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Simple Questions/Answers - Page 112

Forum Index > SC2 Maps & Custom Games
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DBS
Profile Joined July 2012
515 Posts
April 07 2013 18:16 GMT
#2221
So, i'm quite new to the editor and i was wondering if there is a way to mix and match textures from different sets, Thanks in advance!
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-04-07 19:01:19
April 07 2013 19:00 GMT
#2222
On April 07 2013 05:44 Xiphias wrote:
Is it possible to open a map that is published through the editor without downloading the file (from an external site), even if I did not publish it?


Solved it myself. Tabs in the "open map".....

On April 08 2013 03:16 DBS wrote:
So, i'm quite new to the editor and i was wondering if there is a way to mix and match textures from different sets, Thanks in advance!


Yes plz answer this one. Want more textures!
aka KanBan85. Working on Starbow.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 07 2013 21:44 GMT
#2223
Just open the Data editor and go to the Terrain Types tab. Edit the one you are using or copy-paste a new one. Change (Basic) Textures - Blend + and/or (Basic) Cliffs. Hit save and close the data editor. Go to Map --> Map Textures and choose your modified texture set, or the new texture set you copy=pasted. Be careful as you will replace your texuring and this can't be undone.
~ ~ <°)))><~ ~ ~
cpr
Profile Joined August 2011
10 Posts
April 08 2013 13:34 GMT
#2224
i havent played sc2 for like a year, just bought hots and wonder what happened to all the awesome wol maps. cant you play them anymore? like dual sight, crevasse, bel'shir beach etc... makes me sad

i am also confused about the way to create a custom game. i think you used to be able to "create custom game" or something and then choose the settings and the map etc, seems you have to search for the map you want to play in the "bnet online map library", to then open that game. only halfway decent way to handle this is to bookmark all the good maps? any other thoughts?^^
Bionicrm
Profile Joined June 2012
United States116 Posts
April 10 2013 00:30 GMT
#2225
Is there some sort of map analyzer program that works for HotS? I remember the old map analyzer no longer works.
exltus
Profile Joined April 2010
Czech Republic100 Posts
April 10 2013 18:02 GMT
#2226
in the hots beta was a lot of SALT maps v2. but i can´t find it after release of HotS Does anyone know where can i find it? There is link to the map http://www.teamliquid.net/forum/viewmessage.php?topic_id=378279
In the arcade are only old versions now (WoL versions) and i really need version 2.
algue
Profile Joined July 2011
France1436 Posts
April 11 2013 17:04 GMT
#2227
I remember that blizzard said they would do their best to push the map making community, does anyone know what they planned to do it/ when they plan to do it ?
rly ?
exltus
Profile Joined April 2010
Czech Republic100 Posts
April 11 2013 20:22 GMT
#2228
Is there any way how to copy map from american gateway to europe?
lil emo
Profile Blog Joined December 2012
France109 Posts
April 18 2013 15:20 GMT
#2229
On April 12 2013 05:22 exltus wrote:
Is there any way how to copy map from american gateway to europe?

If you mean: "can i publish a map that I have on different regions ?".. the answer is yes.
If you played or have seen a "un" map and you wish to publish it on "eu".. you can download it through the editor if it is not locked.
never was so much owed by so many to so few (W Churchil)
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-04-20 01:39:59
April 20 2013 01:33 GMT
#2230
I've just gone back to mapmaking so I will probably post in here a lot.
I copy-pasted some terrain while messing around with an old concept and a bunch of ramps appeared out of nowhere. What the heck?
+ Show Spoiler +
[image loading]


edit: before rotation it looked like this:
+ Show Spoiler +
&#91;image loading&#93;


????

