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SC:BW -> SCII Map Ports - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 22 23 24 Next All
Kinky
Profile Blog Joined September 2008
United States4126 Posts
April 29 2010 03:44 GMT
#41
I LOVE YOU, THANKS FOR MAKING MATCH POINT <3
Though I wonder, if that's a bit too many watch towers.
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-29 03:57:23
April 29 2010 03:44 GMT
#42
Thanks everyone.

Prototype: the editor features copy/paste and rotation/flipping of anything (terrain, doodads, units, etc.) So in effect there are the tools for creating perfect symmetry however they are kind of limited right now (there is no preview of terrain when pasting, so one must use reference points like map corners for mirroring.)

I wonder if there are too many watch towers? Which would you remove? Would you reposition any? Curious on anyone's opinions here.
(╬ ಠ益ಠ)
t3tsubo
Profile Blog Joined April 2009
Canada682 Posts
April 29 2010 03:45 GMT
#43
fuck why has python not been made yet and don't gimme that shit about python basically being LT.
haitike
Profile Joined June 2009
Spain2737 Posts
April 29 2010 03:54 GMT
#44
On April 29 2010 12:45 t3tsubo wrote:
fuck why has python not been made yet and don't gimme that shit about python basically being LT.


Because people is tired of python, so many games in it in sc1. Other maps are more interesting for ramaking.
prototype.
Profile Blog Joined July 2009
Canada4215 Posts
April 29 2010 03:55 GMT
#45
On April 29 2010 12:44 dyren wrote:
Prototype: the editor features copy/paste and rotation/flipping of anything (terrain, doodads, units, etc.) So in effect there are the tools for creating perfect symmetry however they are kind of limited right now (there is no preview of terrain when pasting, so one must use reference points like map corners for mirroring.)

lol, I finally figured out how to do that.

I had no idea I was actually selecting the terrain until I saw the green box in the preview. So I thought there was no way of copying the modified terrain, lol...
( ・´ー・`)
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
April 29 2010 03:56 GMT
#46
Where is Monty Hallllll

Athena would be nice too imo, but I seem to be the only person who ever loved that map
Peaked at C- on ICCUP and proud of it! @Sunyveil
theqat
Profile Blog Joined March 2008
United States2856 Posts
April 29 2010 03:57 GMT
#47
Python was already made, actually. I think it was posted on this forum. Not sure what thread though
mOnion
Profile Blog Joined August 2009
United States5657 Posts
Last Edited: 2010-04-29 03:59:11
April 29 2010 03:58 GMT
#48
http://www.teamliquid.net/blogs/viewblog.php?topic_id=121108

Python

not my work btw, just linkin the blog
[image loading]

☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Kinky
Profile Blog Joined September 2008
United States4126 Posts
April 29 2010 04:04 GMT
#49
On April 29 2010 12:44 dyren wrote:
I wonder if there are too many watch towers? Which would you remove? Would you reposition any? Curious on anyone's opinions here.

The first ones i noticed were the ones by the natural, and I thought those were great. I felt like the one at the third was a bit excessive, since its vision should overlap with the one at the nat and the one other one closer to the gold.

Do the gold watchtowers (the ones closer to the high yield) have vision of the gold expo? I think you should try experimenting with their positions, for example, moving them to the opposite side of the platform that they're on. What I mean is the bottom one shifting to the bottomright and the top one shifting to the topleft.
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-29 04:11:43
April 29 2010 04:10 GMT
#50
Kinky, thanks for the suggestions! I'm going to play with it. Right now there's a deadzone in the center as well as along the top and bottom (via air) and a tiny narrow gap along the left and right edges. There is some decent overlap from the towers. I like them where they are from a conceptual gameplay standpoint. It's a key territory for either player to grab and hold at any point in the game and the watch tower emphasizes this.

Added Python by HeyitsClay
(╬ ಠ益ಠ)
Craton
Profile Blog Joined December 2009
United States17294 Posts
Last Edited: 2010-04-29 04:44:43
April 29 2010 04:27 GMT
#51
I can save you all some time.

File > Convert Legacy Map > Select file and press OK.

