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A map being made.. and problems.

Blogs > konadora
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konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 13 2009 13:14 GMT
#1
I've been trying to make a melee map, with adding a few different concepts together.

It naturally involved a lot of neutral buildings, and currently it looks like this:

[image loading]


However, once you play the game, the neutral buildings all completely disappear. I used StarEdit and Starforge to make the map.

Any idea why it keeps disappearing? I've tried all solutions I could think of.

http://www.mediafire.com/?304tdxttwmt - Link to map

*
POGGERS
Loptimist
Profile Blog Joined March 2009
106 Posts
May 13 2009 13:20 GMT
#2
I was a mapmaker like 6-7 years ago so I might be wrong...but I do remember that problem which happened to me.

I think the solution is to set the Neutral buildings and stuff to Player 12.
I'm not so sure..
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 13 2009 13:22 GMT
#3
Haha same, I haven't touched on map-making for a long time.

I already did set the ownership the Player 12, but still can't fix it. It's like, all the neutral buildings just disappeared.
POGGERS
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
May 13 2009 13:38 GMT
#4
maybe the map is too zerg-favored because a zerg could make many sunkens in the middle preventing the opponent (mainly protoss) to attack.

i have no clue about the natural buildings
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 13 2009 13:57 GMT
#5
The center high ground doesn't have any creep, there's just some problem with the image map making thing

But seriously, previously I could put neutral buildings all I want, but now I can't T________T
POGGERS
Saracen
Profile Blog Joined December 2007
United States5139 Posts
May 13 2009 14:04 GMT
#6
i'm pretty sure it's because those neutral buildings are doodads on KESPA maps
RubiksCube
Profile Blog Joined March 2009
Germany259 Posts
Last Edited: 2009-05-13 14:07:37
May 13 2009 14:04 GMT
#7
It has been years since I last made a map, but if the buildings are supposed to be neutral you need to place unit sprites, player buildings can only exist in UMS games (if you run your map on UMS you'll see your neutral buildings if that's enough for you.

I dunno for Starforge, but for SCM you can find them under Sprites -> Unit Sprites, you may have mixed that up with Sprites -> Units
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 13 2009 14:07 GMT
#8
I'll try running it on UMS

However, it's not a 'player building', more of a 'player 12 (neutral) building'. Does it matter?
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 13 2009 14:09 GMT
#9
Okay so I converted it to a UMS map, and it works. I need to change all the sprites now?
POGGERS
RubiksCube
Profile Blog Joined March 2009
Germany259 Posts
May 13 2009 14:11 GMT
#10
Oh. That may indeed cause a problem because Player 12 does not have a star location if I remember correctly.

Once again, I can't help you with StarForge, but under SCM you can place Unit Sprites for Player 1 and they'll go to player 12 automatically at the start of the game. If you place them for Player 12 in the first place they disappear, because the player does not have a starting location and melee does essentially only place a start building and 4 workers for every starting location once started.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
May 13 2009 14:11 GMT
#11
On May 13 2009 23:09 konadora wrote:
Okay so I converted it to a UMS map, and it works. I need to change all the sprites now?

yes

it doesn't matter whether it's a UMS map or not if your units are sprites
what he was saying is that player12 units only show up on the UMS setting
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 13 2009 14:22 GMT
#12
Aah, no wonder I put the sprites but they didn't appear because they were under Player 12 >__> I'll try again
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
Last Edited: 2009-05-13 14:56:31
May 13 2009 14:27 GMT
#13
Okay.. so I converted all to maps, but now, they are showing on map, except they are - unclickable, no hp, etc. Basically just canvas >__>

Okay I think it's because I used 'Pure Sprites' instead of 'Unit Sprites', will try again >.<

Okay it now works, I'm trying to get the assimilators at 3 and 9 to work (when destroyed, traps units like Troy)

I'll reupdate the OP and tell me if the map seems balanced, and any suggestions.

Nvm I'll repost this in the BW section, thanks for help guys!
POGGERS
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
May 13 2009 15:23 GMT
#14
I wanna play this asap!!

Cross pos looks sooo fun
Lim Yo Hwan forever!
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
May 13 2009 15:39 GMT
#15
ZvT looks impossible because it resembles R-Point where you're basically forced to 3 hatch. The creep between mains gives me an idea, though. Maybe you can sunken up there instead of your nat lol
Ars longa, vita brevis, principia aeturna.
KnightOfNi
Profile Joined December 2007
United States1508 Posts
May 13 2009 15:50 GMT
#16
Use SCMDraft.
RIP eSTRO :(
Vex
Profile Blog Joined January 2009
Ireland454 Posts
May 13 2009 15:50 GMT
#17
looks like a no rush 20 game :D
"Bonjwa" is the most retarded word ever. Wtf does it even sound like.
Trozz
Profile Blog Joined November 2008
Canada3456 Posts
May 13 2009 15:59 GMT
#18
Pretty cool map, Kon.
Looking for some map testers?
I'll play you on it.
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 13 2009 16:02 GMT
#19
http://www.teamliquid.net/forum/viewmessage.php?topic_id=93242

I re-posted here haha, thanks guys <3
POGGERS
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
May 13 2009 17:14 GMT
#20
I bet that the differential pathing distance (cross positions vs top bottom vs left right) make this map tough to balance positionally. Good luck though.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Chef
Profile Blog Joined August 2005
10810 Posts
May 13 2009 17:23 GMT
#21
I'll post this in your blog instead of your main topic...

Please don't use giant files for your picture... I don't like waiting 2 minutes for the picture just to load Standard is 768 by 768 png or jpeg files for map pictures.
LEGEND!! LEGEND!!
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
May 13 2009 17:31 GMT
#22
Lol I love the looks of this map.
Hi.
Ronald_McD
Profile Blog Joined November 2008
Canada807 Posts
May 13 2009 19:23 GMT
#23
You need to put unit 'sprites' of the buildings, for them to exist in non-UMS
FUCKING GAY LAGS
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
May 13 2009 19:36 GMT
#24
On May 14 2009 02:23 Chef wrote:
I'll post this in your blog instead of your main topic...

Please don't use giant files for your picture... I don't like waiting 2 minutes for the picture just to load Standard is 768 by 768 png or jpeg files for map pictures.

Bad. Giant pictures look wonderful. I can't see the details of the map at 768*768.

This map has severe positional imbalance. In the case of zvt, top vs bottom would mean that terran can't attack the zerg until late into the game. But bottom vs bottom means that zerg would have no good place to put sunken, there's also going to be 2 entrances to the base. If zerg goes 9 pool and terran is in the close position, the zerglings would own terran because you can't block that ramp.
Oracle comes in, Scvs go down, never a miscommunication.
Ronald_McD
Profile Blog Joined November 2008
Canada807 Posts
May 13 2009 19:49 GMT
#25
http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=20

Here's a tutorial on how to put properly put neutral buildings on your map
FUCKING GAY LAGS
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