Simple Questions/Answers - Page 121
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And G
Germany491 Posts
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jon osterman
71 Posts
or change it to another or get rid of the actor | ||
And G
Germany491 Posts
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jon osterman
71 Posts
+ Show Spoiler + regardless you never mentioned or didn't ask directly: "will changing prevent melee status?" yes there are maybe different rocks or doodads with different stuff pending on "ambiance" you pick for your map.. and yes some swapping passes near but doesn't light up the guardog at the galaxy publish gate no :/ there is no way to change anything IF you want to bow.. i change stuff all the time .. come to think of it ..?? .. i change stuff whenever i can .. and the maps are there to be played out tldr: melee only rant + Show Spoiler + | ||
Aunvilgod
2653 Posts
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TheFish7
United States2824 Posts
Look for the trigger that says melee initialization -> set resources for player Since your changing a trigger, its no longer a melee map | ||
Aunvilgod
2653 Posts
I want to set them to 1000 or something like that. nvm I got it. | ||
opisska
Poland8852 Posts
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moskonia
Israel1448 Posts
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opisska
Poland8852 Posts
edit: turns out that this is the forum that worked during beta? there is talk of another forum for singleplayer, but I couldn't find it. | ||
Frizzil
United States1 Post
I want to post a mod-of-sorts I've been developing for a while, but I'm not sure if it qualifies for the [M] melee tag. Essentially, it randomly tweaks unit-data-values before the match begins and gives the players time to review and/or veto the changes before starting. (e.g. +1 speed to marines, +2 range to photon cannons, etc). Though I'd label it a mod in the traditional sense, I'm currently implementing it as a set of maps due to the necessity of adding triggers. Once the match begins, there's no other custom behavior, only pure melee Starcraft. So, should I use the melee tag? | ||
XPA
Germany242 Posts
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ThomasjServo
15244 Posts
That is to say before loading onto Akilon or better yet Bel'Shir, you could have a menu come up, allowing you to select any unit for the given races (Not random), and adjus the following on a unit by unit basis:
2. Base damage 3. Attack Range 4. Spell cost (Spell Casters} 5. Starting Energy (Spell Casters} 6. AoE Radius 7. AoE DPS I don't know if this is possible in the least, just curious about the possibility. Would also be fun to toy around with 1 energy HSMs. | ||
TheFish7
United States2824 Posts
On August 23 2013 10:16 Frizzil wrote: So, should I use the melee tag? I'm not a mod, but I'd say nope. On September 01 2013 21:57 XPA wrote: Hey, how do I create a 1vs1 map where I control both players? I only manage to control both via triggers, but then they share spending aswell and do not attack each other. I don't think this is really do-able in the way you want to do it. there might be a work-around though, for example, change the default unit targeting to attack their allies and then ally both sides? Might want to check out macro/micro or something similar, I know this question has been asked before and I believe the answer was that its outside the scope of the editor in that you can't control two separate player entity's units, but I could be wrong there. On September 10 2013 00:25 ThomasjServo wrote: Not a map maker, but curious if anyone would want to work on a little project. I am curious if it is possible to make a map, similar to unit testing maps, where you can alternate different parameters based on balance rather than simple composition elements. That is to say before loading onto Akilon or better yet Bel'Shir, you could have a menu come up, allowing you to select any unit for the given races (Not random), and adjus the following on a unit by unit basis:
2. Base damage 3. Attack Range 4. Spell cost (Spell Casters} 5. Starting Energy (Spell Casters} 6. AoE Radius 7. AoE DPS I don't know if this is possible in the least, just curious about the possibility. Would also be fun to toy around with 1 energy HSMs. It's possible, but would require someone who is good with dialogues, variables and data. The trigger action Set Unit Property allows you to change a unit's health and energy, etc. Some of the other bits might be more complex, like AoE radius, but still doable using the data editor and custom upgrades and the like. | ||
Phaenoman
568 Posts
Anyone else got this issue? Maybe this has already been discussed. Sry if so, I was not aware of. | ||
enord
France258 Posts
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Phaenoman
568 Posts
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-NegativeZero-
United States2141 Posts
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PineapplePizza
United States749 Posts
- Main bases have 9 or 10 mineral patches instead of the standard 8 - All expansions (except for more exposed or dangerous locations) have 7 mineral patches instead of 8 - All expansions past the main and natural would have 1 or 2 high-yield mineral patches included in each line - Every base has one High Yield gas geyser, and one standard gas geyser I believe this would help with the obsolescence of 1-base plays, and make tech-focused 2-base strategies more viable. The high-yield geysers, along with the extra high-yield minerals in the 3rd / 4th / 5th etc bases would encourage people to expand more aggressively in the late-game, even if they can't spare the supply to fill them up with workers. Has this already been tried or something? Is it not done because of tournament-organizer timidness, or blizzard ladder-edition rape? | ||
enord
France258 Posts
any map with different ressources layout is shunned on tl, possibly everywhere to answer thoroughly: if you look through all the maps on tl, more than a dozen answer your query, however these maps were rejected because of those "features" it seems, most of "sc2 melee" is ladder, so until blizz features maps with such features themselves (in the ladder map pool), no one (apart from a discarded (non quantified) amount of players) will pay any attention to these maps and no one (apart from brain dead mapmakers like your's truly) will produce such maps. *form of a sad panda* | ||
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