Simple Questions/Answers - Page 131
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Virulentz
Germany3 Posts
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And G
Germany491 Posts
Generally speaking, what is the minimum main2main distance for a four-player map if the nat2nat distance is about the same and all distances with other spawns are significantly longer? | ||
enord
France258 Posts
On March 15 2014 16:49 Virulentz wrote: I uploaded a map to Battle.net, but if I try to change the name, it's telling me that the map and the local files need the old name. Any way to change that? There are two names One is record name on your computer One is set in map info Both must be taken into account Open map Go to map info Change name Save as Publish map (new name might not be available) | ||
Virulentz
Germany3 Posts
On March 16 2014 02:58 enord wrote: There are two names One is record name on your computer One is set in map info Both must be taken into account Open map Go to map info Change name Save as Publish map (new name might not be available) I tried that, but it says that the local files name must match, so even if i change both it doesnt allow me to do it... | ||
enord
France258 Posts
have you filled all your slots/space on bnet? screenshot of the event/errormessage ![]() | ||
Virulentz
Germany3 Posts
To precise it, the mistake is when i try to upload it to the Battle.net, i can change the names, but then I can't upload... | ||
enord
France258 Posts
On March 16 2014 05:55 Virulentz wrote: It's my first map, so i don't think i filled all my slots, but unfortunately a sreenshot is not possible cause it disappears immediately. To precise it, the mistake is when i try to upload it to the Battle.net, i can change the names, but then I can't upload... "disappears immediately." :/ ? "I can't upload." make up a new name no one would use, save it (in map info/name and for of your saved doc on your comp) check dependencies upload dependencie(s) first if any / if required publish if message is change name to all locales do it ![]() (do send me a pm if you wish help on skype or other) it should upload (barring any mapbnet being down / your connection / your map / editor being broke) | ||
enord
France258 Posts
bunch of pansies gamers this is the best rtsg ever... do i have to do another thread to prove it? | ||
WhalesFromSpace
390 Posts
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EthanS
United States206 Posts
I'm seeing a lot of very wide chasms/doodads along sides of the mains, but is it the open sides that let the "all-in"** gambit work? I see three possibilities and I'm honestly not sure: 1. lots of exposed cliff space away from the natural is allowing "surprise" blink ups. E.g., the long cliff btwn 3d and Main on Heavy Rain. Lots of recent maps in the WIP thread are addressing this, similar to Habitation Station's doodad chasm. 2. the position of the main ramp, perhaps too close to the front and therefore allowing sentries to forcefield and split or trap terran army? See Frost, Heavy Rain, and Yeonsu. 3. the presence of a large landing pad above the choke at the natural. So if P parks just outside the natural, they can threaten to move forward into natural or blink up to the main? Looking here at Polar Night and Heavy Rain, much less on Yeonsu, and non-existent on Daedalus. Blizzard just said on b.net that they are looking at revising maps for next season to reduce strength of blink play. It'd be good if we knew how to do that without overdoing it. *I presume scoutable means "able to be entered by reapers" bc Z,P scout w/ ovie or obs/halluc, and we don't want to force T to scan. **Yes, its not really an all-in. That's the problem... | ||
enord
France258 Posts
On March 20 2014 04:46 WhalesFromSpace wrote: When I use trigger 'createunit' and select medivac, the medivac has no speed burst... how do I make it spawn the HOTS medivac? Also the hellions are created with the capacity to transform, but other units like marines and marauders don't have their abilities like stim enabled upon creation... sort of confusing to me... how do I determine which unit abilities are enabled when I create them with a trigger? when you created the map .. did you choose hots or wol? possibly you are suffering from "incomplete" dependencies? at some point/place the dependencies parse the data into different documents campaign and multi are "competitive" and the result can be disappointing ![]() just examine what dependencie you do have loaded (to have the best of both "data" source, you must recreate one of them manualy (copy pasting from one map to the other works somewhat, good luck) + Show Spoiler + On March 20 2014 18:51 EthanS wrote: How do you design main-natural-thirds to be scoutable* and attackable, but not "blink-all-in"-able? I'm seeing a lot of very wide chasms/doodads along sides of the mains, but is it the open sides that let the "all-in"** gambit work? I see three possibilities and I'm honestly not sure: 1. lots of exposed cliff space away from the natural is allowing "surprise" blink ups. E.g., the long cliff btwn 3d and Main on Heavy Rain. Lots of recent maps in the WIP thread are addressing this, similar to Habitation Station's doodad chasm. 