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your Country52797 Posts
On October 06 2012 22:16 myk3 wrote:Anyone else experiencing troubles entering Custom Games and stuff as shown in the picture? EU-Server. ![[image loading]](http://i.imgur.com/k2Vdo.png) that is the wrong place, try blizzard forums or sc2 general section
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How do I fix the black boxes problem, like it wont show cliffs and I can see through them when "V" is off, not sure how to fix this problem.
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How can I set an upgrade to be already finished when the game starts?
On October 07 2012 15:41 Rukis wrote: How do I fix the black boxes problem, like it wont show cliffs and I can see through them when "V" is off, not sure how to fix this problem.
When you place ramps?
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On October 07 2012 19:19 Aunvilgod wrote:How can I set an upgrade to be already finished when the game starts? Show nested quote +On October 07 2012 15:41 Rukis wrote: How do I fix the black boxes problem, like it wont show cliffs and I can see through them when "V" is off, not sure how to fix this problem. When you place ramps?
There is a function that I think is called "set tech level" or something like that. You could run that function for every upgrade you want researched.
OR the better way would be to use catalogues. That way you would not need to do it individually and could just write a small function. This will require either prior experience of computer programming or a lot of time to learn how to do it.
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Where can I find this function "set tech level"?
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On October 07 2012 22:42 Aunvilgod wrote: Where can I find this function "set tech level"?
create a new action. type "upgrade" into the search bar. There are only about 6 or so search results one of which is "set upgrade level for player".
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On October 04 2012 03:39 Aunvilgod wrote: How can I designate certain cameras to certain players? So I can make an observer be able to zoom out while the players are still only able to use the normal camera?
I think you'd create an observer camera, change the properties you want, then use Apply Camera Data?
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are there any good places to go to find people willing to test arcade maps?
pubbies seem to get angry at anything with a learning curve and my sc buddies seem to be getting burnt out on the map
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On October 10 2012 11:58 Zanno wrote: are there any good places to go to find people willing to test arcade maps?
Same problem here. You could try these guys http://us.battle.net/sc2/en/forum/topic/4422092623 I haven't been there myself but they have offered. Every now and again there will be mappers who try and get something started like a chat channel but there never seems to be enough consistancy of demand for it to gain traction.
You can try and amass contacts of individuals who are willing to test though. If you play a test map with someone and they are supportive ask if you can "friend" them and contact them down the line when you have a new version out. You can gradually build a list of contacts but it is no garuntee you'll be able to get a game when you want. I'm turtles #734 on US btw. Always happy to test a map for people who are willing to do the same. I'm not online verry often though.
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How do people make the bottom areas of the map appear faded and foggy? (as in the unpathable bottom)
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There is a map feature called fog, which can be toggled on and off with the F key in the editor. To affect what fog looks like (color/transparency/starting height/etc) go to Map -> Map Textures -> Modify -> Scroll down to Fog Section on the right hand side. Alternatively go Data -> Terrain Types -> *your terrain set* -> Scroll down to Fog Section on the right hand side
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Who/where does one ask to change a map thread title?
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On October 12 2012 18:46 -NegativeZero- wrote: Who/where does one ask to change a map thread title?
Barrin most likely
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Is there a reason that maps now days generally have little to no real thought behind the order of which expansions are taken?
For example back on Jungle Basin (I know not a great map) there was generally a decision for where to take your third base whether it be in the center where most of the fighting is, along the side with your destructible rocks, which gives your army a lot of space to have to protect, or take both side expansions and try to keep at least one alive.
Recently it seems like every map has a very generic structure for how the game will play out in terms of bases taken and contested.
I guess my simple question is: is there a balance reason for this that map makers know or is this simply difficult or not that important to implement?
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On October 15 2012 09:36 j3cht wrote: Is there a reason that maps now days generally have little to no real thought behind the order of which expansions are taken?
For example back on Jungle Basin (I know not a great map) there was generally a decision for where to take your third base whether it be in the center where most of the fighting is, along the side with your destructible rocks, which gives your army a lot of space to have to protect, or take both side expansions and try to keep at least one alive.
Recently it seems like every map has a very generic structure for how the game will play out in terms of bases taken and contested.
I guess my simple question is: is there a balance reason for this that map makers know or is this simply difficult or not that important to implement? First of all, there are still some maps which allow a choice of 3rds, such as Whirlwind or Astro Haze.
Secondly, the current metagame basically requires a fairly easy to take 3rd, but if you have 2 options for a third which are both easy enough to take for a "standard" game, then it often enables you to easily take both of them and turtle on 4 bases, which leads to boring games. That being said, it's definitely possible for this not be the case if the map is designed well.
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On October 15 2012 09:36 j3cht wrote: Is there a reason that maps now days generally have little to no real thought behind the order of which expansions are taken?
For example back on Jungle Basin (I know not a great map) there was generally a decision for where to take your third base whether it be in the center where most of the fighting is, along the side with your destructible rocks, which gives your army a lot of space to have to protect, or take both side expansions and try to keep at least one alive.
Recently it seems like every map has a very generic structure for how the game will play out in terms of bases taken and contested.
I guess my simple question is: is there a balance reason for this that map makers know or is this simply difficult or not that important to implement?
all the original blizzard maps (and thusly the game itself) were designed specifically around 2 base play. so you have a main, a nat, and the third and the rest of the bases are somewhere out on the map.
the problem with this is that if forces the games into two situations: 1) 2 base all ins, or 2) turtling so you can build up an army to protect your third when you take it because its in such a hard-to-defend position.
the way modern maps are laid out is that the third is further away from the enemy, or rather, close to you, so you can defend it easier because of the distance enemy reinforcements have to travel. this is most important versus protoss because they have zero travel distance for reinforcements.
when you see maps like metal and shakuras, and to a lesser extent others like XNT, they lasted the longest in the map pool because their thirds were not so difficult to defend for the above reasons.
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^^ thanks for the explanations a176 and -NegativeZero- !
<3
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On October 15 2012 09:36 j3cht wrote: Is there a reason that maps now days generally have little to no real thought behind the order of which expansions are taken?
For example back on Jungle Basin (I know not a great map) there was generally a decision for where to take your third base whether it be in the center where most of the fighting is, along the side with your destructible rocks, which gives your army a lot of space to have to protect, or take both side expansions and try to keep at least one alive.
Recently it seems like every map has a very generic structure for how the game will play out in terms of bases taken and contested.
I guess my simple question is: is there a balance reason for this that map makers know or is this simply difficult or not that important to implement?
Pros will figure out the best way to play a map and hardly play it any other way. And the mapmaker doesn´t necessarily know what the best base to take is.
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How can I make Inject speed up the spawn rate of larvas for a Hatchery?
If I use a Time Scale value via a buff it speeds up upgrade production. I just larvas to spawn faster while the Inject buff is active.
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IM SORRY but why the fuck after changing some textures from different tilesets can i not fucking use them? like whatever ones i changed now i cant even use them to paint. is this some awesome glitch? does anyone else have this shit? you know what fuck it ill just use the blizzard default 8 fuck
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