Simple Questions/Answers - Page 104
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RFDaemoniac
United States544 Posts
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Wiss
United Kingdom23 Posts
On November 08 2012 23:24 Drake Merrwin wrote: View>>show background(k). The editor sometimes does this where it just fucks with your view settings. Still nothing, thanks though. | ||
WerderBremen
Germany1070 Posts
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TheFish7
United States2824 Posts
Every time I open the goddamn editor I have to change my view settings back to how I want them | ||
SiskosGoatee
Albania1482 Posts
I'm basically looking to block a base wtih a bunker with marines instead of with rocks for kicks. | ||
turtles
Australia360 Posts
On November 14 2012 18:48 SiskosGoatee wrote: Is it possible in some way to without triggers get a hostile (player 15) bunker loaded with 4 hostile marines in a melee map? I'm basically looking to block a base wtih a bunker with marines instead of with rocks for kicks. Doing it with triggers is really easy. Is there a reason to want to do it without triggers? Having triggers will classify it as a "non-melee map" but AFAIK If there are non-neutral units on the map it will be classified as non-melee anyway. EDIT: I think it's a cool idea though. You could create a photon cannon + warp prism/pylon or a ravens auto-turret with a modified duration instead. | ||
SiskosGoatee
Albania1482 Posts
On November 14 2012 21:36 turtles wrote: Oh, I didn't know using player 15 also classified as non melee. Auto turret expires does it not? The reason I'm using a bunker is purely aesthetics, it's clearly a Terran tthemed map. I did it before on a protoss map with hostile cannons at certain positions.Doing it with triggers is really easy. Is there a reason to want to do it without triggers? Having triggers will classify it as a "non-melee map" but AFAIK If there are non-neutral units on the map it will be classified as non-melee anyway. EDIT: I think it's a cool idea though. You could create a photon cannon + warp prism/pylon or a ravens auto-turret with a modified duration instead. | ||
Namrufus
United States396 Posts
On November 14 2012 21:55 SiskosGoatee wrote: Oh, I didn't know using player 15 also classified as non melee. Auto turret expires does it not? The reason I'm using a bunker is purely aesthetics, it's clearly a Terran tthemed map. I did it before on a protoss map with hostile cannons at certain positions. Units with a timed duration do not expire if they are placed directly with the editor I think. | ||
hobbidude
Canada171 Posts
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Fatam
1986 Posts
On November 16 2012 17:24 hobbidude wrote: Anyone know how to fix the terrain selector size. You used to be able to select terrain up to an accuracy of like 2 cells but now its snaps to the entire 8 cell square even with snap to grid turned off. You have to uncheck "Include Water" under Edit -> Copy Options | ||
AssyrianKing
Australia2111 Posts
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Fatam
1986 Posts
1) Gaema Gowon + Show Spoiler + ![]() - highground above the nat could be pretty problematic, I think it's better to do a similar highground above the 3rd instead (see http://imgur.com/8M4wf, granted I'm a bit partial since it's my map). But given that you can actually walk up there as a defender quite easily, vs. the situation we had on Lost Temple w/ thor drops, it might be manageable. - all expos are 6m1hyg from the looks of it. Which could be cool to encourage people to expand more aggressively. Getting past 3 or 4 partial bases looks basically impossible, which might be bad. 2) Bifrost + Show Spoiler + ![]() This looks like a train wreck. You can't look away out of curiosity, but it's pretty bad. To be fair, the map is incredibly interesting concept-wise, but I don't think the ideas translate to SC2 very well. - the very long highground harass/alternate attack route is too circle syndrome-y with its current implementation. You'll have to have something up there (a pylon/supply/depot/overlord), so if someone is up there with any amount of army you'll spot it with plenty of time to spare and be able to just attack their base with your bigger force since theyre so incredibly out of position. It should be noted that Protoss has an unbelievable advantage on this map - the ability to warp in from the highground is really strong. Not only that, but if it does become a base-trade scenario where you spot the opponent coming through the back passage, you can leave/warp-in a few sentries and just FF him there forever while you kill his base. Given that the third is very difficult here, the games will rarely go past 2 base, so it's possible he will have nothing to break or get around your forcefields. - no main ramp needs to be fixed - all that said I think with some tweaking this map could be great. 