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Simple Questions/Answers - Page 102

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 100 101 102 103 104 182 Next
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-10-25 23:45:20
October 25 2012 23:43 GMT
#2021
Big J, your best bet might be to get rid of the Fungal Growth Movement behavior, and create a new custom one... if you are just modifying, you probably should look at the Behavior - Modification field for that behavior

What did you do exactly? to me it looks like the default disables a ton of abilities, including move and burrow, but not attack or harvest...
~ ~ <°)))><~ ~ ~
archonOOid
Profile Blog Joined March 2011
1983 Posts
Last Edited: 2012-10-26 00:51:26
October 26 2012 00:12 GMT
#2022
Are there maps where mineral patches have been used as terrain features? Both 1500 minerals and 4 minerals patches.
I'm Quotable (IQ)
DudeManAl
Profile Joined October 2012
Canada9 Posts
October 26 2012 00:38 GMT
#2023
If the SC2 Map editor, trigger system, and character customization is so diverse, how come people don't use Starcrafts engine to make more "Games within game" type of maps.

What I mean by this is, for example, DotA in WC3 was it's own seperate game. MOBA style, with new units, abilities, and items.

I've been thinking for a while about map ideas, and I never think of mini-games, or melee maps, but I think like:

"Wouldn't it be cool if you could make a Halo themed RTS using Starcraft 2"
Why don't more people do this? And if they have, are there any good examples?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 26 2012 02:20 GMT
#2024
On October 26 2012 09:12 archonOOid wrote:
Are there maps where mineral patches have been used as terrain features? Both 1500 minerals and 4 minerals patches.


This practice was much more common back in brood war, but yes, there have been maps that use minerals as terrain features. Here is an example. I'm sure there are also other ways a mapper could use minerals that haven't really been used yet.

On October 26 2012 09:38 DudeManAl wrote:
Why don't more people do this? And if they have, are there any good examples?


Its time consuming to build something like that from scratch. Another reason is that the UMS scene slowed down in the days before the arcade was out, and a lot of mappers simply quit. I think if there was more collaboration we would see more of these, there are a lot of people with good ideas but learning every aspect of the editor is tough.

Although I am also kind of surprised there isn't more stuff, particularly games with 3rd person views and different control schemes, which are not that hard to do.
~ ~ <°)))><~ ~ ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 26 2012 04:44 GMT
#2025
On October 26 2012 09:38 DudeManAl wrote:
If the SC2 Map editor, trigger system, and character customization is so diverse, how come people don't use Starcrafts engine to make more "Games within game" type of maps.

What I mean by this is, for example, DotA in WC3 was it's own seperate game. MOBA style, with new units, abilities, and items.

I've been thinking for a while about map ideas, and I never think of mini-games, or melee maps, but I think like:

"Wouldn't it be cool if you could make a Halo themed RTS using Starcraft 2"
Why don't more people do this? And if they have, are there any good examples?

I plan to make halo wars for starcraft.
Comprehensive strategic intention: DNE
WniO
Profile Blog Joined April 2010
United States2706 Posts
October 26 2012 06:33 GMT
#2026
um, does anyone else have the option for "enable sound" grayed out so you cant fucking change it, so every time i undo i hear PZZZZZEEEEEEHHHW.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 26 2012 07:35 GMT
#2027
On October 26 2012 15:33 WniO wrote:
um, does anyone else have the option for "enable sound" grayed out so you cant fucking change it, so every time i undo i hear PZZZZZEEEEEEHHHW.

Use windows levels adjuster to mute editor. The undo is SO loud.
Comprehensive strategic intention: DNE
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2012-10-26 11:47:57
October 26 2012 11:45 GMT
#2028
On October 26 2012 11:20 TheFish7 wrote:

Show nested quote +
On October 26 2012 09:38 DudeManAl wrote:
Why don't more people do this? And if they have, are there any good examples?


Its time consuming to build something like that from scratch. Another reason is that the UMS scene slowed down in the days before the arcade was out, and a lot of mappers simply quit. I think if there was more collaboration we would see more of these, there are a lot of people with good ideas but learning every aspect of the editor is tough.

Although I am also kind of surprised there isn't more stuff, particularly games with 3rd person views and different control schemes, which are not that hard to do.


I believe a few makers are waiting for marketplace and the features that have been promised still yet, but i would say the making scene has slowed down mostly due to issues with blizzard. There are actually tons of maps out, its just that many of them while very good a programming may not have an exact idea on what makes a game fun. Look at how blizzard itself is having issues right now.

