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Simple Questions/Answers - Page 146

Forum Index > SC2 Maps & Custom Games
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StealthToast
Profile Joined May 2014
Greece10 Posts
November 15 2014 15:26 GMT
#2901
Does anyone know if it'll be possible to convert HotS maps to LotV ones once the expansion is out? Or at least keep them as HotS maps? I've read that LotV's editor is the same version that was used in Heroes of the Storm (hence why LotV is standalone), and I'm worried on whether or not I'd need to start my data/triggers from scratch. :X
turtles
Profile Blog Joined August 2011
Australia360 Posts
November 15 2014 15:34 GMT
#2902
If it's the same as transitions from WOL to HOTS then you might need to make a few new patches to make sure it works but you're not going to have to start from scratch. There will probably be only one or two lines which function differently.
SwedenTheKid
Profile Joined July 2014
567 Posts
November 16 2014 07:51 GMT
#2903
Does anyone know how to make neutral/hostile units (supply depots, missile turrets etc.) visible through the fog of war like rocks and xel'naga towers? I had the idea of hostile missile turrets behind a base (far enough away not to kill overlords that might hatch) to help deal with air raids/drops. Can I find this in unit traits? And is it a viable map mechanic?
Casual Mapmaker
turtles
Profile Blog Joined August 2011
Australia360 Posts
November 17 2014 01:11 GMT
#2904
Wouldn't neutral units be visible anyway if they belong to player 0? When maps had burrowed supply depots at the bottom of ramps weren't they visible?

If you allowed yourself to make it a non-melee map then all you would have to do is open the trigger editor and share map vission between relevant players.
SwedenTheKid
Profile Joined July 2014
567 Posts
November 17 2014 03:04 GMT
#2905
Ok sounds good. Didn't want to change it to a non melee map, but I think it can be done.
On a second note, does this sort of natural work? Has it been done before? Core building can add to the nat wall-off.
[image loading]
Casual Mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2014-11-17 09:34:45
November 17 2014 09:34 GMT
#2906
On November 17 2014 12:04 SwedenTheKid wrote:
Ok sounds good. Didn't want to change it to a non melee map, but I think it can be done.
On a second note, does this sort of natural work? Has it been done before? Core building can add to the nat wall-off.
[image loading]

Hmm I don't see why it wouldn't work. The creep covers the wall, you can wall with a reasonable amount of buildings (wait, how wide is the wall actually?) and you can park an overlord on the side of the wall. Sounds good, just make sure you don't have a cannon rush spot in your mineral line, I think there may be one (but I'm not sure)
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
turtles
Profile Blog Joined August 2011
Australia360 Posts
November 17 2014 12:56 GMT
#2907
If you allowed yourself to make it a non-melee map then all you would have to do is open the trigger editor and share map vission between relevant players.


Actually, you don't want to see what they see, otherwise you would know when they were being attacked or see enemy units through their vision. you just want to be able to see where they were in the fog just like with rocks.

The simplest way would be to make the missile turrets belong to player 0. That way when the game starts players can see them through the fog of war. Then once the game starts transfer ownership of the turrets over to player 15. There is a trigger something like "change owner of unit" which will do that.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 17 2014 17:32 GMT
#2908
as said before, it fucks up your mineral line pretty badly, theres also no room for drop harass or static defense against mutas
"Not you."
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 17 2014 19:06 GMT
#2909
You need to be very careful when doing that kind of thing, because as meavis said you need to cannon check the mineral line, not only from behind, and sides but the actual mineral line, is toss capable of walling you off like this? (Blue being Pylons and red cannons). Also you would need to take into account muta and banshee harass into the mineral line, not to mention about certain roach or marauder timing attacks designed to kill the town hall.

Anything can be done in mapmaking, but if you want it to be good you need to be careful about it.

Also the town hall as part of the wall has been done before, iirc it was a lefix map that had it? it was a in-main half base nat where the townhall was part of the wallof at the top of a 2-wide main base ramp.
@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 18 2014 01:51 GMT
#2910
Ok thanks for the feedback. The mineral line placement wasn't going to hug the cliff in the Final version, I just put it in for the photo to better show proportions. Sorry for the confusion. As for timing attacks I don't think it will be much of a problem and more of a map feature. I guess any more posts should go under theWIP thread
[image loading]
Casual Mapmaker
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 18 2014 02:39 GMT
#2911
I guess any more posts should go under theWIP thread


Yes, that would be better, but first i highly recommend you to rework your current natural set up, you MUST be very careful with cannon rushes, otherwise.

