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Simple Questions/Answers - Page 154

Forum Index > SC2 Maps & Custom Games
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turtles
Profile Blog Joined August 2011
Australia360 Posts
April 10 2015 10:41 GMT
#3061
Meavis - they were using some HOTS maps in the LOTV beta as ladder maps. But the mineral patches were the same as HOTS values.

after a while they went and manually changed the map files to reflect the new standard.

The LOTV fan made alpha did automate the process though, so it is possible to do.
NobleNyne
Profile Joined February 2015
Germany39 Posts
Last Edited: 2015-04-11 15:00:12
April 11 2015 14:16 GMT
#3062
[image loading]

So this is my first map (aesthetics not done) and i have 3 questions (for now).

1. How do i activate the mode when your whole map gets covered in a kind of a grid so you can see where you can build stuff and where not?

2. How can i turn off the symmetry so when i mess with doodads on one side of the map, the other side doesn`t get fucked up?

3. Is this map broken or is it okayish?

Thank you

edit: there should be rocks on the little ramp to your natural.
i luv u
jord74
Profile Joined April 2015
1 Post
April 11 2015 20:22 GMT
#3063
For now I only have 1 question I'm trying to make some kind of tower defence battle map, I have the map and just need some help with the data that seems silly for sc2 editor, so for every TD your gonna need some towers (lots of them) can anything help me understand how to make towers from say units? and give them a ranged attack that can vary in the damage it does the splash and attack rate? also it needs to be 2v2 so players can maze any help is thanked :D
Coppermantis
Profile Joined June 2012
United States845 Posts
April 12 2015 03:40 GMT
#3064
On April 11 2015 23:16 NobleNyne wrote:


So this is my first map (aesthetics not done) and i have 3 questions (for now).

1. How do i activate the mode when your whole map gets covered in a kind of a grid so you can see where you can build stuff and where not?

2. How can i turn off the symmetry so when i mess with doodads on one side of the map, the other side doesn`t get fucked up?

3. Is this map broken or is it okayish?

Thank you

edit: there should be rocks on the little ramp to your natural.


In order to see the grid, make sure you're not on game view mode (view > lock game view settings, hotkey V) and then enable the placement grid through view > show placement grid (ctrl+shift+H)

To disable symmetry, go to map > map symmetry and select "none."
NobleNyne
Profile Joined February 2015
Germany39 Posts
April 12 2015 09:25 GMT
#3065
thanks!
i luv u
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2015-04-12 14:31:35
April 12 2015 14:30 GMT
#3066
+ Show Spoiler +
On April 12 2015 05:22 jord74 wrote:
For now I only have 1 question I'm trying to make some kind of tower defence battle map, I have the map and just need some help with the data that seems silly for sc2 editor, so for every TD your gonna need some towers (lots of them) can anything help me understand how to make towers from say units? and give them a ranged attack that can vary in the damage it does the splash and attack rate? also it needs to be 2v2 so players can maze any help is thanked :D

i would humbly suggest sc2mapster assets + Show Spoiler +
(but you can look for tutorials there too)
where you can find loads of outdated assets (that showcase how to do stuff (you copy it and change it and learn by trial and error technique)) / tutorials that will answer all your questions, show you just how awesome "galaxy" is, and give you lots of hope in what you want to do .. and then the actual efforts will start
glhf

+ Show Spoiler +
On April 11 2015 23:16 NobleNyne wrote:
+ Show Spoiler +
[image loading]


So this is my first map (aesthetics not done) and i have 3 questions (for now).

1. How do i activate the mode when your whole map gets covered in a kind of a grid so you can see where you can build stuff and where not?

2. How can i turn off the symmetry so when i mess with doodads on one side of the map, the other side doesn`t get fucked up?

3. Is this map broken or is it okayish?

Thank you

edit: there should be rocks on the little ramp to your natural.

it looks very promising

+ Show Spoiler +
On April 05 2015 20:51 Antirusher wrote:
Is "Collapsible Rock Tower Debris Push Unit (Ramp Left/Right)" the right tower afterall? Since in the editor I cant see it when i place it, but i can undo placing it, so it has to be there? Maybe i have to import some assets or sth? Im really new to editing melee maps D:

should rephrase the question please
being new is fine don't worry
on a side note i'd like a "trap/kill the army collapsible ceiling"
+ Show Spoiler +
am i the only one?