Edit2: More info
I created the map before HotS and was messing around with it, I use a mac, it's meinhoff textures, no custom textures or cliffs, and I was able to erase the weird ramps.
Moderatorshe/her
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
April 21 2013 15:55 GMT
#2231
I'm playing around with collapsible rock towers for the first time. When I use two of them, their HP are connected and I don't get why...
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 21 2013 16:10 GMT
#2232
On April 22 2013 00:55 Big J wrote:
I'm playing around with collapsible rock towers for the first time. When I use two of them, their HP are connected and I don't get why...


yea i ran into this too. not sure whats going on, though i assume it has to do something with the location of the 'collapsed' rock.
starleague forever
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-04-21 19:23:37
April 21 2013 19:23 GMT
#2233
if they're within a certain distance from each other they will share hp. I need to figure out what the max range is and edit my rock tower thread lol probably will do that sometime later tonight
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
Big J
Profile Joined March 2011
Austria16289 Posts
April 22 2013 08:50 GMT
#2234
On April 22 2013 04:23 Fatam wrote:
if they're within a certain distance from each other they will share hp. I need to figure out what the max range is and edit my rock tower thread lol probably will do that sometime later tonight


What I'm interested in mostly is: can I turn it off?
Because I think it's kind of weird that you kill two units that are visually split.
Ultrama
Profile Joined February 2011
Germany3 Posts
April 22 2013 09:36 GMT
#2235
Hey guys
if I publish a map with the Sc2-Editor, can everyone play it?
or just people on my server?
Hochdahl
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2013-04-23 06:18:29
April 23 2013 06:13 GMT
#2236
On April 22 2013 17:50 Big J wrote:
Show nested quote +
On April 22 2013 04:23 Fatam wrote:
if they're within a certain distance from each other they will share hp. I need to figure out what the max range is and edit my rock tower thread lol probably will do that sometime later tonight


What I'm interested in mostly is: can I turn it off?
Because I think it's kind of weird that you kill two units that are visually split.


This is due to a "conjoined" behavior on the unit that makes other units with the same behaviour share stats. Just remove the behaviour the from unit in the data editor.


On April 22 2013 18:36 Ultrama wrote:
Hey guys
if I publish a map with the Sc2-Editor, can everyone play it?
or just people on my server?


Everyone on your server with the same dependencies will be able to play it if it is made public. The important things to note is that you are required to published to each individual region if you want it globally available. Also if the game uses hots dependencies only people with hots will be able to play its; it will not even appear for anyone with just wol.
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2013-05-22 03:24:39
April 23 2013 07:08 GMT
#2237
Edit - Is there a way to force disable the "Simplified Command Card" feature for players in a custom map? The "Simplified Command Card" means you can't use custom buttons above the bottom "4" of the command card slot, which really is a bummer (I mean you can use it but most people have "Simplified Command Card" set to on since it's enabled by default, and telling people to turn it off each time isn't fun.)

Besides that, I updated my "How to detect if a unit is facing a target before attacking (unprotected)" map on the NA server. (Also it's under "Custom Games" and not Arcade in case anyone is wondering.)

The map is just an attempt at bringing back BW style Mutalisk Dancing... in a different way (by giving a speed and acceleration boost if you attack at full speed and without turning).

I added things like using "Patrol" to activate the speed boost (similar to how in BW, you can use Mutalisk to patrol against Scourge) and I tried adding "Instant Turning" when you right click or do a move command (and I'm not sure if it's working right... my Mutalisk still sometimes move in a curve at high speeds).

(Also as for Patrol, there isn't a check yet, so you can technically just "patrol move" everywhere instead of a-move. I could make it so that patrol simply makes it so the Mutalisk turns instantly backwards if there is a target behind it, without losing speed via forcing the Mutalisk to just turn backwards if there is an enemy behind it... which I'll probably try later actually since it sounds closer to BW patrol.)

I also added a "Super Scourge" to micro against. (The Super Scourge will keep spawning a new one back if it gets to attack.) You can add more Super Scourges in the map by typing "-SpawnScourge".

The online lag may make things hard but you can download the map or open it in the editor and use "Test Document" to play it locally without any lag.

Anyway, the point of the map is just food for thought and I think the concept of it (how I set up the behaviors) may be some help to map makers.

In the data editor, remember you can set "Data Source" (which is to the right of the "Search Bar") to the map name, this shows all the changes I made into the map.

I know SCBW mod and other mods probably made better versions of Mutalisk Dancing in BW but this is just my own attempt at "something" like it (in this case, again you get a speed boost if you attack a target at full speed, without turning, if you use patrol, and you can instantly turn if you just click at unit to turn).

