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your Country52797 Posts
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.
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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
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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!
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So if I have units that are initially hidden, how do I show them with a trigger?
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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.
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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)
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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?
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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 , .
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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.
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@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?
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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
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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.
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Thanks a lot, works perfectly now! And the map still meets the melee requirements which is nice.
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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?
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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.
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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
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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.
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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.
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Here's a screenshot of the map status window + Show Spoiler +
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?
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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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