3) Guillotine + Show Spoiler + ![]() - if you elevated the main so it has a ramp and made it horizontal and cross-spawns only, this might be decent. Vertical spawns are prettttty awful here - your 3rd is literally right next to your opponent's. - the choke on the nat is probably too narrow. - horizontal spawns looks like it might be pretty fun here. 4) Arkanoid + Show Spoiler + ![]() - Pretty hard to comment on balance here since this is so different than anything that's been played before. - I can't tell if those are just decorations on the expos, or if theyre some sort of blocker. - inb4 "this will make it on the ladder b/c of dustin browder" jokes - Everyone always criticizes rocks, but I always thought a rock-heavy map could have a lot of replay value and be very entertaining. Each game can play very differently because passageway A, B, and C might be opened in one game, while another you might have B, E, F, and G. I hope some sort of rock-heavy map makes it into the pool (in all seriousness) at some point. This might not be the best implementation of it, though. - Blink stalkers and pylons warping in over rocks might be super OP here. 5) CalDeum + Show Spoiler + ![]() - This map was actually released by Crux a few months ago I believe, so this isn't really "new". - I don't like the gold bases in the middle, it's been discussed (even by pros like qxc), and most people agree that middle golds are bad. They should be in corners or hard-to-reach places where you have to give up map control and/or break up your deathball to defend them, and also so that they aren't "winners bases" where whoever is ahead gets MORE ahead and the game quickly ends. - the mineral blockers and los blockers should prove interesting. 6) Transistor + Show Spoiler + ![]() - the whole "nat towards the center of the map with airspace behind it" thing has been explored by a number of people including myself, but never exactly like this. Usually one of the side ramps is covered with destructible rocks or leads to a dead end that only the defender can access easily. And usually the main is full-sized and not tiny. - I think the obvious concern is siege tanks sitting below either ramp completely screwing you over. - But also walling off might prove tricky. If terran tries to depot+barracks+depot wall on one of the ramps, he definitely won't have room to do it on the other. Heck, I don't know how much room he has to walk into his natural period once there are buildings there. The passage between the main and nat needs to be widened by 4-8 squares. - The main probably needs to be bigger so players have somewhere to place their buildings. - If you made those changes I think the map might be pretty fun. 7) Desert Flower + Show Spoiler + ![]() - the bases in the middle will probably never be taken unless the game is already won. And if someone is able to take them, they will be able to take BOTH of them which would be super OP and the absolute definition of "winner's bases". This is ignoring the fact that they're gold bases, which just makes it worse. - Map might be good if the bases in the middle were removed and the other bases had slightly better placement. I like some of the pathways and the backdoor to the third. All in all I would give them an 80 for creativitiy, but a 50 for execution. It's possible that these are rough drafts and someone will clue them in on some things, so maybe they will get better. ![]() | ||
AssyrianKing
Australia2111 Posts
On November 17 2012 09:03 Fatam wrote: Since I'm a bit bored, I guess I'll give my first impressions (in order of how the maps are listed on http://www.teamliquid.net/forum/viewmessage.php?topic_id=382258) - 1) Gaema Gowon + Show Spoiler + ![]() - highground above the nat could be pretty problematic, I think it's better to do a similar highground above the 3rd instead (see http://imgur.com/8M4wf, granted I'm a bit partial since it's my map). But given that you can actually walk up there as a defender quite easily, vs. the situation we had on Lost Temple w/ thor drops, it might be manageable. - all expos are 6m1hyg from the looks of it. Which could be cool to encourage people to expand more aggressively. Getting past 3 or 4 partial bases looks basically impossible, which might be bad. 2) Bifrost + Show Spoiler + ![]() This looks like a train wreck. You can't look away out of curiosity, but it's pretty bad. To be fair, the map is incredibly interesting concept-wise, but I don't think the ideas translate to SC2 very well. - the very long highground harass/alternate attack route is too circle syndrome-y with its current implementation. You'll have to have something up there (a pylon/supply/depot/overlord), so if someone is up there with any amount of army you'll spot it with plenty of time to spare and be able to just attack their base with your bigger force since theyre so incredibly out of position. It should be noted that Protoss has an unbelievable advantage on this map - the ability to warp in from the highground is really strong. Not only that, but if it does become a base-trade scenario where you spot the opponent coming through the back passage, you can leave/warp-in a few sentries and just FF him there forever while you kill his base. Given that the third is very difficult here, the games will rarely go past 2 base, so it's possible he will have nothing to break or get around your forcefields. - no main ramp needs to be fixed - all that said I think with some tweaking this map could be great. 