|
On February 12 2014 01:34 Harreh wrote:![[image loading]](http://i.imgur.com/oq5UTUM.jpg) Anyone know what this asset is called? I'm trying to use it as a background image for a button if possible I assume you won't find it via the editor. Battle.net's assets are stored within the "Battle.net.MPQ" and the editor can't use those. I would use an mpq editor to extract the images within it and look for the image inside it.
|
I've searched and can't find the answer to this, but maybe my Google-fu is just bad...
In the data editor, a lot of the Requirement Nodes have the field "Flags: Tech Tree Cheat" (seems to be enabled by default). Does anyone know what this flag does?
EDIT: Nevermind, I just found a useful tooltip elsewhere in the editor: "When this flag is checked, this upgrade will be applied when a player uses the tech tree cheat."
|
good call ahil, found it amongst some other cool stuff
|
Anyone knows how do I take High Res pics of a map?
|
Would no-ramp mains (like Tal'Darim) be viable for the current meta? It seems like MSC, stargate, etc. can hold off 4 gate pressure very well, which was the biggest argument against that map iirc
|
biggest issue is allowing a normal wall in without allowing 3 pylon block, just can't have both of those
|
On February 14 2014 09:34 JessicaSc2 wrote: Anyone knows how do I take High Res pics of a map?
There is an option Export Map Image, I think its under Map or Data that will create I believe up to 4092x4092
On February 14 2014 14:43 [UoN]Sentinel wrote: Would no-ramp mains (like Tal'Darim) be viable for the current meta? It seems like MSC, stargate, etc. can hold off 4 gate pressure very well, which was the biggest argument against that map iirc
In my opinion yes but I was also never of the opinion that the 3 pylon block was a problem in the first place. 4gate PvP is not really a thing anymore either. That said, you do end up increasing the strength of certain kinds of contains and blink stalker all ins become stronger. Its been something thats been played around with a lot but hasn't seen real use since TDA. Also I feel like I may be leaving out some other issues that popped up with those kinds of maps.
|
On February 14 2014 23:58 TheFish7 wrote:Show nested quote +On February 14 2014 09:34 JessicaSc2 wrote: Anyone knows how do I take High Res pics of a map? There is an option Export Map Image, I think its under Map or Data that will create I believe up to 4092x4092 Show nested quote +On February 14 2014 14:43 [UoN]Sentinel wrote: Would no-ramp mains (like Tal'Darim) be viable for the current meta? It seems like MSC, stargate, etc. can hold off 4 gate pressure very well, which was the biggest argument against that map iirc In my opinion yes but I was also never of the opinion that the 3 pylon block was a problem in the first place. 4gate PvP is not really a thing anymore either. That said, you do end up increasing the strength of certain kinds of contains and blink stalker all ins become stronger. Its been something thats been played around with a lot but hasn't seen real use since TDA. Also I feel like I may be leaving out some other issues that popped up with those kinds of maps.
Couldn't the power of blink stalker all-ins be reduced by giving each main a "moat" of sorts, to make stalkers unable to blink in due to distance over 8?
|
Should i do my 3 years on pc birthday cake post on tl or on mapster?
|
How to modify the Xelnaga Watchtower that he adds a Mineral to the activator bank every second? I this a easy modification?
Thanks in advance.
|
There is an Ability that the XNT has that is called Tower capture. You would need to create a Behaviour (Buff) that is applied by that ability. The Buff behavior would have a Periodic Effect (Modify Player) you can use this to add +1 minerals.
Alternately, You might be able to create a trigger that searches for the tower capture ability firing and use a while loop to add the mineral.
Edit - Actually, I left out one step, you need a search area on the XNT as well because the ability itself won't apply a behavior.
I got it to work on this map: Xel'Naga Tower Resource Generator Testmap
Didn't add anything fancy like a floating +! mineral text or behavior icon
|
Not sure if this is the exact right place to ask, but after beating everything on brutal I want more. Are there any campaigns made by the community. I realise it will not be at the level of the campaign blizzard has made, but maybe it will be harder? WoL had a few missions that were tasking, but HOTS was a complete walkover even on brutal. So maybe someone has made like 10-15 missions that are harder?
|
the brood war campaign is available on wol (maybe not on hots).. it is good (not "brutalesque" though)
|
SC2 mass recall
The more difficult difficulties are extremely difficult
|
I made WoL harder by forcing myself to go mech every mission, and had a lot more fun doing so. Set some constraints on your play for more fun.
|
I use undo shortcut a lot (ctrl + z) but sometimes, randomly it stops working. Manually using it still works though (via edit submenu). Anyone knows what could be the cause of it?
|
Hey guys, I have a question. So Heroes of the Storm is going to be coming out and it's going to have a map editor... Since it's pretty much running off the sc2 engine, will this forum house Heroes maps/help etc too?
|
So I want to try my hand at making a melee map. I know it's probably gonna suck but is there a guide or something for making a decent standard map? Maybe just some tips?
|
On February 27 2014 09:52 SetGuitarsToKill wrote: So I want to try my hand at making a melee map. I know it's probably gonna suck but is there a guide or something for making a decent standard map? Maybe just some tips? Just basic checklist of things I can think of at present:
- Enable symmetry, obviously - Main base should be about one and a half screens - Main should (at least for standard maps) always be on higher ground than nat with the smallest possible ramp connecting the two diagonally (when done vertically or horizontally it screws with terran walls) - Give a decent amount of airspace to allow for drops and space behind the mineral lines for both drops and buildings - Careful of how much surface area the main has with the rest of the map (think reapers/blink stalkers). Yeonsu is a very blink-prone map, Habitation Station is not. - Make the third moderately easy to defend. Look at existing melee maps (except Alterzim) to see how their thirds are positioned, and factor this into your design. - Have multiple attack paths for multiple kinds of engagements. Be sure to make some narrow spaces (for Protoss-favored engagements) and some wide spaces (for Zerg-favored engagements). - Lots of elevation changes always makes things interesting, although it does create corridors, so be wary of not making the map too Protossy.
In short, when designing your map, keep in mind what features of a map benefit and cripple each race, and also try and add in features that make games dynamic. I don't know specific tips for this, for example, but be sure to avoid maps that can easily be split and stalemated between two players. Just slam a few maps out, see how you like them and the community likes them, and go from there
|
How do I change the hp/armor of the rocks?
|
|
|
|