Also for a simple version what the map does and tries to show - What the map simply shows, like the map name states, is how to detect if a unit is facing the target before attacking. I used a behavior that is only applied if the unit is moving 3.74 speed or higher, and the behavior that is applied lasts 0.07 seconds. This behavior is required for the "Speed Boost" effect to apply, when you attack with the Mutalisk. The Mutalisk has to attack within those 0.07 seconds. This means, if you just "attack move" something behind you (for example), the Mutalisk will attempt to turn but by the time it turns, the buff will wear off and you won't get be able to take advantage of the speed boost buff.

So, that's a simple way of allowing you to try to detect if a unit is facing a certain direction (when it moves) before it attacks. This just means "attack moving" and "hold positioning" requires you to pay attention to the direction the Mutalisk is facing before you attack.

Anyway, again I hope some people find the map somewhat useful in that regard (it's not just for this either.. I guess it can help you become more creative with how you link multiple behaviors together too).
________________________
Besides that I also (In terms of map making in general) + Show Spoiler +
I have a 80% finished Dark Deeds clone with bot support. I know there is already a Dark Deeds map on but this one I try to copy exactly in the original (I actually have an unprotected version of Dark Deeds Final from WC3 >.>). Almost everything is done except the recipes/items (which were tedious for me since making items with effects is so "labor extension" in SC2) and the day/night mechanic (which is simple) and I haven't imported all the sound effects/icons (actually importing the stuff and setting up actors for even just sounds is somewhat tedious too).

I copied most of all the WC3 abilities and most of all WC3 units exactly (I made sure to time scale it too by multiplying it by 1.38, since in WC3, the game time and real life time were the same at the fastest setting, while SC2 everything is 38% faster on fastest). My favorite ones are the "Crypt Lord" one where I managed to make Impale similar to the WC3 version... with the fact that the sound only activates on the first hit of any unit, instead of all units hit too!

And also I copied the Panda Split ability for the Witch Doctor (which has a neat effect).

The best part about the map is I managed to add bots in it (bots aren't too great currently but they work). One philoshopy I have with all the maps I make is to always add bots (because making bots is fun and cool). I've always been a fan of POD bots from C.S. (especially how they chat too and can respond to things you say) and I wanted to add not only bots but chatting bots too!

If I don't finish Dark Deeds Redux, I might just upload it unprotected too in case anyone wants to see what I did there (I know there is already another Dark Deeds too... but I actually always wanted to make an updated version of Dark Deeds ever since WC3... I even made a post on it in Hiveworkshop back in like 2008, before SC2 was even released, to prove that!... and also that's why I actually have an unprotected version of WC3 Dark Deeds Final >.>).

Nearly every single ability is triggered (things like healing wave, impale, etc) and that means copying and pasting it is much easier (that and it's easier to control/modify triggered/scripted abilities than ones made with the data editor).
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
April 25 2013 10:08 GMT
#2238
Is it possible to use a tablet and draw artful things in the editor. You know those tablets connected to your computer and have a special pen.
For the swarm
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-04-25 21:23:22
April 25 2013 21:17 GMT
#2239
^I'd guess not.
On April 20 2013 10:33 The_Templar wrote:
I've just gone back to mapmaking so I will probably post in here a lot.
I copy-pasted some terrain while messing around with an old concept and a bunch of ramps appeared out of nowhere. What the heck?
+ Show Spoiler +
[image loading]


edit: before rotation it looked like this:
+ Show Spoiler +
&#91;image loading&#93;


????

Edit2: More info
I created the map before HotS and was messing around with it, I use a mac, it's meinhoff textures, no custom textures or cliffs, and I was able to erase the weird ramps.

bumping this post
I was making a HotS map from scratch (same computer, Zerus only textures/cliffs) and the same thing happened when rotating copy-pasted terrain- random ramps appeared for no apparent reason, super annoying although I got all of them straightened out.

+ Show Spoiler +
[image loading]

Why is this happening?!

Edit: more pictures in case someone doesn't get what I'm asking
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
Moderatorshe/her
TL+ Member
mk.ultra
Profile Joined March 2012
United States54 Posts
April 25 2013 23:21 GMT
#2240
Very quick question. I am trying to copy and paste some terrain, but it always automatically snaps to the the red grid. I want to make a more accurate selection without it snapping to the large grid. How do I do this? Thanks!
When the power of love overcomes the love of power, the world will know peace.
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