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On February 20 2015 12:29 Antares777 wrote: I think I'm having a problem with collapsible rock towers in the editor. I am clicking on the unit and nothing appears. When I click to try to place one on the map, nothing happens.
Has anyone else experienced similar issues? It's like the units don't exist in the editor. The units name "collapsible x" are actually placeholder units. You'll need to use the "cooling tower" or "rock tower" units instead.
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Hello all, I was just wondering what are some techniques or approaches you guys have when designing a map's layout. Do you jump straight into the editor, or do you do what I do and sketch it out first? Thanks, LComteVarauG
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On February 23 2015 18:04 LComteVarauG wrote: Hello all, I was just wondering what are some techniques or approaches you guys have when designing a map's layout. Do you jump straight into the editor, or do you do what I do and sketch it out first? Thanks, LComteVarauG + Show Spoiler +personally, i get banned from tl good luck to you though
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On February 23 2015 18:04 LComteVarauG wrote: Hello all, I was just wondering what are some techniques or approaches you guys have when designing a map's layout. Do you jump straight into the editor, or do you do what I do and sketch it out first? Thanks, LComteVarauG I usually sketch it out on a piece of paper, with lines and shit to represent attack paths/drop paths/defender's movements/etc etc.
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On February 23 2015 18:04 LComteVarauG wrote: Hello all, I was just wondering what are some techniques or approaches you guys have when designing a map's layout. Do you jump straight into the editor, or do you do what I do and sketch it out first? Thanks, LComteVarauG
sometimes I jump in the editor and just start scribbling there, but that rarely makes good maps, sometimes a new concept or idea comes out of it, but rarely as well.
to make whats imo a good map, you need to have a good concept or idea, they're more likely to come randomly than to try and force a new idea.
once there's a concept or idea, you can start thinking of ways to implement it, what other features would this synchronize well with, and what can be done in sc2.
now you have a full plan it's time to work it out in the editor, see if the proportions you have in mind can actualy be fitted in to shape the concept you want to achieve, and if not to try and find ways around it.
after you've drawn it out in the editor, the refining proces begins, has anything changed from the first concept that would make more sense now? what would make this map better etc.
that's when you start play testing, are the effects as desired? what can be done to fix seen effects?
after that you kick back to the refining proces, and repeat until you're satisfied.
now you move on to the art phase, what do you want your battlefield to represent? what feelings do you want it to give? when you have selected a theme, you look for what fits in to it, what makes it feel more real?
and all that is usualy the proces I go through when making maps.
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On February 23 2015 18:04 LComteVarauG wrote: Hello all, I was just wondering what are some techniques or approaches you guys have when designing a map's layout. Do you jump straight into the editor, or do you do what I do and sketch it out first? Thanks, LComteVarauG I would recommend just trying out different things and not get too attached to your original ideas. Don't hesitate to make big changes at any point in development
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Right now my WIP resembles a fusion of the BW maps Blue Storm and Overwatch, and I'm wondering whether I can just publish it admitting to using their maps as inspiration, or if I need to get the OK from the original map makers. It's not a port, but I don't want to break any terms of use or appear to be dishonest.
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Thanks guys! Your answers were extremely helpful, and I went ahead and sketched out a new map, which I am quite pleased with:
+ Show Spoiler +
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Is it okay to use the Niflheim lighting?
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I new to both SC2 and Team Liquid, my question is how do I use some of these awesome custom maps???
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On March 01 2015 21:12 derict wrote: I new to both SC2 and Team Liquid, my question is how do I use some of these awesome custom maps???
Select Custom Game in the main menu, and you can search for the maps by their name.
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On March 01 2015 21:12 derict wrote: I new to both SC2 and Team Liquid, my question is how do I use some of these awesome custom maps???
Melee maps to play (I assume that is what you mean) are available in both custom games and arcade via normal use of sc2 game
If you need/want to open the maps in the editor: open the editor (it opens on a "default" map) then select open select where you want to look (blizzard platform/your own computer) and open (local files are in sc2/../Mod/ + Show Spoiler +) in case of blizzard file, it could take a while to showcase the list of uploaded maps on your screen then open the map.. allow for download time then save it on your own computer (names must be changed in document name and in map info / name edit: save it in sc2/Mods/ then play with the map
have fun
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Is there a way to make neutral structures visible to players at the start of the game like rocks, while keeping it a melee map? There are a lot of things I can think of doing with neutral buildings/units but it would make it more legit if they were visible like rocks.
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On March 04 2015 11:24 SwedenTheKid wrote: Is there a way to make neutral structures visible to players at the start of the game like rocks, while keeping it a melee map? There are a lot of things I can think of doing with neutral buildings/units but it would make it more legit if they were visible like rocks. no, sorry + Show Spoiler +the loss of the tag is problematic yes.. mostly because "melee" players like their self imposed blinkers
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Hey everyone, I was wondering how to use the analyzer/terrain preview that I see a lot of maps put up. I can't for the life of me find out anywhere how to produce that image and timings. Thanks in advance.
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your Country52797 Posts
On March 05 2015 03:51 Tric wrote: Hey everyone, I was wondering how to use the analyzer/terrain preview that I see a lot of maps put up. I can't for the life of me find out anywhere how to produce that image and timings. Thanks in advance.
I think most people use this? http://www.teamliquid.net/forum/sc2-maps/414326-map-analyser-tool
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That would indeed be it! Thanks much! :D
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Hey here I am for another question.
So I noticed in a lot of the tournaments from the past that they actually used 2v2 maps for a lot of the games. Is this common practice still or do they use the 1v1 ladder maps for tourneys more so? I tried to find an answer for this but there really isn't any concurrent evidence that says one way or the other (at least that I could find).
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On March 08 2015 08:57 Tric wrote: Hey here I am for another question.
So I noticed in a lot of the tournaments from the past that they actually used 2v2 maps for a lot of the games. Is this common practice still or do they use the 1v1 ladder maps for tourneys more so? I tried to find an answer for this but there really isn't any concurrent evidence that says one way or the other (at least that I could find).
what tournanments/maps are you referencing too? I m watching a lot of sc2 but never seen a 1v1 played on a 2v2 map...
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Heys guys I decided to try to make a map, but I m really bad, so I decided to take a blizzard map and see how I could edit it into a map that I'd like to play on (taht's how I discovered that wonderful symetric design tool, until now I was trying to copy and rotate stuff lol)
Anyway, when I remove some cliffs made by blizzard, they are a lof doodads or trees that I need to remove manually but even when it's done there are still some "red squares" on my grid (as opposed to green squares in a normal grid) :
- do these red squares prevent a player from building stuff on them? - how do I add/remove this red squares? - is there a simple way to totally erase an area (and what's on it) to redesign it from scratch again?
sorry it this is adressed in one of the tutorials, I haven't had the time to read them all yet...
(the map I choosed to edit is secret spring)
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