Just wondering if it is possible to remove the win/lose/tied splash screen on a specific map or if it is hard coded? If so, how?
Thanks.
Forum Index > SC2 Maps & Custom Games |
daliLlama
Sweden25 Posts
March 14 2013 12:40 GMT
#2161
Just wondering if it is possible to remove the win/lose/tied splash screen on a specific map or if it is hard coded? If so, how? Thanks. | ||
tomsal74
1 Post
March 15 2013 21:30 GMT
#2162
The editor means nothing to me if I can't make it allow more than one player. lol. Thanks in advance. | ||
LainRivers
United States36 Posts
March 15 2013 22:17 GMT
#2163
On March 14 2013 08:52 LainRivers wrote: Thanks for your answers. I guess I do notice far more creativity in the 2 player maps, never thought of it that way. For some reason the random spawns leading to variable games seems more interesting in my head...but maybe it just doesn't work out on paper. I can see why it would feel worse to other players and map-makers. If someone doesn't mind could you list a few features in maps that have failed in the past (and why), or specific occasions where they led to bad results? (other than the obvious rock back door or cliffs) I can't really think of any huge problems or any large complaints about maps being imba off the top of my head. Though I don't really look for it I guess. Now that I think about it, wasn't ohana/antiga/entombed and others eventually deemed to be not so great? what made these stay in rotation for so long? I guess I've also just kinda assumed kespa could smack new maps in because of the format of their league, they don't have to be completely balanced. Is this a fair assumption? or are they just ballsy enough to tell the players to adapt and deal with it, while making changes to improve the map over time. Thanks in advance! I really hope the map scene somehow eventually blows up...there's nothing better than playing on an awesome new map. bump for my previous post | ||
TheFish7
United States2824 Posts
March 15 2013 23:07 GMT
#2164
On March 16 2013 06:30 tomsal74 wrote: Hi All. So this is actually pretty embarrassing after all the tutorials I've read and the fact I have all the terrain creation and "doodad" layout stuff down cold.....but......Please for all that is holy in the world, how the heck do I create a map with more than one player slot? I set multiple starting locations, I've added multiple "AI personalities"....but every single time I publish the map (privately of course) it always just says "player slots: 1". I even when completely cornball mode and edited the spot in map info where it says "players" to read "2" thinking maybe that'll allow 2 players. The editor means nothing to me if I can't make it allow more than one player. lol. Thanks in advance. Hmm that should work but, Map -> Player Properties if you haven't done that Map --> Game variants you can set it up from there **Then make sure you go to Map --> Map Options then try unchecking Automatically add Multiplayer Data or Hide Battle.net Lobby Finally, try going to map-> team placement On March 14 2013 08:52 LainRivers wrote:Now that I think about it, wasn't ohana/antiga/entombed and others eventually deemed to be not so great? what made these stay in rotation for so long? I guess I've also just kinda assumed kespa could smack new maps in because of the format of their league, they don't have to be completely balanced. Is this a fair assumption? or are they just ballsy enough to tell the players to adapt and deal with it, while making changes to improve the map over time. I would not really lump Ohana into the same category as Antiga and Entombed and not just because it was made by IronmanSC instead of Blizz, but beacause imo it is not a flawed map. People don't like Ohana anymore because the meta game became very stale on it while immo sentry rush was considered op on it. It is generally agreed that this is not the fault of the map but rather the fault of blizzard for designing protoss the way they did. Others will disagree on Antiga and Entombed but I feel that Antiga is boring because it revolves around the 4th base and has shitty pathing, and Entombed sucks because the 3rd base is too turtley but also has that little path between the nat and 3rd that is too easy to siege or forcefield off. It was also designed with random spawns in mind and thus is "patched" which imo is a bad way to make a map in general. They stayed in the rotation for so long because they were part of the ladder for so long, they were somewhat balanced, and they became recognizable as quintessential SC2 maps along with CK and Daybreak. It would indeed seem that KeSpa does not worry as much as other tourneys about balance since you can choose who to send out on a given map. Their maps were designed to shake up the metagame and they somewhat accomplished that, I think they'll have more interesting things in the future. | ||
Chronopolis
Canada1484 Posts
March 16 2013 06:22 GMT
#2165
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Goldfish
2230 Posts
March 17 2013 05:40 GMT
#2166
![]() ___________ JUST WANTED TO POINT OUT THAT THE DEVOURER (FULLY TEXTURED) IS IN HOTS!!! It's in the editor, (at least in the story mode dependencies). The Devourer looks sick! Everyone! TAKE NOTE THAT THE DEVOURER LOOKS SICK! KUDOS AND THANKS TO BLIZZARD FOR THE DEVOURER!!!! (Yes I have to use caps.) Sadly, the Defiler is in the game "but" it is untextured and seems unfinished (the Devourer is fully textured and looks sick!!!111). Here's a relevant quote from the SCBW threa. On March 15 2013 03:34 eviltomahawk wrote: Just stumbled upon this on the modeler's deviantart gallery. I see you've already data-mined it out, but it's an interesting perspective. http://phillgonzo.deviantart.com/art/Zerg-Compare-358688025 Also, the Defiler was untextured because he ran out of time. Everyone (With a DA account) remember to thank Phill Gonzo and Blizzard for those models on his page ![]() Anyway, time to add Devourer, Classic