Something in the terrain smoothing process screws things up (elevations become distorted) and often you will see black instead of terrain. For the second problem, you can simply map > map textures, then select the tileset and appropriate textures for each. Press OK to convert.

Now you have the exact placement of the SC or BW map as far as mineral and gas placement goes. You will have to still manually do all terrain and add a second gesyer to bases. To that end, you can simply use the smooth tool to level the whole map. (Height > Uniform). Should save you all time and hopefully improve conversion accuracy a bit.

This doesn't always work like you want it to.

Whenever the editor is fully fixed, I suspect you'll be able to port maps at the click of a button. Granted, you'll still have to fix some exploitable areas and add geysers.
twitch.tv/cratonz
BlackHat
Profile Joined April 2010
United States264 Posts
April 29 2010 04:30 GMT
#52
Is anyone working on Tornado? I always thought that map was really cool.
Borsalino for life.
dyren
Profile Joined December 2009
United States260 Posts
April 29 2010 04:32 GMT
#53
Craton, thank you for posting up that info. However I think most people using the editor have figured those few things out already. Also the mineral gas placement from sc1 is different and many times a cc/hatch/nexus won't fit in between the minerals and geyser so most of the time mineral lines have to be completely redone. Textures are OK. At most they are very basic but they do easily give the general impression. Detailed texturing is a must with the new graphics engine.. everything is much higher resolution and the details, or lack there-of, really are noticeable.
(╬ ಠ益ಠ)
Moony
Profile Joined April 2010
United States533 Posts
April 29 2010 04:33 GMT
#54
nice work
facebook.com/macromicrogaming
Dizmaul
Profile Joined March 2010
United States831 Posts
April 29 2010 04:40 GMT
#55
here is my medusa

[image loading]
It is what it is
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
April 29 2010 04:43 GMT
#56
On April 29 2010 13:40 Dizmaul wrote:
here is my medusa

[image loading]

I'm trying to think of how crazy the game is going to be if everyone gets a free gold, lol.
GANDHISAUCE
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 29 2010 04:44 GMT
#57
hey map editors

is it possible to get an expansion with more than 6 gold patches?
that way they're beneficial for races other than terran? like protoss, or even zerg!

im really not understanding the "must be 6 patches" thingy
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Blinn
Profile Blog Joined March 2009
United Kingdom68 Posts
April 29 2010 04:46 GMT
#58
On April 29 2010 13:27 Craton wrote:
I can save you all some time.

File > Convert Legacy Map > Select file and press OK.



Yeah this is how I did Chupung, though I spent another like 5 hours doing textures and doodads so... it didn't save me that much time :p

Also thanks for doing my pictures for me, sorry about that, here's some more if you wanna use them instead

[image loading]
3 4 5 6
2 Fav Things? Team Melee & Bjornebryggs!
Craton
Profile Blog Joined December 2009
United States17294 Posts
Last Edited: 2010-04-29 04:50:05
April 29 2010 04:49 GMT
#59
There's a few things I want to try/see, like forcing a choice between a gasless gold and a 4 gas with a only a handful of blues. For something less extreme, just the use of 1-gas expos instead of the traditional 2.

Craton, thank you for posting up that info. However I think most people using the editor have figured those few things out already. Also the mineral gas placement from sc1 is different and many times a cc/hatch/nexus won't fit in between the minerals and geyser so most of the time mineral lines have to be completely redone. Textures are OK. At most they are very basic but they do easily give the general impression. Detailed texturing is a must with the new graphics engine.. everything is much higher resolution and the details, or lack there-of, really are noticeable.


The people who have already worked for a decent time on making maps might, but I've no doubt there are many map makers to be that haven't looked at the thing yet. Minor editing of gas/mineral placement is trivial; I'm not sure why that's even a concern. You have to do the landscaping no matter which method you use.
twitch.tv/cratonz
Ravloo
Profile Blog Joined March 2008
United States145 Posts
April 29 2010 04:52 GMT
#60
Anyone want to make Hunters & Big Game Hunters? Or will Blizzard bring these bad boys back hmmm.
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