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Simple Questions/Answers - Page 143

Forum Index > SC2 Maps & Custom Games
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Prev 1 141 142 143 144 145 182 Next
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 21 2014 02:26 GMT
#2841
On September 21 2014 11:22 theworldofdustoerba wrote:
i was just wondering after watching the redbull bgs, king sejong is such a great map. i tried to find its thread here on teamliq, but there seems to be none. How did king sejong get into the ladder without public display/mapping tourney? Just curious.

It was used in proleague and I guess blizzard liked it.
Moderatorshe/her
TL+ Member
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2014-09-21 02:40:55
September 21 2014 02:38 GMT
#2842
Oh I see, but how did it qualify to be played in proleague? thats amazing. just wondering because there so many competitive mapmakers who would love to get their maps into proleague too.

usually i thought maps have to be entered into tourneys and win the map contest to be considered for tournament gameplays and the ladder itself
IeZaeL
Profile Joined July 2012
Italy991 Posts
September 21 2014 15:36 GMT
#2843
On September 21 2014 11:38 theworldofdustoerba wrote:
Oh I see, but how did it qualify to be played in proleague? thats amazing. just wondering because there so many competitive mapmakers who would love to get their maps into proleague too.

usually i thought maps have to be entered into tourneys and win the map contest to be considered for tournament gameplays and the ladder itself

established broodwar mappers like str 18-12 ( sejong maker) literally dont care about the rules for other. proleague asks them to make the map , they do , map gets in proleague.bam ez money!
Author of Coda and Eastwatch.
javascripter
Profile Joined September 2014
14 Posts
September 21 2014 21:17 GMT
#2844
So if I have units that are initially hidden, how do I show them with a trigger?
TheSkunk
Profile Joined September 2010
82 Posts
Last Edited: 2014-09-27 13:31:12
September 27 2014 13:22 GMT
#2845
I tried to change the tileset for my map, but I can't use my new textures.

If I use the replace tool, I can change everything to be one of my new textures, but none of the other texture tools work.

I've restarted the editor several times.

Any ideas? This a common problem?

Edit: Fixed.

For anyone curious, change your map to use an entirely new tileset, then change it back to the tileset you were using before. Bam, fixed.
kakalxlax
Profile Joined May 2014
49 Posts
Last Edited: 2014-09-28 12:37:23
September 28 2014 12:09 GMT
#2846
i made custom buildings for the 3 races, but at the time to build them, instead of showing the building animation of their race, they show the finished building with a progress bar, how can i make them to show the animation of their race?
--
also, i made an auto cast ability, but it only autocasts with the fist target it acquires then it doesn't autocast again though the ability in the command card is still with the autocast thingy and it can still manually activated(already tried "clear last attack target" flag on the ability)
dracomanm
Profile Blog Joined September 2011
Netherlands60 Posts
September 28 2014 20:19 GMT
#2847
I seem to remember there was a hotkey combination to cycle trough variations of doodads without having to open the menu for every single alteration, does anyone know what it is?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-09-29 14:08:53
September 29 2014 14:08 GMT
#2848
On September 28 2014 21:09 kakalxlax wrote:
i made custom buildings for the 3 races, but at the time to build them, instead of showing the building animation of their race, they show the finished building with a progress bar, how can i make them to show the animation of their race?
--
also, i made an auto cast ability, but it only autocasts with the fist target it acquires then it doesn't autocast again though the ability in the command card is still with the autocast thingy and it can still manually activated(already tried "clear last attack target" flag on the ability)

Check the actor events for Protoss/Terran/Zerg Building Contstruction and make sure your custom buildings are in there.

On September 29 2014 05:19 dracomanm wrote:
I seem to remember there was a hotkey combination to cycle trough variations of doodads without having to open the menu for every single alteration, does anyone know what it is?

