Simple Questions/Answers - Page 155
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Meavis
Netherlands1300 Posts
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TheFish7
United States2824 Posts
Firstly, V switches between in-game view and editor view. While in editor view, ctrl+shift+H shows the placement grid, very useful. Also in editor view, G toggles the grid on and off. ![]() By holding shift while placing the doodad, you are checking the box "Ignore placement requirements" which forces the use of the placement footprint, similar to how a worker must build a structure on the grid. Position is the doodad's x-y coordinates on the map grid. Height allows you to move the doodad up or down on the Z axis, very useful for creating scenes using multiple doodads, or when placing objects on the side of cliffs. Holding control lets you change the Rotation of the doodad (or a value can be entered manually), good for making doodads appear random/natural Pitch makes the doodad face up/down, like how an airplane climbs/lands Roll spins the doodad "do a barrel roll" Scale is one of the most useful options, you can make big objects small, small objects big, etc. If you uncheck uniform Z you can stretch a doodad taller or squish it down, uniform Y is the same along the Y axis. Variation - doodads can have multiple different versions of it, i.e. different shapes of rock. You can specify which one to use, or select a doodad and use , and . to switch back and forth Custom Color is a fun option, notably this was used to great effect in Cloud Kingdom to match doodads to the color scheme of the map. HDR multiplier changes the intensity of the color. Disable Sound Emitters is good for those obnoxious waterfall and junkyard objects that make too much noise for competition. Disable No-Fly zone - some doodads (usually Giant ones like rock towers) prevent units flying overhead - this can be disabled. Force Occlusion Hide - makes the doodad go transparent when a unit is hiding behind it. I don't know what boosted cliff level does. | ||
Rukis
United States252 Posts
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Uvantak
Uruguay1381 Posts
To fix it go to File -> Preferences ->Video, and change the settings. ![]() | ||
fluidrone
France1478 Posts
On April 17 2015 15:13 Gwavajuice wrote: 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. hahahahahaha yes indeed, you won't be invited to the brrrr (drumroll) "cave" tss tss .. anytime soon ![]() your loss is questionable (insert k app a here to signify tongue and cheekiness) + Show Spoiler + i was once and i disliked how, so i'm probably totally wrong on the matter by the way ty for voicing your opinion (which i completely disagree with by the way) .. it is so refreshing to see "one" poster do that on tl + Show Spoiler + oh .. and yes, you are spot on, .. uvantak is a mean spirited person | ||
fluidrone
France1478 Posts
On April 18 2015 08:31 TheFish7 wrote: Here's a quick crash course in awesome looking doodads with proper placement. Firstly, V switches between in-game view and editor view. While in editor view, ctrl+shift+H shows the placement grid, very useful. Also in editor view, G toggles the grid on and off. ![]() By holding shift while placing the doodad, you are checking the box "Ignore placement requirements" which forces the use of the placement footprint, similar to how a worker must build a structure on the grid. Position is the doodad's x-y coordinates on the map grid. Height allows you to move the doodad up or down on the Z axis, very useful for creating scenes using multiple doodads, or when placing objects on the side of cliffs. Holding control lets you change the Rotation of the doodad (or a value can be entered manually), good for making doodads appear random/natural Pitch makes the doodad face up/down, like how an airplane climbs/lands Roll spins the doodad "do a barrel roll" Scale is one of the most useful options, you can make big objects small, small objects big, etc. If you uncheck uniform Z you can stretch a doodad taller or squish it down, uniform Y is the same along the Y axis. Variation - doodads can have multiple different versions of it, i.e. different shapes of rock. You can specify which one to use, or select a doodad and use , and . to switch back and forth Custom Color is a fun option, notably this was used to great effect in Cloud Kingdom to match doodads to the color scheme of the map. HDR multiplier changes the intensity of the color. Disable Sound Emitters is good for those obnoxious waterfall and junkyard objects that make too much noise for competition. Disable No-Fly zone - some doodads (usually Giant ones like rock towers) prevent units flying overhead - this can be disabled. Force Occlusion Hide - makes the doodad go transparent when a unit is hiding behind it. I don't know what boosted cliff level does. thank you so much for so many "simple/simple answers" posts meant to help people fff+ Show Spoiler + favorite fish forever | ||
fluidrone
France1478 Posts
On April 14 2015 10:08 TheFish7 wrote: 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? ![]() yes, but i think it was written off / abandonned + Show Spoiler + On April 16 2015 16:09 LComteVarauG wrote: 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? ![]() On April 16 2015 16:32 Meavis wrote: it means the post was removed by a mod, so likely a spam bot. 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...) + Show Spoiler + 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 ![]() On April 17 2015 05:22 The_Templar wrote: 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 Spoiler + 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? there is no cow level + Show Spoiler + On April 18 2015 02:20 Uvantak wrote: 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. you were being aggressive | ||
fluidrone
France1478 Posts
+ Show Spoiler + appak | ||
NobleNyne
Germany39 Posts
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SwedenTheKid
567 Posts
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NobleNyne
Germany39 Posts
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amine98
Algeria46 Posts
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amine98
Algeria46 Posts
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hobbes
United States10 Posts
I'm looking for ffa maps with 12 players or more (preferably 14 or 15). Prefer non symmetrical maps. I like the old fashioned SC1 blizzmap feel. No money maps Balance is not important: it's meant for spectacularly large, non rules free for all. | ||
amine98
Algeria46 Posts
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hobbes
United States10 Posts
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WELPAX
Switzerland21 Posts
download analyzer from here... http://www.teamliquid.net/forum/sc2-maps/414326-map-analyser-tool install.. drop down any wanted map file in the opened analyzer and save the picture where you'd like to have it. Everything else is simple to shoot in the editor. Turn your view with pressed "Controll" and "right Mouse clix" to your favorite position and press then, when it's what you want, "print screen". Load the saved file into gimp.... and so on... this you already figuered (I assume). Hope that will help and hope to see a or some good picture ^^ PaCE | ||
WELPAX
Switzerland21 Posts
what is meant to be with "no money maps" - no minerals? And how many bases per player? - just main or main/nat or might you want to have 45 bases? It's an inteessting idea. ...to make a map for 14 player. haven't done it, yet. I might try that. but depends on my future spare time.... pacE | ||
amine98
Algeria46 Posts
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WELPAX
Switzerland21 Posts
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