+ Show Spoiler +
On April 07 2015 09:04 Alpaca10 wrote:
Is it able to test a map online instead of alone and some ai? Or is it only able to do with publishing it? And if its only by publishing, can I stop changing the version cause of every little thing everytime?

just use a temporary name until you reach your v0.1
and then from then on choose the variable by selecting "minor" change
"not enough rights"
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 14 2015 01:08 GMT
#3067
I've been searching, but I can't find anyone that is making a Warcraft 2 mod for sc2. I could find WC3, WC4, and other Warcraft future game mods, but no WC2. Blizzard just took out 90% of the work involved by adding in all these wc3 assets. Might be fun to do a remake of the campaign. Only things really missing are some water units and buildings; oil tankers, platforms, foundries, and of course the boat functionality but theres workarounds for that. Has anyone done this or started something like a wc2 remake?

[image loading]
~ ~ <°)))><~ ~ ~
LComteVarauG
Profile Joined January 2015
Australia158 Posts
April 16 2015 07:09 GMT
#3068
I was not sure where to ask this as I have no idea what it means, but I see it a lot in the Custom Maps forum - why do people post "--- NUKED ---" / what does it mean? Thanks!
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
April 16 2015 07:32 GMT
#3069
it means the post was removed by a mod, so likely a spam bot.
"Not you."
LComteVarauG
Profile Joined January 2015
Australia158 Posts
April 16 2015 11:41 GMT
#3070
Thanks Meavis!
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
Gwavajuice
Profile Joined June 2014
France1810 Posts
Last Edited: 2015-04-16 20:08:01
April 16 2015 20:07 GMT
#3071
I might be wrong but' -nuked-' is the most extreme ban the mods have, account and all post are deleted and you can't ever come back again on TL (with same IP and/or email adress that is...)

anyway I have a mapmaking question :

- these days centers of community made maps more and more look like roller coasters made by some mental dudes in a remote asylum down in Sumatra's jungle... Chokes and slope everywhere, maze-like pathing, destructible rocks, ... Is there a real reason for this (balance issue?) or is it just the trendy thing to do?

Personnaly I prefer when it's clean, straight an simple, but if it's imba, I'm ready to add slopes to my maps and name them Capadocia
Dear INno and all the former STX boys.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 16 2015 20:22 GMT
#3072
On April 17 2015 05:07 Gwavajuice wrote:
I might be wrong but' -nuked-' is the most extreme ban the mods have, account and all post are deleted and you can't ever come back again on TL (with same IP and/or email adress that is...)


It doesn't delete anything, it just replaces all posts with --nuked-- and permanently bans your account. Sometimes you can return on the same IP afaik.


anyway I have a mapmaking question :

- these days centers of community made maps more and more look like roller coasters made by some mental dudes in a remote asylum down in Sumatra's jungle... Chokes and slope everywhere, maze-like pathing, destructible rocks, ... Is there a real reason for this (balance issue?) or is it just the trendy thing to do?


Can you provide some examples of this?
Moderatorshe/her
TL+ Member
Gwavajuice
Profile Joined June 2014
France1810 Posts
Last Edited: 2015-04-16 21:39:24
April 16 2015 21:38 GMT
#3073
On April 17 2015 05:22 The_Templar wrote:
Show nested quote +
On April 17 2015 05:07 Gwavajuice wrote:
I might be wrong but' -nuked-' is the most extreme ban the mods have, account and all post are deleted and you can't ever come back again on TL (with same IP and/or email adress that is...)


It doesn't delete anything, it just replaces all posts with --nuked-- and permanently bans your account. Sometimes you can return on the same IP afaik.

Show nested quote +

anyway I have a mapmaking question :

- these days centers of community made maps more and more look like roller coasters made by some mental dudes in a remote asylum down in Sumatra's jungle... Chokes and slope everywhere, maze-like pathing, destructible rocks, ... Is there a real reason for this (balance issue?) or is it just the trendy thing to do?


Can you provide some examples of this?


First, I want to make it clear that I don't want to be negative towards the people that made these maps, in any way. I've not been able to finish a map yet, so I can't criticize these guys.

That said the maps I m refrering to are :

-Kylskada by eTcetRa
-Daydreams by eTcetRa
-Engine of War by IeZaeL
-Columbia by ATTx
-azura by leZael
-Paradisia, Korhal Killzone, Journey Overgrown, submited by SidianTheBard for TLMC6
-Icerealm by ScorpSCII

and also older maps like Ganymede or Foxtrot.

As opposed to what seem maps with open center to me (maybe I'm wrong though)

-Merry go round, King sejong station, overgrowth, Vaani research station, Frost,...
Dear INno and all the former STX boys.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2015-04-16 22:03:11
April 16 2015 22:01 GMT
#3074
On April 17 2015 06:38 Gwavajuice wrote:
Show nested quote +
On April 17 2015 05:22 The_Templar wrote:
On April 17 2015 05:07 Gwavajuice wrote:
I might be wrong but' -nuked-' is the most extreme ban the mods have, account and all post are deleted and you can't ever come back again on TL (with same IP and/or email adress that is...)