For games like moba they're definetly out there and I think your just not looking hard enough as the new arcade has made it too easy for bunchs of small maps to overwhelm players but i know for a fact there is also 2 - 4 guaranteed open lobbies of games restarting about every 30 seconds. I will say that in the mapping community it is very segmented; there are many data experts and trigger experts but not many data and trigger experts because of how different the programming language is. Third person camera's are relatively easy but have some issues that a large majority can't overcome without really committing. Controls are even worse and unforunately its actually due to blizzards system which does not function like that of a regular fps and hence is not optimized to run them correctly.
Monochromatic
Profile Blog Joined March 2012
United States1000 Posts
October 28 2012 02:04 GMT
#2029
Here is a question, not very simple though. How do I make a unit act as a doodad? As in it shows up regardless of vision, cannot be killed, and doesn't appear on the minimap?
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-10-28 02:32:12
October 28 2012 02:23 GMT
#2030
On October 26 2012 16:35 EatThePath wrote:
Show nested quote +
On October 26 2012 15:33 WniO wrote:
um, does anyone else have the option for "enable sound" grayed out so you cant fucking change it, so every time i undo i hear PZZZZZEEEEEEHHHW.

Use windows levels adjuster to mute editor. The undo is SO loud.


or alternately:

file->preferences->audio->set master volume to 0

On October 26 2012 07:43 Coppermantis wrote:
Thanks.

New question: How do I get the "Space platform above Char" skybox that's used in Star Battle and Shatter the Sky? I looked in StS' texture data and got the Background model-Fixed as Braxis Alpha Sky Box and Background Model-unfixed as Braxis Alpha Sky Parallax but that gives me a saturn-like planet in the background.


use the CharSkyBox and CharSkyParallax models instead.
This is it... the alpaca lips.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 28 2012 04:07 GMT
#2031
On October 28 2012 11:04 Monochromatic wrote:
Here is a question, not very simple though. How do I make a unit act as a doodad? As in it shows up regardless of vision, cannot be killed, and doesn't appear on the minimap?

Do you mean you want an actual doodad? Or you want a unit with those features?
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-10-28 09:46:59
October 28 2012 09:45 GMT
#2032
Sounds like you only need to play with its flags, try making the unit unselectable and invulnerable. You will need to remove the units ability to move command as well. There might be other things you want to do to it, but it is not hard to create a unit that is just "part of the scenery".
~ ~ <°)))><~ ~ ~
Veloh15
Profile Joined January 2012
United States161 Posts
October 28 2012 23:37 GMT
#2033
Hello I was wondering if you can help me with an issue I am having. I have been working on a map for the Beta, and I have surrounded the outside of the map with water. Anyway air units moving in the unpathable area outside the map will fly extremely low making it appear they are underwater. Is it possible to raise the lowest level's height?
XzarStarcraft
Profile Blog Joined September 2012
Canada62 Posts
October 29 2012 05:32 GMT
#2034
Can you copy and paste cross-save? I mean copy terrain/units from one save file, open up another, and paste it there?
Aspiring StarCraft Cartographer and Computer Science student
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 29 2012 05:45 GMT
#2035
On October 29 2012 14:32 XzarStarcraft wrote:
Can you copy and paste cross-save? I mean copy terrain/units from one save file, open up another, and paste it there?

Yes.

A question of my own: how do you place rich vespene geysers with the space platform model?
vibeo gane,
turtles
Profile Blog Joined August 2011
Australia360 Posts
October 29 2012 14:07 GMT
#2036
On October 29 2012 14:45 -NegativeZero- wrote:
A question of my own: how do you place rich vespene geysers with the space platform model?


I don't think you can. The rich vespene guyser is its own unit. You could try placing one and pressing enter to open up the properties and look if there is a model variation available...

But I'm pretty sure it doesn't come as a space platform version. That being said it would be pretty easy to change the model by using the data editor but then the map wouldn't be officially labeled as a melee map.
NonameAI
Profile Joined October 2012
127 Posts
October 30 2012 14:39 GMT
#2037
I'm really bad at mapmaking, so my question is when you place 2 spawn points (and yes, the spawn points have the holograms of command centers), how do you make the map 2 player?
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-30 15:49:16
October 30 2012 15:41 GMT
#2038
Go to Map -> Player Properties. Change player 2's "control" from none to user (player 1's should already be on user). Done. It's good to do this first thing on each melee map you make, so you don't forget.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Fatam
Profile Joined June 2012
1986 Posts
October 30 2012 15:48 GMT
#2039
Yes.

A question of my own: how do you place rich vespene geysers with the space platform model?


Data -> Units -> Rich Vespene Geyser -> under Models tab -> under "RichVespeneGeyser (unnamed)" -> Art:Model -> change VespeneGeyserLow.m3 to SpacePlatformGeyser.m3
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 30 2012 15:57 GMT
#2040
On October 29 2012 08:37 Veloh15 wrote:
Hello I was wondering if you can help me with an issue I am having. I have been working on a map for the Beta, and I have surrounded the outside of the map with water. Anyway air units moving in the unpathable area outside the map will fly extremely low making it appear they are underwater. Is it possible to raise the lowest level's height?

Not in relation to the first pathable cliff level, no. But I know there is a way to change the flight altitude. Unforetunately I don't remember how. I think it depends on doodads, but it might be accessed through footprints in data. It's not something you paint with a pathing tool or anything like that.
Comprehensive strategic intention: DNE
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