SC:BW -> SCII Map Ports - Page 23
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Retgery
Canada1229 Posts
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FlopTurnReaver
Switzerland1980 Posts
On August 25 2010 03:12 Antares777 wrote: The Andromeda map has islands that have a mineral field blocking a CC from landing there. Only one problem though: CCs can unload SCVs in flight, so you have to put destructible rocks there instead of a mineral field. Or just stack 6 patches ond top of each other.. | ||
Yoshi Kirishima
United States10292 Posts
Please use this one http://i290.photobucket.com/albums/ll262/Yoshi_Kirishima/SC2-Python.jpg?t=1282773836 This is a much more updated version, though still not perfect. I probably won't work on it again anytime soon, but I'm not done with it yet either. Thanks in advance! (Note: Anyone a bit annoyed when someone steals your map? Especially those putting their name on it and not simply uploading it to "share"? Especially tido who puts (tido) in the title. I've seen this guy steal many many other ICCUP map ports too. And another guy who edited a previous version of my Python except he kept my name in there so thats totally fine ^_^) | ||
XenOsky
Chile2205 Posts
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MamiyaOtaru
United States1687 Posts
On August 26 2010 07:02 Yoshi Kirishima wrote: . And another guy who edited a previous version of my Python except he kept my name in there so thats totally fine ^_^) That would probably be me. (see previous page). Of course I wanted everyone to know it was your map, and that I had only made some changes to it. It would be terrible rude to pretend it was mine. I would have left your name in the Author field too, but it forces the name of the uploader ![]() ![]() | ||
MamiyaOtaru
United States1687 Posts
![]() It's not exactly the same. It has rotational symmetry all the way around, instead of being flattened out a little like the original. It was really hard to do that without making the middle high ground look like a certain forbidden symbol D: The main and natural are surrounded by F*** Reaper fences. Of course one could simply mark those areas as no pathing, but I think there should be some visual cue to show when a cliff is not passable. So, security fences. Like in the original, main -> natural is wallable with a single supply depot / pylon and the natural is wallable with one rax and two depots. | ||
k10forgotten
Brazil260 Posts
On August 31 2010 12:06 MamiyaOtaru wrote: Working on a Wuthering Heights remake. Still need to add some doodads and make sure mining is even everywhere. Not sure what I think about the double gas expansions.. having 4 geysers looks a little odd. Why don't you put two rich geysers? It may not be twice the gas/sec, but it is 1.5x gas/sec and it makes the map much cleaner. Just a thought. --- I'm doing a conversion of Paranoid Android. I tried to make the map square, but it didn't have the same size as the original's, if I count the area as bunker² (that's how many bunker I can put in the map). I chose bunker because, like most of the buildings, it is taller than BW's counterpart by one "unit", and because of this the map is taller (effective 98x140). There's a really small difference between the 1 o'clock main2nat and 2 o'clock main2nat distances. About 0.3s, when I put two probes to go to each natural from their respective main (already reducing the time between the actions). The distance between nat2third is almost the same. The difference in the times is even smaller. Also, I don't know if or where I should put the Xel'Naga Towers. The cliffs can be climbed by reapers, even though the map editor says that no unit can be placed in there. The bases with one gas only have rich geysers, not normal ones. So, I think it could be a nice try of using these. I don't know. ![]() I'm hosting it here: http://www.sc2mapster.com/maps/wcg-paranoid-android/. GLHF EDIT: typo. EDIT2: Map Name: Paranoid Android Author: k10forgotten Version: 1.2 D/L: http://www.sc2mapster.com/maps/wcg-paranoid-android/ | ||
SARgeant47
United States24 Posts
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Meta
United States6225 Posts
On August 09 2010 17:33 lindn wrote: that. i went like, shit this looks good. really reminds me off some bw map i dunno then i read this thread and went like :O Lmao this just happened to me. I've thought they should add Crossfire to the ladder map pool pretty much since release, and never realized it was Peaks of Baekdu. My mind is blown. | ||
dezi
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Germany1536 Posts
On September 07 2010 14:53 k10forgotten wrote: The cliffs can be climbed by reapers, even though the map editor says that no unit can be placed in there. Not placed but crossed. You've to add no pathing there with the respective layer ![]() | ||
k10forgotten
Brazil260 Posts
On September 07 2010 17:02 dezi wrote: Not placed but crossed. You've to add no pathing there with the respective layer ![]() I can't place them there, because the map editor doesn't allow me to do it... But I found a workaround, that is actually pretty simple: make the cliffs higher. Although some parts are not visible at all (thus, needing some doodad to block path to unseen locations), it does what I wanted it to do: make reapers not climb it. :D Thanks, anyway. ;] EDIT: OMG, I thought you were saying about doodads, but now it all makes sense. Thank you so much! :D :D :D | ||
k10forgotten
Brazil260 Posts
