Simple Questions/Answers - Page 120
Forum Index > SC2 Maps & Custom Games |
And G
Germany491 Posts
| ||
EatThePath
United States3943 Posts
On August 06 2013 18:51 And G wrote: I just realized that you can place force fields that last forever and essentially serve as rocks that can only be destroyed by massive units (which are all tier 3) and thus last longer. Are there any maps that have experimented with this? Not that have seen any kind of real competitive use. There have been quite a few over time that toyed with this idea. It's hard to use it effectively because much of the time rocks are just as good if not better. To use the forcefield you need a really small choke. Or you have to make a duplicate unit in the data editor to use a larger one and at that point you're just messing with stuff and might as well make whatever you want. The other thing is that protoss get colossus anyway so they have a much easier time opening forcefield blocks (if they want to) than terran or zerg who have to deviate from normal compositions or wait til lategame. | ||
![]()
The_Templar
your Country52797 Posts
On August 08 2013 04:54 EatThePath wrote: Not that have seen any kind of real competitive use. There have been quite a few over time that toyed with this idea. It's hard to use it effectively because much of the time rocks are just as good if not better. To use the forcefield you need a really small choke. Or you have to make a duplicate unit in the data editor to use a larger one and at that point you're just messing with stuff and might as well make whatever you want. The other thing is that protoss get colossus anyway so they have a much easier time opening forcefield blocks (if they want to) than terran or zerg who have to deviate from normal compositions or wait til lategame. you could use it as a backdoor into a base, like the natural. It would have to be pretty out of the way so that unit pathing wasn't terribly affected. | ||
EatThePath
United States3943 Posts
On August 08 2013 05:25 The_Templar wrote: you could use it as a backdoor into a base, like the natural. It would have to be pretty out of the way so that unit pathing wasn't terribly affected. Oh yeah and the pathing problem, good point. | ||
![]()
The_Templar
your Country52797 Posts
On August 08 2013 05:29 EatThePath wrote: Oh yeah and the pathing problem, good point. I made a pretty bad map with a backdoor force field once and the pathing thing really disturbed it since the "backdoor" was closer to the opponent's base. | ||
EatThePath
United States3943 Posts
On August 08 2013 05:30 The_Templar wrote: I made a pretty bad map with a backdoor force field once and the pathing thing really disturbed it since the "backdoor" was closer to the opponent's base. Would have to use it to block deadends in that case. | ||
And G
Germany491 Posts
| ||
doktorLucifer
United States855 Posts
| ||
And G
Germany491 Posts
| ||
doktorLucifer
United States855 Posts
| ||
jon osterman
71 Posts
waypoints are the answer to it : means more player skill required and that is ..? (+ Show Spoiler + always good in my book | ||
Fuchsteufelswild
Australia2028 Posts
![]() suspiciously Is it just that they're using skin lotions/products/etc. (and if so, which ones? ![]() If there is a particular thread I should be lead to, link away! | ||
moskonia
Israel1448 Posts
| ||
Meavis
Netherlands1300 Posts
On August 11 2013 02:18 moskonia wrote: Hello, I wonder if anyone knows how to add cliff types, I am using the Haven tileset and it only had 1 cliff type... same as swapping out textures, but at the final menu you select what cliffs the map is using and swap those out. | ||
moskonia
Israel1448 Posts
| ||
Meavis
Netherlands1300 Posts
On August 11 2013 02:38 moskonia wrote: I am sorry but i still don't get it, can you give me a short step by step explanation? I go to map textures and I can get to cliff types, but I can't figure out how to add one to my Terrain type. was afraid that wasn't going to cut it, this is the best explanation I could find. just like textures there should be a field just like that for cliffs. On July 13 2013 04:52 Coppermantis wrote: Once you're in the data editor, look for a field that says "textures - blend +". To the right of it you should see a list of textures (e.g., "Tyrador Marble Tiles|Tyrador Square bricks"). Click on the list and change out textures. That only changes the tile set data itself, so you then have to go to map>map textures to actually set those as useable in the editor by swapping the textures out in the same way you did in the data editor. if you have problems navigating to the editor, search for a video guide for swapping out textures, it works practically the same but a different field in the editor. | ||
And G
Germany491 Posts
| ||
moskonia
Israel1448 Posts
![]() | ||
Big J
Austria16289 Posts
Is there a way to resize a unit with an effect or behaviour? I'd specifically like to change the Movement: Radius Movement: Inner Radius attributes of a unit by usage of an ability. | ||
And G
Germany491 Posts
| ||
| ||