Staredit Network > Forums > SC1 Map Production > Topic: World in Conflict - Beta Stage 1.2
World in Conflict - Beta Stage 1.2
Oct 5 2007, 5:28 pm
By: Cayden  

Oct 16 2007, 4:08 pm Cayden Post #21



I dont think those abilities will work :( lol. For the meantime, its the drawing board and another map I guess.



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Oct 16 2007, 8:12 pm Joshgt2 Post #22



I want to test this again but I can't find anyone in Battle.net that would want to play it. Is there any possible way to allow us, for the BETA testing really, be able to play one player just for testing reasons?



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Oct 17 2007, 1:36 am E-ffect Post #23



back to the drawing board eh gezzzzz :-_-:



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Oct 31 2007, 9:32 pm Joshgt2 Post #24



Is anything else happening to this or did this just get abandoned?



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Nov 1 2007, 1:31 pm Cayden Post #25



Pretty much abandoning it dude. The whole beacon concept was pretty much what I really looked forward to. Now I know it doesn't work, forget about it.



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Nov 1 2007, 5:26 pm Oyen Post #26



If your talking about using the COP function of beacons, you could instead try using the ability of nydus canals to build another nydus canal in any visible area with creep, and have your triggers respond to the newly created canal. However, this would require that players have actual vision of areas (doesnt work in fog) and would require you to have creep all over the place.
I haven't actually tried this map, so If I completely misinterpretted what you were saying about beacons, then ignore this.

Post has been edited 1 time(s), last time on Nov 2 2007, 12:57 am by Oyen.



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Nov 1 2007, 11:57 pm Joshgt2 Post #27



Quote from Cayden
Pretty much abandoning it dude. The whole beacon concept was pretty much what I really looked forward to. Now I know it doesn't work, forget about it.
There is always a way around things what don't work... I don't understand what you can't seem to work though. Maybe I could help you out if you don't mind...



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Nov 2 2007, 3:25 am Cayden Post #28



Quote from Joshgt
Quote from Cayden
Pretty much abandoning it dude. The whole beacon concept was pretty much what I really looked forward to. Now I know it doesn't work, forget about it.
There is always a way around things what don't work... I don't understand what you can't seem to work though. Maybe I could help you out if you don't mind...

Feel free to submit anything you can think of, I wish I could think of something then I would get back to this map.

Quote from Oyen
If your talking about using the COP function of beacons, you could instead try using the ability of nydus canals to build another nydus canal in any visible area with creep, and have your triggers respond to the newly created canal. However, this would require that players have actual vision of areas (doesnt work in fog) and would require you to have creep all over the place.
I haven't actually tried this map, so If I completely misinterpretted what you were saying about beacons, then ignore this.

Well thats a good concept but yeah as you said, it would require creep all over the place lol.



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Nov 2 2007, 5:30 am Joshgt2 Post #29



I'm going to look into this with a bunch of my friends and see what it is that we can come up for you. Just give it some time and this map will be back into production, :D



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Nov 23 2007, 7:17 am Rockillblood Post #30



i tried out the demo u posted here with my friend and we found a problem Civs can capture beacons and Civs are invinable (sorry my spelling is bad ^_^)



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Nov 23 2007, 7:33 am TristanOfVP Post #31



OMG that trailor kicked ass!



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