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Simple Questions/Answers - Page 131

Forum Index > SC2 Maps & Custom Games
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Virulentz
Profile Joined March 2014
Germany3 Posts
Last Edited: 2014-03-15 08:28:57
March 15 2014 07:49 GMT
#2601
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?
And G
Profile Joined May 2012
Germany491 Posts
March 15 2014 13:16 GMT
#2602
I remember having seen a thread somewhere around here examining distances on four-player maps, but I only found this very old thread. Surely there must be newer discussions on this topic?

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?
not a community mapmaker
enord
Profile Blog Joined September 2013
France258 Posts
March 15 2014 17:58 GMT
#2603
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)
make / have a good tl .. ohhh and i want my icon back :°D
Virulentz
Profile Joined March 2014
Germany3 Posts
March 15 2014 20:25 GMT
#2604
On March 16 2014 02:58 enord wrote:
Show nested quote +
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)


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
Profile Blog Joined September 2013
France258 Posts
March 15 2014 20:47 GMT
#2605
is your map composed of several documents?

have you filled all your slots/space on bnet?


screenshot of the event/errormessage

make / have a good tl .. ohhh and i want my icon back :°D
Virulentz
Profile Joined March 2014
Germany3 Posts
Last Edited: 2014-03-15 20:56:50
March 15 2014 20:55 GMT
#2606
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...
enord
Profile Blog Joined September 2013
France258 Posts
March 15 2014 22:17 GMT
#2607
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)
make / have a good tl .. ohhh and i want my icon back :°D
enord
Profile Blog Joined September 2013
France258 Posts
Last Edited: 2014-03-16 12:48:28
March 16 2014 12:47 GMT
#2608
why is photon cycles not on page 1?

bunch of pansies gamers

this is the best rtsg ever... do i have to do another thread to prove it?
make / have a good tl .. ohhh and i want my icon back :°D
WhalesFromSpace
Profile Joined March 2012
390 Posts
March 19 2014 19:46 GMT
#2609
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?
Nihility
EthanS
Profile Joined February 2011
United States206 Posts
March 20 2014 09:51 GMT
#2610
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...
enord
Profile Blog Joined September 2013
France258 Posts
Last Edited: 2014-03-20 14:07:25
March 20 2014 12:23 GMT
#2611
+ 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)

+ 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
make / have a good tl .. ohhh and i want my icon back :°D
Harreh
Profile Joined September 2013
90 Posts
March 20 2014 14:39 GMT
#2612
Why are Xel'Naga towers pretty much always surrounded by LOS blockers? I'm not really sure what having the blockers really achieve.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 20 2014 14:40 GMT
#2613
Makes it harder to know if someone has captured the tower or not.
~ ~ <°)))><~ ~ ~
WhalesFromSpace
Profile Joined March 2012
390 Posts
March 20 2014 20:23 GMT
#2614
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?
Nihility
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 20 2014 21:37 GMT
#2615
There should be 2 or 3 separate medivac units, one from liberty, one from swarm multi and possibly one from swarm campaign, it should be a matter of picking the correct one. The sure-fire way to make sure it works is to duplicate the unit you want to use and pick that new unit. For the abilities, since they are upgrades, you will need to add an event that grants the upgrade to the player that is receiving the units. Can't think of the name of the specific event type. If you want some marines to have stim and others to not have stim, you will need two separate units.
~ ~ <°)))><~ ~ ~
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
March 21 2014 05:32 GMT
#2616
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.
vibeo gane,
enord
Profile Blog Joined September 2013
France258 Posts
March 21 2014 15:29 GMT
#2617
+ Show Spoiler +
On March 21 2014 05:23 WhalesFromSpace wrote:
Show nested quote +
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?


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
make / have a good tl .. ohhh and i want my icon back :°D
And G
Profile Joined May 2012
Germany491 Posts
March 21 2014 18:54 GMT
#2618
Theoretical (at least for me) question, looking for input from players who have actual experience with this: Is it really a bad thing when the main mineral line or base can be sieged/nuked from the natural? It seems to me this is only a problem for Zerg anyway, and when you get to a point where your opponent has tanks or nukes and you don't have a natural, the game's over for Zerg either way, right?
not a community mapmaker
enord
Profile Blog Joined September 2013
France258 Posts
March 23 2014 02:53 GMT
#2619
for once i hate to say it but you would get answers in the strategy forum
just preface it by "from a mapmaker to players"

for me a main should be siege-able
make / have a good tl .. ohhh and i want my icon back :°D
WhalesFromSpace
Profile Joined March 2012
390 Posts
Last Edited: 2014-03-23 22:56:00
March 23 2014 20:28 GMT
#2620
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.
Nihility
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