2. the position of the main ramp, perhaps too close to the front and therefore allowing sentries to forcefield and split or trap terran army? See Frost, Heavy Rain, and Yeonsu. 3. the presence of a large landing pad above the choke at the natural. So if P parks just outside the natural, they can threaten to move forward into natural or blink up to the main? Looking here at Polar Night and Heavy Rain, much less on Yeonsu, and non-existent on Daedalus. Blizzard just said on b.net that they are looking at revising maps for next season to reduce strength of blink play. It'd be good if we knew how to do that without overdoing it. *I presume scoutable means "able to be entered by reapers" bc Z,P scout w/ ovie or obs/halluc, and we don't want to force T to scan. **Yes, its not really an all-in. That's the problem... there are several tools that allow map)makers to parse the space unpathable layer doodads or units who's footprints prevent from using the path doodads that prevent vision and the only one that works : pathing via level and using the unpathable lowest level some work when done in proper combinations (warning: be wary of the "height" layer where you place these tio get the desired effect), some never have worked since beta in essence, the parsing of a map into zones (with a focus on blink and cliff-jumping) requires to take a slightly bigger canvas (map size) to insure that un-blinkable / un-climable space may be devoted to its purpose edit ps : + Show Spoiler + i love 360 drop/blink/climbable mains myself, but to each his or her own | ||
Harreh
90 Posts
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TheFish7
United States2824 Posts
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WhalesFromSpace
390 Posts
On March 20 2014 21:23 enord wrote: + Show Spoiler + On March 20 2014 04:46 WhalesFromSpace wrote: When I use trigger 'createunit' and select medivac, the medivac has no speed burst... how do I make it spawn the HOTS medivac? Also the hellions are created with the capacity to transform, but other units like marines and marauders don't have their abilities like stim enabled upon creation... sort of confusing to me... how do I determine which unit abilities are enabled when I create them with a trigger? when you created the map .. did you choose hots or wol? possibly you are suffering from "incomplete" dependencies? at some point/place the dependencies parse the data into different documents campaign and multi are "competitive" and the result can be disappointing ![]() just examine what dependencie you do have loaded (to have the best of both "data" source, you must recreate one of them manualy (copy pasting from one map to the other works somewhat, good luck) I am quite sure I picked hots, because there are mines and battle hellions. Just to make sure I am understanding you: Because I selected both campaign and multi as dependencies, they are interfering with eachother? If I turn off campaign dependency then I will get the medivac from multiplayer? And then if I want something from campaign dependency, add it manually? | ||
TheFish7
United States2824 Posts
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-NegativeZero-
United States2141 Posts
On March 20 2014 23:39 Harreh wrote: Why are Xel'Naga towers pretty much always surrounded by LOS blockers? I'm not really sure what having the blockers really achieve. My guess is that it makes the towers even more valuable by giving players who capture the tower an actual army advantage in addition to the vision the tower grants. Enemy units approaching the tower cannot see your units at the tower due to the LoS blockers, but you can see them due to the tower vision, so your units can shoot while theirs cannot. | ||
enord
France258 Posts
On March 21 2014 05:23 WhalesFromSpace wrote: I am quite sure I picked hots, because there are mines and battle hellions. Just to make sure I am understanding you: Because I selected both campaign and multi as dependencies, they are interfering with eachother? If I turn off campaign dependency then I will get the medivac from multiplayer? And then if I want something from campaign dependency, add it manually? there are two points: what is available in the editor (to place on the map) what medivac is available to be bought in the starport maybe the one you want is available in your data editor and you just have to switch it in the starport instead of the one you have | ||
And G
Germany491 Posts
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enord
France258 Posts
![]() just preface it by "from a mapmaker to players" for me a main should be siege-able ![]() | ||
WhalesFromSpace
390 Posts
On March 20 2014 21:23 enord wrote: just examine what dependencie you do have loaded (to have the best of both "data" source, you must recreate one of them manualy (copy pasting from one map to the other works somewhat, good luck) It looks like I had only campaign dependencies on, so how do I copy-paste the units/abilities from multi into my map? I can't seem to be able to have two maps open at once. | ||
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