Hmm after testing all four heros, I must sya that you've done a great job with all of them!
I was thinking that maybe you could allow the Soul Shield charges to slightly increase the damage of the hero's spells with each additional shield, but consuming them after another spell (not equal to...
The map is being released for free, I don't do this for money, I just know there some who will.
You haven't read the contrasts either. There is a reason why the map is a "REMAKE" because it is supposed to have a great deal of similarity to the original. Also that not "what he said", he...
Hello,
Footmen vs Grunts v7.0 is ready for Beta testing! As the map size exceeds the 2MB limit on this forum you will need to download it from here:
http://www.epicwar.com/maps/141808/
in order to receive a copy of the map for Beta Testing. This map will soon be recreated using the Starcraft...
You obviously didn't realize how units were vastly improved, thus making heros less powerful. In fact this version of the map emphasizes units over heros. One of the things I didn't like about Footmen vs Grunts was my units getting stomped by heros. As you have not noticed this fact, would it be...
Hello,
My name is Edward Solomon, I will be re-making Footmen vs Grunts. I already have a fully functioning copy of the map made in the Warcraft 3 map editor, it can be found here. If you are familiar with Footmen vs Grunts you will see many similarities, as well many contrasts from the...
Here is an array of integers:
Array1 = {17, 4, -8, 0, 44, -1, 6}, cardinality = 7,
I want to order these from least to greatest into a new array of of the same cardinality, so:
Array2[1] = -8
Array2[2] = -1
Array2[3] = 0
Array2[4] = 4
Array2[5] = 6
Array2[6] = 17
Array2[7] = 44
I would...
I created a fix that does the same thing as the trigger, but it requires four triggers.
Blade Pool 1
Events
Destructible - Lever 2699 <gen> dies
Conditions
Actions
Set BladeAngleZ = 0.00
Destructible - Remove (Random destructible in Blade Pool <gen>)...
Hello, I am trying to create a trigger that rotates units around a fixed point very rapidly before they meet a horrible death!
The problem is that I cannot animate this trigger to be smooth enough. Each mini-rotation should be 0.02 seconds apart so that the human eye cannot see each...
I've discovered through testing that the first trigger only works if the Projectile Arc = 0 radians.
In order to get the length of the path of the arc you'll need to use second-year calculus, as the path of the arc is simulated by gravity at 9.8m/s^2. I will keep this thread open in my...