+ Show Spoiler +

Red are Pylons.
White are Cannons
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


The nat is also missing one mineral patch if you want this base to belong to Blizzard's standard.
@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
Last Edited: 2014-11-18 03:24:20
November 18 2014 03:13 GMT
#2912
Thanks for the concern! But I will be adding doodads and path blocking so I don't think most of those will be problems. Also will be looking at natural bases by experienced map makers. And yes its missing a mineral, because non standard
Edit- Ok yeah I had to alter the terrain a lot. Nat is much bigger now
Casual Mapmaker
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-11-19 00:53:04
November 19 2014 00:51 GMT
#2913
On November 18 2014 04:06 Uvantak wrote:
Also the town hall as part of the wall has been done before, iirc it was a lefix map that had it? it was a in-main half base nat where the townhall was part of the wallof at the top of a 2-wide main base ramp.


I can't let lefix get credit for that one!
Guillotine
+ Show Spoiler +
[image loading]


Brazen Bull
+ Show Spoiler +
[image loading]


Unfortunately neither map got extensively tested, although I did get to see some pro level games on Guillotine. A few thoughts:
- Naturals like this are extra vulnerable to all kinds of proxies (proxy cannons like Uvantak said) but also proxy bunkers, harass from starport/gate units, proxy Hatch into cancel into evo chamber block into ling runby, I even saw a proxy Nexus used once on Guillotine that resulted in a win.
- There is a risk of giving attacking units a better concave without a good concave area for defending units to hold
- Needs to be space behind the mineral lines
- Be conscious of whether or not mineral patches and/or geysers can be sieged or harassed and at what stage of the game
- Also be conscious of whether players can get their wall up in time to defend certain rushes (less of a problem in hots than it was in wol which was one of the reasons I created those maps)
- Half bases, 6m bases etc seem to generally favor zerg economically in many situations (although can be mitigated by the rest of the map)
- Can units, (esp. Protoss) maneuver around the base to defend drops at the main --> 3rd? Can Immortals and Colossi leave the natural without getting stuck
- Make it as obvious as possible as to how to wall off, even pro players messed up their walls on my maps.
~ ~ <°)))><~ ~ ~
Elche
Profile Joined June 2011
Finland170 Posts
November 23 2014 16:56 GMT
#2914
What are the top 5 community made melee maps atm that you would like to see pro player play games on?
DesRow told me he would gladly play some maps if I gave him a top-5 and I though I might want to hear some opinions.
hero_lief
Profile Joined December 2010
United States53 Posts
Last Edited: 2014-11-23 17:37:25
November 23 2014 17:32 GMT
#2915
On November 24 2014 01:56 Elche wrote:
What are the top 5 community made melee maps atm that you would like to see pro player play games on?
DesRow told me he would gladly play some maps if I gave him a top-5 and I though I might want to hear some opinions.

I would love to get some feedback on my map from a pro level. I need a few days to finish the actual art of it though, but the layout is mostly done. I can send you a pic if you want.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
November 23 2014 19:45 GMT
#2916
On November 24 2014 01:56 Elche wrote:
What are the top 5 community made melee maps atm that you would like to see pro player play games on?
DesRow told me he would gladly play some maps if I gave him a top-5 and I though I might want to hear some opinions.

I think going with the 5 last MotM winners, or alternatively with 5 maps handpicked among the various MotMs top 5, is a good idea
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2014-11-24 03:56:57
November 24 2014 03:56 GMT
#2917
On my custom melee type map, I have a bunch of screenshots I'd like to place into the how to play with tips on early game building placements, as well as some extra screenshots of gameplay action, and then some other edited 'cool' looking pics. How do I edit all these into each section? And is there a limit to size or how many I can put?

PS- Are there any triggers I can export from a map that has data like player stats on the map (wins/losses, races etc) Or are there any other good melee type triggers I could use for like a ladder system etc? Like how does starbow or play/obs maps work? How do I add achievements and shit too for shits and gigs?

PPS- How can I turn off the bgh and zombies mods and shit for my map? That crap is annoying and it's buggy sometimes when creating the map without mod it still does mod. I don't understand it.
RIP SPOR 11/24/11 NEVAR FORGET
PermaScrub
Profile Joined July 2011
32 Posts
November 24 2014 08:12 GMT
#2918
The swarm host model seems to lack any animations when viewing it. Yet the actors have references to animations and it works fine in game. Am I missing something?
SwedenTheKid
Profile Joined July 2014
567 Posts
December 06 2014 00:56 GMT
#2919
@CagedMind
You can't, as far as I'm aware of.
Q:
When I tried to place a doodad, it wouldn't allow me to place it in any spot, so I made sure "Ignore placement requirements" was on, and it was. Now all doodads cant be placed in the exact spot I want them to be, and act as if they are obeying the placement grid. How do I turn this off?
Casual Mapmaker
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 06 2014 01:17 GMT
#2920
Press shift when placing the doodad, also if you select a doodad press control and right click (or it was left click?) around you can rotate the doodad.
@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.
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