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Simple Questions/Answers - Page 145

Forum Index > SC2 Maps & Custom Games
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Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 04 2014 09:14 GMT
#2881
yes, it's much more easier to kill for p/t than z, aside from that it is completely unnecesary, just like rocks, just like gold bases.
"Not you."
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 04 2014 15:27 GMT
#2882
On October 29 2014 11:28 SwedenTheKid wrote:
I have a map design question. Is a full gold base (2g 6m) on an island close to a start location viable if you make taking alternate expansions for Zerg and Protoss easier? Giving a Terran player the option to fly his/her starting CC to the island or allowing him/her to expand quickly to an island could work if you gave the other races other advantages in my opinion. Could I pull this off or am I just stupid?

It won't probably work, because if you make the "alternative" expansions easier for both P and Z your are also making them easier for T, you like it or not, this means that T will be able to secure 3 bases more easily than the other two races, and since Terran now days will have three CC's for the most part they won't lose much by floating it to the gold and taking it as a third.

Not to mention that Terran has the better drop capabilities which will allow them to punish a island base taken by his opponent without deviating much from their main composition.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
SwedenTheKid
Profile Joined July 2014
567 Posts
November 04 2014 16:50 GMT
#2883
Yeah after testing it out in the editor I figured that out. However I am stil a fan of certain island bases. Working on a map that has an island base with collapsible rocks. The catch is, they can be destroyed (blocking any CC placement) by units on the main land (melee units included). The base is also in the corner of the map.
Casual Mapmaker
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 04 2014 22:47 GMT
#2884
On November 05 2014 01:50 SwedenTheKid wrote:
Yeah after testing it out in the editor I figured that out. However I am stil a fan of certain island bases. Working on a map that has an island base with collapsible rocks. The catch is, they can be destroyed (blocking any CC placement) by units on the main land (melee units included). The base is also in the corner of the map.

Me and Sunshine have experimented with similar ideas (Sol Dios/Neo Sol Dios & Xel'naga Ashes), i can only speak for my map, and in that sense the way i implemented the idea worked good enough, the map has other issues as the non mixed thirds being too exposed, idem with the nats, specially when taking into account the rest of the layout. The top semi-island bases have worked very nicely, more than i initially thought it would, now that i know more about optimal mixed mineral lines and resource scaling (thanks to a WiP map) i will try to see if i can throw a new version out that retouches some of the issues.

Both Neo Sol Dios and KTV Xel'naga Ashes should be up in the four servers, if you want to mess around with them iirc Xel'naga is also open to edition so you can download it with your editor and tinker around a bit with it. I'm not sure if the original Sol Dios is UP to the four servers or if Neo Sol can be downloaded, Sunshine should know that, if you want you could MP him.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
SwedenTheKid
Profile Joined July 2014
567 Posts
November 04 2014 23:15 GMT
#2885
Never noticed that base on neo sol dios. Looks like you guys beat me to it. At least now I know my idea wasn't that bad. Xel'naga ashes is a bit similar in side base layout to mine, but the middle is much different (as well as being larger). Thanks for the feedback. Hope to post the map on the WIP thread soon. Will be my first map post ^_^
Casual Mapmaker
necrogon
Profile Joined September 2011
Canada35 Posts
November 06 2014 03:27 GMT
#2886
When publishing a map on the forums, how do you center your writing? There isn't any centering feature and using space doesn't work either.
Starcraft 2 is like love, you can lose every engagement but you only need to win once to finish the game.
Homonuncnunc
Profile Joined May 2014
United States41 Posts
November 06 2014 04:07 GMT
#2887
This is centered right?


[_center] Remove the underscores [_/center]

When in doubt about forum formatting, quote a post that uses the formatting you want and copy that
It should be noted that I've upvoted every single person who's disagreed with me here, as far as I know.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 06 2014 18:07 GMT
#2888
On November 06 2014 13:07 Homonuncnunc wrote:
This is centered right?


[_center] Remove the underscores [_/center]

When in doubt about forum formatting, quote a post that uses the formatting you want and copy that

You are correct. Also, for additional BBCode help:

http://www.teamliquid.net/forum/smilies.php

Enjoy.
Twitter: @iamcaustic
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 07 2014 01:40 GMT
#2889
On October 22 2014 19:55 And G wrote:
Thanks, but how do I add stuff from the campaign dependency without that dependency activated? Is there an import function somewhere that allows me to extract data from other dependencies or how does that work?


Although you can only have one map open at a time, you can open one, save it, then open another with different dependencies, save that one, then copy some stuff, and then open the first map and paste. It seems to work *most* of the time for me when I leave the data editor open and save every step of the way.

