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[Guide]Making StarCraft Maps - Page 3

Forum Index > BW General
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Prev 1 2 3 All
HaN-
Profile Blog Joined June 2009
France1920 Posts
June 06 2017 19:31 GMT
#41
What will the release of SCR mean for map making?
Calendaraka Foxhan
JungleTerrain
Profile Joined January 2012
Chile799 Posts
Last Edited: 2017-06-06 20:34:37
June 06 2017 20:26 GMT
#42
On June 07 2017 04:31 HaN- wrote:
What will the release of SCR mean for map making?


I don't remember where I heard this from but blizzard might just support SCMDraft as a "quasi-official" map editor. It is currently being revamped by Suicidal Insanity himself (who originally made the program in the early 2000s).

So far with the newest versions he has already added a TON of nice stuff that was not possible before, so if anything, map making will only get better from here on out.

Here is the thread where S.I. revealed his current SCMDraft Work in Progress builds: SCMDraft 0.9 Preview

It is currently the most powerful editor out there (that I know of). I was wondering if Koreans might use a different map editor though (I have no idea).

Also, there are things that have been discovered in map-making since the end of the KeSPA era, so there are concepts and maps that can be made now which could not have these features before.

Just a few that come off the top of my head:
-The Worker placement altering that Crystaldrag discovered.
-Cover or Vision blocking tiles
-Debugging ramps (or the ability to see height differences in maps)
-SCMDraft possibly having multiple axes of symmetry (so 7-player symmetry and the like will be possible).


Here is an unfortunate change though that could have been great to have:
-There is a unit that acts like a Creep Spawner, it has a certain ID, I forget which one. It allowed creep to be placed on a map without the need for creep producing buildings. However, since SCR is coming out, 1.18 fixed some things and this unit does not work anymore.

HOWEVER: Map making can only be furthered by PEOPLE that put the time in to make great maps. That is why I encourage everyone who is interested in mapmaking to check these communities out:

Staredit.net
For UMS mapmaking, mapmaking tools, mods, etc. VERY knowledgeable minds here.

Broodwarmaps.net
For Melee mapmaking. Freakling and I are among the more active posters but we have many people come through from time to time, including LatiAs (creator of ASL Demian and Camelot), Jukado (aka CardinallAllin), Crystaldrag (who is somewhat busy right now). Also this site has a rich history if you just look through the maps, news, and articles.
www.broodwarmaps.net
SirKibbleX
Profile Blog Joined October 2006
United States479 Posts
June 06 2017 20:39 GMT
#43
I just recently learned about Hyper Triggers - does anyone know if this is gonna be included as the default behavior for how things work going forward? It seems like it should be the way things work by default anyways, having to know about and use special triggers in order to make events happen as intended seems really backwards.
Praemonitus, Praemunitus.
JungleTerrain
Profile Joined January 2012
Chile799 Posts
Last Edited: 2017-06-06 20:53:18
June 06 2017 20:48 GMT
#44
On June 07 2017 05:39 SirKibbleX wrote:
I just recently learned about Hyper Triggers - does anyone know if this is gonna be included as the default behavior for how things work going forward? It seems like it should be the way things work by default anyways, having to know about and use special triggers in order to make events happen as intended seems really backwards.


Possibly setting triggers to run at ANY desired intervals/cycles instead of only having the options of once per every two seconds OR 11.9 times per second would be better. They would probably have to change something with the game engine for this to happen, not a map editor. I think it has to do with how the game checks for triggers. These wait commands that are issued by a hyper trigger merely force the game to check conditions at a much faster rate.

If you want to read more about them:
Hyper Triggers on SEN Wiki
www.broodwarmaps.net
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2017-06-06 21:42:15
June 06 2017 21:36 GMT
#45
BW Remastered will probably not change much about map making, except that the devs at Blizzard now know about these bugs and will hopefully fix the, (would be really terrible decision not to). So some Terrain types might become more viable for use in maps and less debugging will be used in general.-

However, the thing that is really huge is ScmDraft being updated again. With terrain flags overlays already available and if everything goes well, pathfinding analysis also being covered soon (and lot of other changes), we finally get the editor we actually need to allow us to actually control all the aspects on a map while keeping time-consuming in-game testing to a bare minimum. I expect the quality of the average map to increase steeply as a result, and top quality maps will probably also reach never before seen levels of sophistication.

We should really start a petition or something to get back creep spawners. It's a huge loss to melee map making
HaN-
Profile Blog Joined June 2009
France1920 Posts
June 06 2017 21:58 GMT
#46
Maybe you guys map makers should make a thread on the official forums to let them know your concerns, suggestions and so on.. Now is the good time to give them feedback.
Calendaraka Foxhan
abc5679
Profile Joined September 2017
2 Posts
September 01 2017 01:33 GMT
#47
how i limit the creep like this map
http://www.teamliquid.net/forum/bw-strategy/430983-advanced-split-practice-map
i need to limit the creep generate by a spore colony to minimun like a evolution chamber
DemonStrate
Profile Joined September 2017
1 Post
September 06 2017 18:54 GMT
#48
On June 14 2009 19:08 Grobyc wrote:

I've made a UMS map but when I play it StarCraft crashes when I do some things, why?
- Sometimes the map editor hates it when you set the unit/building build time to 0. When you try to build that unit the game crashes. To fix this just go back to the editor and set it as 1 instead.

*If anyone gets this kind of problem and ends up with another solution feel free to post it here and I'll included it.*


My map was crashing. For me, I changed the Hatchery max HP to 0. It seems that the game has no issues setting unit health max HP to 0, but building health... it causes it to crash. So, to fix it, I changed the max HP to 1 and it didn't crash anymore. I have build time set to 0, so that wasn't a problem.
SuperCyan
Profile Joined October 2017
Philippines67 Posts
Last Edited: 2017-12-17 19:31:10
December 17 2017 19:27 GMT
#49
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