Queen (definitely), and Guardian to my maps! The Devourer honestly looks really sick. To someone who said it looked like a flower... yeah it kind of does but that's what actually makes it so neat. It's not just another Zerg unit, it actually looks really distinct and unique (while still being Zergy). I currently have a series of maps where I just add as many things to SC2 (from the SP or whatever) as possible. It's labeled in the arcade under (Bread) tag (the most up to date versions are Outpost (Bread), though it still uses only WoL). (I think I may label the map series as SC2 IMBA because everything is imbalanced in the maps) Currently, I have a Mutalisk which can morph into a Swarm Guardian (which isn't the same as the Guardian), I made sure not to use the same hotkey as the regular Guardian or as the Devourer. (Main reason I am mentioning this is kudos to Blizzard for these models. I'll take advantage of them for sure!) Well, it's time... The Mutalisk (if I do update the map sometime soon) will be able to morph into the Guardian and the Devourer as well the Swarm Guardian (probably with some added abilities so they can compete with the Corruptor, Brood Lord, and Swarm Guardian). Kudos and thanks again to Phill Gonzo and Blizzard for basically readding back all classic SC1BW units/models (only thing missing so far are Valkyries, and the Protoss units, and a need for a textured Defiler). Yes, even the classic queen is back! Edit - Also there aren't any portraits for them (except maybe the Guardian) but once Blizzard releases their plugin for 3ds Max, I'm sure someone can make the portraits easily (copy and paste the background for an existing Zerg unit, then use it with the new models to make a simple portrait). | ||
Mortal
2943 Posts
March 17 2013 06:02 GMT
#2167
Does anyone know how to get the level achievement without having to replay entirely? I missed 3 levels throughout the campaign, and upon retrieving them and replaying the final mission, I haven't gotten credit (it says I'm currently at level 46 o.o). | ||
kyarisan
United States347 Posts
March 17 2013 10:33 GMT
#2168
I remember in WoL, you could do solo games vs the AI. You could specify how many computer players - including none! - were on the map. If you did select none and the victory screen came up, you could just say "Continue Playing" and you'd still be in the game. You could even use cheats! Well, long story short I did a toooooooon of games in this manner to do various things, like practice build orders, perfect simcity placement, and so-on and so-forth. But I can't seem to recreate this experience in HotS. Is it still possible? TLDR: I remember a time when I could make a vs AI game and have 0 computers and use singleplayer cheat codes (like fast build). How can I do this? | ||
Bionicrm
United States116 Posts
March 17 2013 17:43 GMT
#2169
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a176
Canada6688 Posts
March 17 2013 18:59 GMT
#2170
On March 16 2013 06:30 tomsal74 wrote: Hi All. So this is actually pretty embarrassing after all the tutorials I've read and the fact I have all the terrain creation and "doodad" layout stuff down cold.....but......Please for all that is holy in the world, how the heck do I create a map with more than one player slot? I set multiple starting locations, I've added multiple "AI personalities"....but every single time I publish the map (privately of course) it always just says "player slots: 1". I even when completely cornball mode and edited the spot in map info where it says "players" to read "2" thinking maybe that'll allow 2 players. The editor means nothing to me if I can't make it allow more than one player. lol. Thanks in advance. dont set players to ai. set to user. also remember to change the player when you place the spawn points | ||
urashimakt
United States1591 Posts
March 17 2013 19:12 GMT
#2171
On March 18 2013 02:43 DownRight wrote: I want to change the icons in the Game Mechanics (In the help menu). I already created a 113×113 .dds image and imported it. When you go to Data>Game UI Data>UI: Help Game Mechanics>(None), I see two text fields. I tried to change the left one to Assets/Textures/Nexus.dds, but it gives me errors when I start the game and shows a black image with the border around it. Please help! It's been a while since I've done anything with DDS files in the editor, but I recall having to use a square image (which at 113x113 yours is) with dimensions that are multiples of 4 (4x4, 8x8, 12x12, etc). | ||
a176
Canada6688 Posts
March 17 2013 19:23 GMT
#2172
On March 16 2013 07:17 LainRivers wrote: I believe the sc2 bnet forums would be faster for your mapping questions, they have separate forums for mapping stuff and I think they're more trafficked than this thread. Show nested quote + On March 14 2013 08:52 LainRivers wrote: Thanks for your answers. I guess I do notice far more creativity in the 2 player maps, never thought of it that way. For some reason the random spawns leading to variable games seems more interesting in my head...but maybe it just doesn't work out on paper. I can see why it would feel worse to other players and map-makers. If someone doesn't mind could you list a few features in maps that have failed in the past (and why), or specific occasions where they led to bad results? (other than the obvious rock back door or cliffs) I can't really think of any huge problems or any large complaints about maps being imba off the top of my head. Though I don't really look for it I guess. Now that I think about it, wasn't ohana/antiga/entombed and others eventually deemed to be not so great? what made these stay in rotation for so long? I guess I've also just kinda assumed kespa could smack new maps in because of the format of their league, they don't have to be completely balanced. Is this a fair assumption? or are they just ballsy enough to tell the players to adapt and deal with it, while making changes to improve the map over time. Thanks