Think its , .
~ ~ <°)))><~ ~ ~
Hexe
Profile Joined August 2014
United States332 Posts
September 30 2014 17:24 GMT
#2849
Is there a way to extend map bounds without royally messing up the map symmetry? It seems even if I am no where editing near the advanced bounds there are little asymmetrical differences.
And G
Profile Joined May 2012
Germany491 Posts
October 07 2014 13:08 GMT
#2850
@Hexe, if your map is rotationally symmetric with two spawns, there are two options you can select for rotational symmetry in Map -> Map Symmetry; "rectangular" and "circular". Logically, as long as you only have two spawns those would do the exact same thing, but one of them is a little bugged and doesn't properly mirror everything (I think it's "rectangular). Try switching to the other one and see if that solves your problem. If not, you can specify a custom symmetry centre at the bottom of the window regardless of map bounds.

@TheFish7 or any other map editor bonjwas, is there anything I can do to turn off large doodads automatically becoming transparent whenever there's a unit nearby? I'm using Char crystals of different sizes and it's annoying as hell when the larger ones disappear occasionally. There's only a checkbox "force occlusion hide" which does the opposite (or at least it should, I couldn't get it to work). Any settings somewhere in the data editor maybe?
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 07 2014 20:14 GMT
#2851
and g, I think there's something in there about "occlusion height" that needs to be set to zero (I think), I forget exactly. hope this helps until someone knowledgeable drops by
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 07 2014 22:25 GMT
#2852
I haven't done this before but I think if you look under the Models tab, there is a field called (Basic) Art: Occlusion. For the Char Crystal that is set to None but for the Char Crystal Huge it is set to Hide.
~ ~ <°)))><~ ~ ~
And G
Profile Joined May 2012
Germany491 Posts
October 08 2014 13:22 GMT
#2853
Thanks a lot, works perfectly now! And the map still meets the melee requirements which is nice.
not a community mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 09 2014 04:02 GMT
#2854
I am working on another ludicrous map and have run into a weird bug. Can't find it through searching but it seems like someone would have discovered this by now.

If I have two collapsible towers in the same general vicinity, then when I attack one, the other one also takes damage, and they both collapse. It's mind-boggling. Ideas?
www.alonetone.com/xenotolerance
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 09 2014 04:27 GMT
#2855
That is not so much a bug but rather it is controlled by the Collapsible Rock Tower Conjoined behavior on the unit itself. You should be able to get rid of that by removing any Conjoined behaviors from the rock tower under (Basic)Behavior: Behaviors on the Units tab.
~ ~ <°)))><~ ~ ~
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-09 05:15:35
October 09 2014 05:04 GMT
#2856
Thank you! That's easy enough. But it seems to force custom map type, which won't work for this map. No more gimmicky natural entrance for me
www.alonetone.com/xenotolerance
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 09 2014 08:26 GMT
#2857
I think you can still have it be melee if you add a new unit that duplicates the rock tower but with that one change. If you alter the data for anything in the stock game it becomes custom, but I believe you can add things and retain melee. Not sure it works like that these days though.
Comprehensive strategic intention: DNE
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 09 2014 08:42 GMT
#2858
On October 09 2014 14:04 Xenotolerance wrote:
Thank you! That's easy enough. But it seems to force custom map type, which won't work for this map. No more gimmicky natural entrance for me

Hmm strange, I had this problem a while back and I don't remember resolving it forced my map into a custom map.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 10 2014 01:21 GMT
#2859
Here's a screenshot of the map status window
+ Show Spoiler +
[image loading]


That's with a duplicated unit. If I modify the rock tower by removing either or both of the conjoined behaviors, it appears there too. Maybe I'm missing something?
www.alonetone.com/xenotolerance
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 10 2014 03:48 GMT
#2860
Seems like a catch-22 to me; if you modify the behavior then the map becomes custom, but I don't know of a way to get rid of that without changing the behavior. Has this been done before? How did Crevasse for example get away with changing the hp values on rocks, or was that also considered a custom map?
~ ~ <°)))><~ ~ ~
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