nothing wrong with the blends on SoD.. But I cannot do a city on jungle... so if you want i'll let you do it and get credit for it, however try to make it in the same style as the level 1 was.

Problem is I think they took down the TMNT demo from here...
TMNT in jungle? I thought you were going to use badlands, for a good old city. I played the demo on xbox and terrain like that shouldn't be too hard.
just some streets for the main road and all smaller streets that don't hold any pizza or other powerup blocked with dumpsters. and later levels more complex.
But I'll pass this time because jungle requires more of my attention if I want it to look good.



None.

Mar 10 2008, 11:27 pm Zergblender Post #23



stupid internet made me double post . . .
Btw, in SoD there was nothing wrong with it,
but it very repetative and you kept using the same tile all over again



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Mar 11 2008, 6:20 pm FooFighters Post #24



i like the SoĐ Repeated terrain, it made me think of the game more then the terrain he used



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Mar 12 2008, 12:50 am Ryan Post #25



I think about 7% of StarCraft's populations pay attention to the terrain. Most people just don't care about terrain, and personally neither do I. I like games that play well, it can look shmancy fancy, that's all good and well. But if the gameplay sucks, I couldn't care less for the map. It's like all the bullshit about video game graphics, I don't care about graphics, I think Metal Slug is a great game.



None.

Mar 12 2008, 7:57 pm -BW-Map_God Post #26



This sounds like a fun map concept, I remember the show from when I was younger as well--its always fun to take old ideas/shows and then base maps off them. Sounds good from the map overview stuff. I agree that you should watch out for typos--they are the easiest bugs in a map to fix and if you leave a lot of them it looks unprofessional and appears that you can't spell giving people the chance to jibe that this map sucks or whatever because a five year old made it look at the spelling type of stuff. Especially typos in mission briefings are I believe inexcusable, as for typos being too hard to find...its not hard to organize your triggers and keep the text ones together so you can quickly edit/fix typing mistakes. Just a thought, anyway good luck!

Oh yea, and terrain is important, even the 75% of starcraft players that don't notice it still notice when it is really crappy looking. Cleaning up terrain is tedious but does a lot for your maps appearance and is always worth the effort. Especially if you have buildings/installations when the wall stuff doesn't match up it looks pretty bad.



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Apr 19 2008, 2:34 am Neptune Post #27



I've been working on this map once again, added some new features, did some touch-ups, and patched a few bugs. Now I need to work on XP system, storyline and more levels!



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Apr 19 2008, 5:40 am rockz Post #28

ᴄʜᴇᴇsᴇ ɪᴛ!

Skill: Shell Shield- Absorbs 250 damage done to you.
>Defense matrix
Skill: Concentrated Strike- A single, but deadly 300 damage attack.
>Some air unit with 300 damage?
Skill: Frenzy- Increases Leonardo’s attack speed x6 for a short period of time.
>5 stacked invincible lings underneath?
Skill: Staff of Defense- You will become immune to damage for a very short period of time.
>invincibility
Skill: Turtle Net- Casts a web on a nearby foe, and disables him from attacking.
>Disruption web
This will also stop YOU from attacking, otherwise, I suppose you just give that unit to a computer who is allied?
Skill: Dash- A charge attack that ends with a crushing blow.
>no idea
Skill: Cloak of Shadows- Vanish from the naked eye.
>cloaked ling
Skill: Fury- Pierces through multiple enemies in a mad attack.
>Lurker, or some other splash damage?
Skill: Stun- Stuns up to multiple enemies for a few seconds.
>Give units to allied computer
Skill: Ninja Smoke- Leave your enemies blinded in a cast of smoke.
>Dark Swarm
Skill: Art of Defense- Reduces the chance of being hit by 33% for a short duration.
>no idea, other than VHP
Skill: California Roll: A devastating close range spin attack that will leave nothing standing.
>kill everything in a radius/square
Skill: Meditation- This skill can be turned on at the cost of 20 energy, and will constantly drain your energy as you slowly heal. All players have this skill.
>VHP or EUDs. I'd love to see EUDs implemented, though.