in advance! I really hope the map scene somehow eventually blows up...there's nothing better than playing on an awesome new map. bump for my previous post the fact these maps 'lasted so long' is because its blizzard's ladder, they can put whatever map they want to put on it. and they will always put their own maps, no matter how shit they are and ignore how much players complain. i can get into much detail about blizzard's design paradigm for sc2, but basically they give you units with very specific roles, and balance these units around the maps they provide, so they have complete control over the sc2 experience, in order to mold and shape the game as they want, rather than let the community evolve the game [and thusly maps] by using maps as what happened with bw. and with the kespa maps, it is pretty much 'adapt' to this map. its how they keep the game interesting. coming from bw, maps played a HUGE role in game balance and unit capability. for example, maps with a lot of open spaces, you will almost never see carriers; but the maps in the jinair osls had alot of tiered terrain, which vastly improved the capability of carriers. maps that are severely imba are usually dropped after a season and never seen again. sc2 doesn't have this kind of map terrain dynamic so rotating the maps wont have the same effect. blizzard would just nerf whatever unit is op. | ||
enanoretozon
Panama57 Posts
March 18 2013 10:08 GMT
#2173
I'm looking for a HOTS equivalent of YABOT. Any idea if there's any? I tried using YABOT and SALT and both spawned with WoL units. Any pointers much appreciated. | ||
turtles
Australia360 Posts
March 18 2013 17:11 GMT
#2174
On March 18 2013 19:08 enanoretozon wrote: hello, I'm looking for a HOTS equivalent of YABOT. Any idea if there's any? I tried using YABOT and SALT and both spawned with WoL units. Any pointers much appreciated. Hi enanoretozon, I'm the creator of SALT. I have this thread as well of a bunch of others in my subscription list. I am not very active in the forums but I lurk around a lot. The maps you tried are still available from WOL and have not been changed/updated to work with HOTS. I am working on a newer version of SALT and until you mentioned it didn't even realize that the older versions would still be available. You are asking for a finished product and I do not have that to offer you ![]() If you are interested then you can go into custom games from the main menu (not through the arcade) and you will be able to find "SALT Daybreak (beta)". There will be a computer player in the game by default, do not remove this player. If you want to vs AI then add another AI to the game (it must have at least 2 computer players to work) or add a human friend All the functions are integrated into the defualt menu button (the same menu button you use to change settings/leave game/etc) so just click on that. The functionality you would be more interested in is the "build orders" sub menu. It does not come with any builds by default but there is a GUI which lets you create whatever build you desire. If you have any comments or questions feel free to PM them to me. I check in on TL once every couple of days. | ||
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Noam
Israel2209 Posts
March 18 2013 20:33 GMT
#2175
Can't seem to find any maps ![]() | ||
persiafire
1 Post
March 18 2013 21:39 GMT
#2176
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enanoretozon
Panama57 Posts
March 19 2013 00:31 GMT
#2177
On March 19 2013 02:11 turtles wrote: Show nested quote + On March 18 2013 19:08 enanoretozon wrote: hello, I'm looking for a HOTS equivalent of YABOT. Any idea if there's any? I tried using YABOT and SALT and both spawned with WoL units. Any pointers much appreciated. Hi enanoretozon, I'm the creator of SALT. I have this thread as well of a bunch of others in my subscription list. I am not very active in the forums but I lurk around a lot. The maps you tried are still available from WOL and have not been changed/updated to work with HOTS. I am working on a newer version of SALT and until you mentioned it didn't even realize that the older versions would still be available. You are asking for a finished product and I do not have that to offer you ![]() If you are interested then you can go into custom games from the main menu (not through the arcade) and you will be able to find "SALT Daybreak (beta)". There will be a computer player in the game by default, do not remove this player. If you want to vs AI then add another AI to the game (it must have at least 2 computer players to work) or add a human friend All the functions are integrated into the defualt menu button (the same menu button you use to change settings/leave game/etc) so just click on that. The functionality you would be more interested in is the "build orders" sub menu. It does not come with any builds by default but there is a GUI which lets you create whatever build you desire. If you have any comments or questions feel free to PM them to me. I check in on TL once every couple of days. excellent, thank you very, very much! I found your map via the custom games a couple days ago but I thought it was also bugged as I didn't add a 2nd AI and when one doesn't add it, upon entering it says not enough players and the game ends (doesn't show me the spawns). | ||
Teoodorh
Sweden12 Posts
March 19 2013 11:30 GMT
#2178
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a176
Canada6688 Posts
March 19 2013 11:39 GMT
#2179
On March 19 2013 20:30 Teoodorh wrote: Is there any way to select all of one specific doodad in the editor? In my case I want to remove all thunder I've added since I decided the map would benefit from not having them. They are very hard to target one by one since they are hidden amongst trees, mist and rain.. ctrl+shift A after youve selected the specific doodad | ||
Teoodorh
Sweden12 Posts
March 19 2013 11:56 GMT
#2180
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