It doesn't delete anything, it just replaces all posts with --nuked-- and permanently bans your account. Sometimes you can return on the same IP afaik.


anyway I have a mapmaking question :

- these days centers of community made maps more and more look like roller coasters made by some mental dudes in a remote asylum down in Sumatra's jungle... Chokes and slope everywhere, maze-like pathing, destructible rocks, ... Is there a real reason for this (balance issue?) or is it just the trendy thing to do?


Can you provide some examples of this?


First, I want to make it clear that I don't want to be negative towards the people that made these maps, in any way. I've not been able to finish a map yet, so I can't criticize these guys.

On April 17 2015 06:38 Gwavajuice wrote:- these days centers of community made maps more and more look like roller coasters made by some mental dudes in a remote asylum down in Sumatra's jungle... Chokes and slope everywhere, maze-like pathing, destructible rocks, ... Is there a real reason for this (balance issue?) or is it just the trendy thing to do?

That's incoherent, you are being negative.

Also, is making interesting terrain something bad? I haven't got the memo.

If you want you can veto these kind of maps, but you can't force mapmakers to make maps to your liking, after all you are basing yourself on:

On April 17 2015 06:38 Gwavajuice wrote:Personnaly I prefer when it's clean


Your opinion.

Don't bring us your opinion, bring us data. As I said, it is much more interesting to watch and play players maneuver around the terrain of a map than watching deathballs clash against each other on the middle of a plain (Empty plains tend to generate deathballs, specially on any P matchup.)

/edit: Oh forgot to mention, have you played on some of these maps? because they have some very wide open areas.
@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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 16 2015 23:06 GMT
#3075
On April 17 2015 06:38 Gwavajuice wrote:
Show nested quote +
On April 17 2015 05:22 The_Templar wrote:
On April 17 2015 05:07 Gwavajuice wrote:
I might be wrong but' -nuked-' is the most extreme ban the mods have, account and all post are deleted and you can't ever come back again on TL (with same IP and/or email adress that is...)


It doesn't delete anything, it just replaces all posts with --nuked-- and permanently bans your account. Sometimes you can return on the same IP afaik.


anyway I have a mapmaking question :

- these days centers of community made maps more and more look like roller coasters made by some mental dudes in a remote asylum down in Sumatra's jungle... Chokes and slope everywhere, maze-like pathing, destructible rocks, ... Is there a real reason for this (balance issue?) or is it just the trendy thing to do?


Can you provide some examples of this?


First, I want to make it clear that I don't want to be negative towards the people that made these maps, in any way. I've not been able to finish a map yet, so I can't criticize these guys.

That said the maps I m refrering to are :

-Kylskada by eTcetRa
-Daydreams by eTcetRa
-Engine of War by IeZaeL
-Columbia by ATTx
-azura by leZael
-Paradisia, Korhal Killzone, Journey Overgrown, submited by SidianTheBard for TLMC6
-Icerealm by ScorpSCII

and also older maps like Ganymede or Foxtrot.

As opposed to what seem maps with open center to me (maybe I'm wrong though)

-Merry go round, King sejong station, overgrowth, Vaani research station, Frost,...

Several of those maps you listed are pretty flat and not maze-like at all, particularly Culumbia and Korhal Killzone which have far less complex terrain than, say, King Sejong Station. The others have plenty of space to maneuver around and are pretty easy to read for good players/strategists (Maybe not Kylskada...). I'm not really seeing what you're saying.
As Uvantak said, no one really wants to see two players engaging on completely flat ground all the time. The point of having different maps and not just a blob of bases is that players can take advantage of terrain, which is much more interesting for both the player and the viewer.
Moderatorshe/her
TL+ Member
Gwavajuice
Profile Joined June 2014
France1810 Posts
April 17 2015 06:13 GMT
#3076
On April 17 2015 07:01 Uvantak wrote:
Show nested quote +
On April 17 2015 06:38 Gwavajuice wrote:
On April 17 2015 05:22 The_Templar wrote:
On April 17 2015 05:07 Gwavajuice wrote:
I might be wrong but' -nuked-' is the most extreme ban the mods have, account and all post are deleted and you can't ever come back again on TL (with same IP and/or email adress that is...)


It doesn't delete anything, it just replaces all posts with --nuked-- and permanently bans your account. Sometimes you can return on the same IP afaik.


anyway I have a mapmaking question :

- these days centers of community made maps more and more look like roller coasters made by some mental dudes in a remote asylum down in Sumatra's jungle... Chokes and slope everywhere, maze-like pathing, destructible rocks, ... Is there a real reason for this (balance issue?) or is it just the trendy thing to do?


Can you provide some examples of this?