Now it has day/night cycle, Xel'Naga towers on both sides of the big bridge, and far more balanced mains. ![]() Map Name: Paranoid Android Author: k10forgotten Version: 2.0 D/L: http://www.sc2mapster.com/maps/wcg-paranoid-android/ | ||
FlopTurnReaver
Switzerland1980 Posts
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Grebliv
Iceland800 Posts
Original:+ Show Spoiler + ![]() Sc2 conversion: ![]() More pics/thread | ||
leviathan400
United Kingdom393 Posts
Anyone wanna make Enter the Dragon? Allways thought it was a great 1v1 map. Map info here: teamliquid.net/tlpd/korean/maps/45_Enter_the_Dragon Image: + Show Spoiler + ![]() | ||
k10forgotten
Brazil260 Posts
On September 10 2010 22:40 FlopTurnReaver wrote: Maybe a pic without the grid?^^ Sure! ^^ ![]() And here's the day cycle (I remade it): ![]() Top: Morning, Noon, Dawn; Bottom: Moonrise, Moonfall, Moonless end of the night. Click on the pictures to see them in full size. ![]() | ||
FlopTurnReaver
Switzerland1980 Posts
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mrd33ds
Djibouti30 Posts
On May 04 2010 08:02 Bane_ wrote: There's 3 quite nice ones linked over on the PlayXP site: (2) Ride of Valkyries (2) Drought (4) Turtle Rock EDIT - Hmm he has three other good ones I didn't notice before: (4) Ogre House (2) 달의노래 (4) Revenge All of them are downloadable from his blog page: http://blog.naver.com/exbird/ If you look at the second post there is a bit of text (첨부파일 (6)) and a small green arrow pointing down, click that and you get a link to all of the latest versions of his maps. Only one is an sc remake though as far as I'm aware, so you can kind of ignore the rest if you want. ![]() How do you dl these maps?? I cant read korean =( | ||
AntiLegend
Germany247 Posts
On July 16 2010 09:48 squishy_ichigo wrote: Map Name: Challenger Author: squishy_ichigo Version: 1.5 D/L: n/a ![]() i wonder if the geysirs at the starting locations are also suboptimally placed? btw, for comparison blizzard's original: + Show Spoiler + ![]() | ||
k10forgotten
Brazil260 Posts
On September 11 2010 09:41 FlopTurnReaver wrote: how do you do that with the cycle? oO MANY tries and, specially, errors. First of all you should know that in order to make the sun move, you need to create different light for differents times of the day. To do it, you should go to the Illumination window (Ctrl+Shift+F10) and select your favorite light (in my case, it was Shakuras, since it is the map's default. But you can choose a different one, just add an action in the initiation trigger that changes the default light). Now you can see a time attached to a light (00:00:00). It is the default light. You can add another one just right clicking on it and selecting the respective option. By that time you have two lights: both are attached to 00:00:00. But we don't want this. We want to make the light go one way to another. So you have to change the time of one of the lights. Change it to 12:00:00. This way we have two lights in different times... BUT they are the same! It's time to mess around with the parameters! Yey! \o/ You should mess mainly with the Global and Tone mapping (or something... I have the PTBR version, so I don't know what it is exactly in EN version). They change the way the objects refract or emit lights. I don't have a clue of what you want, so to do it the way you want, you should try many things. But know some basics (per tab, from top to bottom): [TAB 1] 1- The color on global will be the light color, so everything will have a tone of it. 2- Specular increases the area and intensity of the reflections. 3- Emissive increases the brightness of the lights created by objects on the map. [TAB 2] 4- Exposition increases the effect of the light on the whole map. 5- Limit of flourescence decreases the emission/refraction of light of some objects. 6- Ambient multiplier increases the amount of color the objects on the map (including the map itself) will recieve from the light color. 7- Difuse multiplier will increase the amount of light the objects will radiate. [TAB 3] 8- Gama will make the screen lighter or darker. 9- Luminosity will make the screen lighter or darker. 10- Contrast will make the screen lighter or darker. All in different ways. Try which one is best for your purpose.. Or better yet, which combination is best. ![]() [TAB 7] That's the main tab for you who want to make the sun move! You will see a big circle on it. But don't let it fool you. It's a sphere that controls the sun's position. If the dot is bright, it's because the sun is high, else the sun is down. (To change the color, you should drag it to out of the edges) The red thing is the camera, so it shows if position of the sun in relation with the camera. Now you should move it (drag 'n drop) and see what is best for your chosen time. To make the sun goes down and up, the best thing is to make it go to the bottom of the sphere (that means that you should make the dot dark and put it in the middle of the circle) and attach it to an hour that's in the middle of the night (or the moonless time) and create another light (to make the sunrise time) and put the light on your prefered east. Mess with the colors, luminosity, contrast, the last option of the third tab. Try, and try harder. I know you will find the best light for your map. Oh, btw to make the sun moves, you should create some actions to determine the length of the day, and to make the day cycle active! ;] Sorry about anything. I'm drunk and happy. I wish you all know how to do it the best way, but I can only guide you to the door. You shall pass it. (: | ||
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