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...
Simple Questions/Answers - Page 102
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TheFish7
United States2824 Posts
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
1983 Posts
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DudeManAl
Canada9 Posts
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
United States2824 Posts
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
United States3943 Posts
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. ![]() | ||
WniO
United States2706 Posts
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EatThePath
United States3943 Posts
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. | ||
hobbidude
Canada171 Posts
On October 26 2012 11:20 TheFish7 wrote: 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
United States989 Posts
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Namrufus
United States396 Posts
On October 26 2012 16:35 EatThePath wrote: 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. | ||
EatThePath
United States3943 Posts
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? | ||
TheFish7
United States2824 Posts
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Veloh15
United States161 Posts
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XzarStarcraft
Canada62 Posts
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-NegativeZero-
United States2141 Posts
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? | ||
turtles
Australia360 Posts
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
127 Posts
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Fatam
1986 Posts
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Fatam
1986 Posts
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 | ||
EatThePath
United States3943 Posts
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. | ||
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