First, I want to make it clear that I don't want to be negative towards the people that made these maps, in any way. I've not been able to finish a map yet, so I can't criticize these guys.

Show nested quote +
On April 17 2015 06:38 Gwavajuice wrote:- these days centers of community made maps more and more look like roller coasters made by some mental dudes in a remote asylum down in Sumatra's jungle... Chokes and slope everywhere, maze-like pathing, destructible rocks, ... Is there a real reason for this (balance issue?) or is it just the trendy thing to do?

That's incoherent, you are being negative.

Also, is making interesting terrain something bad? I haven't got the memo.

If you want you can veto these kind of maps, but you can't force mapmakers to make maps to your liking, after all you are basing yourself on:

Show nested quote +
On April 17 2015 06:38 Gwavajuice wrote:Personnaly I prefer when it's clean


Your opinion.

Don't bring us your opinion, bring us data. As I said, it is much more interesting to watch and play players maneuver around the terrain of a map than watching deathballs clash against each other on the middle of a plain (Empty plains tend to generate deathballs, specially on any P matchup.)

/edit: Oh forgot to mention, have you played on some of these maps? because they have some very wide open areas.



Okay I thought discussion was about expression and confronting opinions to try to understand each others, I was wrong apparently. If you have not seen that the sumatra asylum coment was said with tongue in cheek I'm sorry, I ll try to write better next time (too bad I can't use k a p p a on this site, you may have understood then - tongue in cheek again *hint hint*)

I hope for you that Echo will have as much intersesting pro games on it that Merry go round or KSS and that it is truely a good map which was not voted for because of new aestetics. But there will be tons of death balls esp in PvP, just like anywhere else, it's just that the clash will not happen in the center...


Open centers doesn't favor death balls it favors creative engagements, surrounds and spliting army. If you play terran or zerg, you don't want to engage a P deathball in a chocky bumpy area, you want space to manouver on. You talk about data but each time you're just refering to Protosses which is the race that doesn't like open areas, that just want terrain they can forcefield and chockes to maximise their colo/HT play.

But this goes beyond sheer units and game play, it's about strategy i.e. identifying the key spot of the map your army must take control in order to take.


But anyway, as I said I just wanted things explained to me, but apparently all I'll get is "Uvantak has super data that prooves it kills death ball and you should shut the f up you scrub" you're a genius I'm a scrub, I don't even know why I dare speaking to you. have a good day.

Dear INno and all the former STX boys.
NobleNyne
Profile Joined February 2015
Germany39 Posts
April 17 2015 17:01 GMT
#3077
Hello, i got an urgent problem:

Suddenly i couldn`t place doodas freely anymore. I checked all the boxes that let me place doodads wherever i wanted when i clicked the doodad, but now the doodads act like i never checked those boxes in the first place and i don`t know why. Did i activate some kind of mode or something? many doodads have a little grey thingie above them, is that related with my problem? help plix
i luv u
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
April 17 2015 17:13 GMT
#3078
the grey thingy is where you can grab them if you can't click on the doodad directly.

I'm not sure what your problem is without seeing it directly, but have you tried holding shift whilst placing objects?
"Not you."
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2015-04-17 17:21:37
April 17 2015 17:20 GMT
#3079
You are taking it on a bad light, internet does not convey the tone words have, I was not being aggressive, I was being curious.

The main thing is that as you said since Terran and Z armies are able to split meanwhile the P's can't it means that Protoss won't want to move out as much because he can get easily surrounded. It is the same thing it happens with hard counters on units, because a unit x is so so strong vs another y, at the end of the day you won't be seeing any of them, because player Y won't want to even produce unit y because it can be so easily dealt with that is a "waste of time" to make them, meanwhile player X won't produce unit x because the unit is so specific there is no real place for it to be done.

As I said the main thing is that map behave on a similar way, a map that too open will generate deathballs. meanwhile a map that's more closed up with chokes will force players to split up their forces because throwing an entire army at a choke is not a very good idea because a smartly positioned army at a choke can hold a bigger force than itself, so players will want to split up your forces and try to hit at least two places at the same time, to overcome the terrain advantage the defender has.

Meanwhile a open map with a open center does not really allow for these plays because a bigger army will simply roll over a smaller one, not matter how well positioned it may be since the terrain does not allow for a big advantage. In turn this also means a more passive kind of play, because if you attack and it goes more or less badly, when the counterpush comes you won't be able to hold it at all basically.

@Noble post screenshots of your problem.
@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.
NobleNyne
Profile Joined February 2015
Germany39 Posts
April 17 2015 17:22 GMT
#3080
Thank you very much that solves my problem. But it`s weird that i could place them before without pressing anything just like when i press shift now... well i guess i`ll continue on with this slight inconvenience.
i luv u
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