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+ Show Spoiler +On March 24 2014 05:28 WhalesFromSpace wrote:+ Show Spoiler +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. no.. opening two maps at once is not easy or meant to be done
you select/copy what you want/have in your "origin" map
you open the "destination" map and paste/save what was copied
should work
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how do you a change a background of the map? Most of them are just a black space.
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Anyone know where I can get a copy of outboxer? Can't find it on EU so I guess it's not there.
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+ Show Spoiler +On March 25 2014 21:45 JessicaSc2 wrote: how do you a change a background of the map? Most of them are just a black space. the model you choose specifies a specific backround
you can do a new map with the backround you want and then copy paste everything from your current map in it
changing the backround itself would seem easier, but it is GARANTEED bugland
+ Show Spoiler +On March 25 2014 21:50 Harreh wrote: Anyone know where I can get a copy of outboxer? Can't find it on EU so I guess it's not there.
did you search in your editor/bnet maps import ?
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On March 25 2014 22:27 enord wrote:+ Show Spoiler +On March 25 2014 21:45 JessicaSc2 wrote: how do you a change a background of the map? Most of them are just a black space. the model you choose specifies a specific backround you can do a new map with the backround you want and then copy paste everything from your current map in it changing the backround itself would seem easier, but it is GARANTEED bugland + Show Spoiler +On March 25 2014 21:50 Harreh wrote: Anyone know where I can get a copy of outboxer? Can't find it on EU so I guess it's not there. did you search in your editor/bnet maps import ?
Am I missing something or all the backgrounds suck except for Korhal platform (which is super cool).
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did you search in your editor/bnet maps import ?
As you can see, it doesn't appear in the editor (atleast on EU): + Show Spoiler +
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Outboxer isnt published on Europe , and it would be surely locked.
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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... Basically, the strength of blink timings/all-ins is determined by the amount of surface area the strategy has to work with. This is why it's very good on maps like Heavy Rain, while not so great on maps like Habitation Station. The problem with Habitation Station in achieving what you want is its design also nerfs reaper scouting. Here's an example from my map Crystal Cavern that allows plenty of reaper scouting while reducing the influence of blink (although not completely removing its viability):
+ Show Spoiler [Crystal Cavern Map Overview] +
Also keep in mind that I'm experimenting with third base design there, so it doesn't give a clean example of standard main/nat/third, though it should still help you out when it comes to designing main base surface area.
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+ Show Spoiler +On March 26 2014 01:27 Harreh wrote:As you can see, it doesn't appear in the editor (atleast on EU): + Show Spoiler + On March 26 2014 03:33 IeZaeL wrote: Outboxer isnt published on Europe , and it would be surely locked.
me not trolling did you log on na with galaxy to try and find it? not really helpful i know, sorry
edit:+ Show Spoiler +sorry, at work so no way to look for it
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On March 26 2014 20:19 enord wrote:+ Show Spoiler +On March 26 2014 01:27 Harreh wrote:As you can see, it doesn't appear in the editor (atleast on EU): + Show Spoiler + On March 26 2014 03:33 IeZaeL wrote: Outboxer isnt published on Europe , and it would be surely locked. me not trolling did you log on na with galaxy to try and find it? not really helpful i know, sorry edit: + Show Spoiler +sorry, at work so no way to look for it
KeSPA doesn't generally release their maps to regions beyond KR, and they are always locked for the sake of protecting their work (which means even if you were to find it on a different region for whatever reason, you would not be able to modify it in the editor). The only time you'll find an unlocked KeSPA map in other regions is when Blizzard picks it up to be used in the ladder pool, in which case it's Blizzard unlocking and publishing the map to all regions.
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Anyone know the best way to copy large amounts of Data from an existing map into an Extension/Dependancy Mod?
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On March 28 2014 04:32 TheFish7 wrote: Anyone know the best way to copy large amounts of Data from an existing map into an Extension/Dependancy Mod? Copy/Paste is the only option I know if. It's a tedious process, though, when you have a lot of data needing transfer.
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Surely you just add the file as a dependency, or import it?
Copy/Paste is so unreliable, you might forget something and what happens if the original changes? Now you've got to do the same update in two places.
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the thing is the map might contain unwanted data
also maps (terrain) make poor dependencies no?
+1 tedious process, but it works (no import function functional to be seen, sorry.. i might be wrong.. should try on mapster)
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On March 28 2014 19:21 Harreh wrote: Surely you just add the file as a dependency, or import it?
Copy/Paste is so unreliable, you might forget something and what happens if the original changes? Now you've got to do the same update in two places. You can't add maps as dependencies, only mods. The idea would be to move the relevant data to a mod, then have the mod as a dependency in subsequent maps. That way, you only have to keep the mod updated.
As for getting that data to the mod in the first place... well, you're stuck with the tried and true CP. You'd have to test your mod to make sure everything is working correctly, obviously, but once it's done maintaining changes becomes a lot easier.
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Just a basic question, trying to make my first map.
Should I just be ignoring the camera bounds and focusing only on the playable, or do I need to do any adjusting?
Also, is the symmetry tool perfect? I've been playing around and on none-square maps it seems to bee slightly off always, but I might just not be using right.
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The camera bounds are useful for knowing what players will see and how far out you want to decorate
The symmetry tool works best when you are in top-down view (View-> view entire map) that should get you a perfect mirror. If you have an odd number of segments it of course cannot be exactly mirrored.
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On March 29 2014 09:17 TheFish7 wrote: The camera bounds are useful for knowing what players will see and how far out you want to decorate
The symmetry tool works best when you are in top-down view (View-> view entire map) that should get you a perfect mirror. If you have an odd number of segments it of course cannot be exactly mirrored.
Thanks man.
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SetGuitarsToKill = op id, ty for making me smile by just choosing this id
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On March 29 2014 19:06 enord wrote: SetGuitarsToKill = op id, ty for making me smile by just choosing this id
No problem I guess. It's a great song.
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