Now if only we could have two map files open at once...
~ ~ <°)))><~ ~ ~
SwedenTheKid
Profile Joined July 2014
567 Posts
November 07 2014 02:40 GMT
#2890
Is there a way to have more textures than the default amount? I understand how to replace textures and edit them in the data editor, but is there a way to get more texture slots? If so could some one redirect me to a thread/explain it?
Casual Mapmaker
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 07 2014 03:52 GMT
#2891
On November 07 2014 11:40 SwedenTheKid wrote:
Is there a way to have more textures than the default amount? I understand how to replace textures and edit them in the data editor, but is there a way to get more texture slots? If so could some one redirect me to a thread/explain it?

Not that I'm aware of; you only get 8 texture slots to do with as you will. Is there a particular reason you'd need more slots?
Twitter: @iamcaustic
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-11-07 04:14:48
November 07 2014 04:06 GMT
#2892
OK I didn't expect there to be. Wanted to do a desert sand/purple(shakuras) sand mix with spaceship metal textures. Maybe I can still do it with metal plate doodads for the man-made ground.
Anyways thanks for letting me know.

+ Show Spoiler +
"Dreaming of Machine" or "Dreaming of Machines" would be the map name. Really digging that name


Edit- Actually I probably will be able to fit those textures. Silly me
Casual Mapmaker
nocluewhatsoever
Profile Joined November 2014
France10 Posts
November 08 2014 12:28 GMT
#2893
--- Nuked ---
Mortarion
Profile Joined December 2011
10 Posts
November 08 2014 14:58 GMT
#2894
I just watched the showmatches for legacy of the void and I'm really excited about the new resource and starting amount of workers will work out. Would anyone be interested in a custom map where these aspects are modified?
SwedenTheKid
Profile Joined July 2014
567 Posts
November 08 2014 15:28 GMT
#2895
On November 08 2014 23:58 Mortarion wrote:
I just watched the showmatches for legacy of the void and I'm really excited about the new resource and starting amount of workers will work out. Would anyone be interested in a custom map where these aspects are modified?

Like the HotS costom maps is WoL? Im sure a lot of players would love to test that. What I'm wondering is how LotV will alter melee maps(like will the amount of bases in a map go from 10-14 to 12-18)
Casual Mapmaker
Mortarion
Profile Joined December 2011
10 Posts
November 08 2014 15:35 GMT
#2896
On November 09 2014 00:28 SwedenTheKid wrote:
Show nested quote +
On November 08 2014 23:58 Mortarion wrote:
I just watched the showmatches for legacy of the void and I'm really excited about the new resource and starting amount of workers will work out. Would anyone be interested in a custom map where these aspects are modified?

Like the HotS costom maps is WoL? Im sure a lot of players would love to test that. What I'm wondering is how LotV will alter melee maps(like will the amount of bases in a map go from 10-14 to 12-18)


Kinda like that, except without the new units (initially). Just really curious how the starting worker amount changes the game, should really jump start each match. Could anyone help me out as to how to adjust the starting amount of workers on a melee map?
Riski
Profile Joined October 2014
France15 Posts
November 08 2014 16:15 GMT
#2897
On November 08 2014 21:28 nocluewhatsoever wrote:
I would like to see mapmakers opinionated posts on the blizzard tease. (not to mention, no teasing of editor/maps at all..? , what is that about ?


I'd be really interested in seeing the new doodads/tilesets available. We saw some stuffs in the LoTV campaign panel though, looks promising to me. So hyped about the way the economical changes are gonna impact on mapmaking too ! Bigger maps probably, and interesting third/fourth options because players will mine out quicker.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-11-08 20:25:09
November 08 2014 18:33 GMT
#2898
On November 08 2014 23:58 Mortarion wrote:
I just watched the showmatches for legacy of the void and I'm really excited about the new resource and starting amount of workers will work out. Would anyone be interested in a custom map where these aspects are modified?

I had the opposite reaction: anger and disappointment. Between more units/abilities completely disregarding map design, we get mineral counts that FORCE 6+ bases just to play out a decent game. It heavily perpetuates the snowball effect of losing a base, restricting mapmakers even further from what they can do with terrain features/exposed bases.

That said, I do like the starting 12 workers, however. That just gets rid of needless downtime in the early game. For the mineral patch problem, I'm actually going to be writing up a discussion post with my thoughts (might be a blog, I dunno yet).

EDIT: I did a thing.
Twitter: @iamcaustic
nocluewhatsoever
Profile Joined November 2014
France10 Posts
Last Edited: 2014-11-08 20:54:15
November 08 2014 20:31 GMT
#2899
--- Nuked ---
Zerghunter666
Profile Joined September 2014
United States58 Posts
November 10 2014 03:13 GMT
#2900
With SC Brood war what dose the trigger "set switch" do?
INFESTED!!!!! Try The Map Here: http://www.teamliquid.net/forum/brood-war/468633-infested-custom-survival-map
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