3) Guillotine + Show Spoiler + ![]() - if you elevated the main so it has a ramp and made it horizontal and cross-spawns only, this might be decent. Vertical spawns are prettttty awful here - your 3rd is literally right next to your opponent's. - the choke on the nat is probably too narrow. - horizontal spawns looks like it might be pretty fun here. 4) Arkanoid + Show Spoiler + ![]() - Pretty hard to comment on balance here since this is so different than anything that's been played before. - I can't tell if those are just decorations on the expos, or if theyre some sort of blocker. - inb4 "this will make it on the ladder b/c of dustin browder" jokes - Everyone always criticizes rocks, but I always thought a rock-heavy map could have a lot of replay value and be very entertaining. Each game can play very differently because passageway A, B, and C might be opened in one game, while another you might have B, E, F, and G. I hope some sort of rock-heavy map makes it into the pool (in all seriousness) at some point. This might not be the best implementation of it, though. - Blink stalkers and pylons warping in over rocks might be super OP here. 5) CalDeum + Show Spoiler + ![]() - This map was actually released by Crux a few months ago I believe, so this isn't really "new". - I don't like the gold bases in the middle, it's been discussed (even by pros like qxc), and most people agree that middle golds are bad. They should be in corners or hard-to-reach places where you have to give up map control and/or break up your deathball to defend them, and also so that they aren't "winners bases" where whoever is ahead gets MORE ahead and the game quickly ends. - the mineral blockers and los blockers should prove interesting. 6) Transistor + Show Spoiler + ![]() - the whole "nat towards the center of the map with airspace behind it" thing has been explored by a number of people including myself, but never exactly like this. Usually one of the side ramps is covered with destructible rocks or leads to a dead end that only the defender can access easily. And usually the main is full-sized and not tiny. - I think the obvious concern is siege tanks sitting below either ramp completely screwing you over. - But also walling off might prove tricky. If terran tries to depot+barracks+depot wall on one of the ramps, he definitely won't have room to do it on the other. Heck, I don't know how much room he has to walk into his natural period once there are buildings there. The passage between the main and nat needs to be widened by 4-8 squares. - The main probably needs to be bigger so players have somewhere to place their buildings. - If you made those changes I think the map might be pretty fun. 7) Desert Flower + Show Spoiler + ![]() - the bases in the middle will probably never be taken unless the game is already won. And if someone is able to take them, they will be able to take BOTH of them which would be super OP and the absolute definition of "winner's bases". This is ignoring the fact that they're gold bases, which just makes it worse. - Map might be good if the bases in the middle were removed and the other bases had slightly better placement. I like some of the pathways and the backdoor to the third. All in all I would give them an 80 for creativitiy, but a 50 for execution. It's possible that these are rough drafts and someone will clue them in on some things, so maybe they will get better. ![]() Wow, thanks Fatam | ||
SiskosGoatee
Albania1482 Posts
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Monochromatic
United States989 Posts
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Fatam
1986 Posts
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hobbidude
Canada171 Posts
On November 23 2012 03:00 SiskosGoatee wrote: How do you import foreign terrain textures, specifically I want to use the HotS textures and Niflheim in WoL? Blizzard has already said that hots maps are not compatible in the wol editor. Even if you where able to import the texturing you will be banned. There's a reason why of the the old custom hots beta maps in wol where forcefully removed when the real beta was released. | ||
Monochromatic
United States989 Posts
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hobbidude
Canada171 Posts
On November 25 2012 10:07 Monochromatic wrote: How do I make it so I can copy/paste with a custom texture set? If your moving/copying terran to a different map you will need to at least load/set the texture set in the new map before it will paste over with the correct colors. | ||
Najda
United States3765 Posts
edit: nvm figured it out. It's in the Banks folder. | ||
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