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Simple Questions/Answers - Page 120

Forum Index > SC2 Maps & Custom Games
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Prev 1 118 119 120 121 122 182 Next
And G
Profile Joined May 2012
Germany491 Posts
August 06 2013 09:51 GMT
#2381
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 a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 07 2013 19:54 GMT
#2382
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.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 07 2013 20:25 GMT
#2383
On August 08 2013 04:54 EatThePath wrote:
Show nested quote +
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.

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.
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 07 2013 20:29 GMT
#2384
On August 08 2013 05:25 The_Templar wrote:
Show nested quote +
On August 08 2013 04:54 EatThePath wrote:
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.

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.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 07 2013 20:30 GMT
#2385
On August 08 2013 05:29 EatThePath wrote:
Show nested quote +
On August 08 2013 05:25 The_Templar wrote:
On August 08 2013 04:54 EatThePath wrote:
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.

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.

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.
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 07 2013 20:39 GMT
#2386
On August 08 2013 05:30 The_Templar wrote:
Show nested quote +
On August 08 2013 05:29 EatThePath wrote:
On August 08 2013 05:25 The_Templar wrote:
On August 08 2013 04:54 EatThePath wrote:
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.

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.

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.
Comprehensive strategic intention: DNE
And G
Profile Joined May 2012
Germany491 Posts
August 08 2013 09:29 GMT
#2387
Ah yes, I didn't consider pathing. I guess you could use force fields to create chokes around otherwise open bases since that wouldn't interfere with pathing AI too much, but blocking paths completely seems like a bad idea.
not a community mapmaker
doktorLucifer
Profile Blog Joined November 2008
United States855 Posts
August 09 2013 06:01 GMT
#2388
I'm looking for the name of a small FFA (melee?) map played on the MLG stream with the viewers (for fun). It was realllllly small, and everyone spawns in the center of the map next to each other, and mine from there.
And G
Profile Joined May 2012
Germany491 Posts
August 09 2013 06:11 GMT
#2389
This one?
not a community mapmaker
doktorLucifer
Profile Blog Joined November 2008
United States855 Posts
August 09 2013 07:44 GMT
#2390
YES! Thank you. ^_^
jon osterman
Profile Joined June 2013
71 Posts
August 09 2013 11:45 GMT
#2391
mmmm... making trouble for the "sc2 hots engine" by "changing" pathing "parameters" seems like a good idea to me ..

waypoints are the answer to it : means more player skill required and that is ..? (+ Show Spoiler +
always good in my book
)
do a dear .. a female dear .. ray a drop of golden son .. me a name i call myself, fa a long long way to run
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
August 10 2013 09:02 GMT
#2392
Do progamers wear makeup? I was only imagining for photo shoots mind you (and horrible early GOM production -_-") but I wondered just because you see so many shots of progamers (Or maybe just the rich ones) with seemingly perfect, + Show Spoiler +
suspiciously
shiny skin, even when they're supposed shots of them just wandering about the city or doing something else casual.
Is it just that they're using skin lotions/products/etc. (and if so, which ones? ) and they don't eat anything with much sugar?
If there is a particular thread I should be lead to, link away!
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
moskonia
Profile Joined January 2011
Israel1448 Posts
August 10 2013 17:18 GMT
#2393
Hello, I wonder if anyone knows how to add cliff types, I am using the Haven tileset and it only had 1 cliff type...
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
August 10 2013 17:27 GMT
#2394
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.
"Not you."
moskonia
Profile Joined January 2011
Israel1448 Posts
August 10 2013 17:38 GMT
#2395
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.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2013-08-10 18:06:29
August 10 2013 18:05 GMT
#2396
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.
"Not you."
And G
Profile Joined May 2012
Germany491 Posts
August 10 2013 18:08 GMT
#2397
F7 -> Haven tileset -> double click Haven Organic Cliffs (the top level instance) -> green plus sign
not a community mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
August 10 2013 21:59 GMT
#2398
Thanks you two, really helpful
Big J
Profile Joined March 2011
Austria16289 Posts
August 11 2013 19:20 GMT
#2399
Data Editor question:
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
Profile Joined May 2012
Germany491 Posts
August 12 2013 15:03 GMT
#2400
Will it be a performance problem to have a large number (about 1 per square) of non-animated and non-particle doodads such as foliage, trees, rocks et cetera?
not a community mapmaker
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