Though I wonder, if that's a bit too many watch towers.
SC:BW -> SCII Map Ports - Page 3
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Kinky
United States4126 Posts
Though I wonder, if that's a bit too many watch towers. | ||
dyren
United States260 Posts
![]() 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. | ||
t3tsubo
Canada682 Posts
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haitike
Spain2703 Posts
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.
Canada4189 Posts
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... | ||
Deleted User 31060
3788 Posts
![]() Athena would be nice too imo, but I seem to be the only person who ever loved that map | ||
theqat
United States2856 Posts
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mOnion
United States5651 Posts
Python not my work btw, just linkin the blog ![]() | ||
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Kinky
United States4126 Posts
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
United States260 Posts
Added Python by HeyitsClay | ||
Craton
United States17233 Posts
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. | ||
BlackHat
United States264 Posts
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dyren
United States260 Posts
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Moony
United States533 Posts
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Dizmaul
United States831 Posts
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De4ngus
United States6533 Posts
On April 29 2010 13:40 Dizmaul wrote: here is my medusa ![]() I'm trying to think of how crazy the game is going to be if everyone gets a free gold, lol. | ||
mOnion
United States5651 Posts
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 | ||
Blinn
United Kingdom68 Posts
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 ![]() 3 4 5 6 | ||
Craton
United States17233 Posts
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. | ||
Ravloo
United States145 Posts
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