Do you think you could fill in what I didn't guess, or didn't guess correctly? I'm intrigued as to how you will be putting this stuff in.

Also, for activating these, do you think you will be using a barracks/gateway, or some other selection system? You might want to use inverted locations, since that allows you to name things, and it's just a hotkey + rightclick away, rather than a hotkey + m/f/g/c away.

I wish you luck.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 19 2008, 2:45 pm FooFighters Post #29



I think he could use EUDs on Single player mode, and stop Cheaters, too, and you could just disable the EUDs on Multiplayer mode :D, i had that idea for an RE map, but idk how to do it



None.

Apr 26 2008, 1:42 am Neptune Post #30



Quote from rockz
Skill: Shell Shield- Absorbs 250 damage done to you.
>Defense matrix -Correct
Skill: Concentrated Strike- A single, but deadly 300 damage attack.
>Some air unit with 300 damage? -Archon w/ lock on attack
Skill: Frenzy- Increases Leonardo’s attack speed x6 for a short period of time.
>5 stacked invincible lings underneath? -Correct
Skill: Staff of Defense- You will become immune to damage for a very short period of time.
>invincibility -Correct (with a very nice effect)
Skill: Turtle Net- Casts a web on a nearby foe, and disables him from attacking.
>Disruption web Correct (auto locks on to nearby enemies)
This will also stop YOU from attacking, otherwise, I suppose you just give that unit to a computer who is allied?
Skill: Dash- A charge attack that ends with a crushing blow.
>no idea -A protoss scarab will appear and your unit will be stuck to the scarab as it flies around until it hits an enemy.
Skill: Cloak of Shadows- Vanish from the naked eye.
>cloaked ling -Correct
Skill: Fury- Pierces through multiple enemies in a mad attack.
>Lurker, or some other splash damage? Correct (A stream of lurkers)
Skill: Stun- Stuns up to multiple enemies for a few seconds.
>Give units to allied computer -mael strom
Skill: Ninja Smoke- Leave your enemies blinded in a cast of smoke.
>Dark Swarm -Correct
Skill: Art of Defense- Reduces the chance of being hit by 33% for a short duration.
>no idea, other than VHP -enemy units will be allied/unallied for a short period time preserved with hyper, cuasing them to MISS!
Skill: California Roll: A devastating close range spin attack that will leave nothing standing.
>kill everything in a radius/square -Spider Mine damage, with a very nice effect.
Skill: Meditation- This skill can be turned on at the cost of 20 energy, and will constantly drain your energy as you slowly heal. All players have this skill.
>VHP or EUDs. I'd love to see EUDs implemented, though. -Causes your unit to blink as he slowly moves to a location with a medic, back and forth.

Do you think you could fill in what I didn't guess, or didn't guess correctly? I'm intrigued as to how you will be putting this stuff in.

Also, for activating these, do you think you will be using a barracks/gateway, or some other selection system? You might want to use inverted locations, since that allows you to name things, and it's just a hotkey + rightclick away, rather than a hotkey + m/f/g/c away. -A Dropship. You unload the unit (skill) to select which skill you are prepared to use, then you RIGHT click with dropship in hand and it will cast the skill you have selected. I have made the locations 0x0 on the drop ship to give fast reaction to skill casting.

I wish you luck.
-Thank You!

Post has been edited 1 time(s), last time on Apr 26 2008, 1:48 am by Neptune.



None.

Apr 27 2008, 5:57 pm rockz Post #31

ᴄʜᴇᴇsᴇ ɪᴛ!

If you use inverted locations for the dropship detection, you get nearly instant results. There's a few threads in UMS Help and the ideas section that show how to do this.

Looks good otherwise, I wish you luck.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

May 2 2008, 12:13 am Neptune Post #32



Quote from rockz
If you use inverted locations for the dropship detection, you get nearly instant results. There's a few threads in UMS Help and the ideas section that show how to do this.

Looks good otherwise, I wish you luck.

Ahhh, I have that.



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