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Simple Questions/Answers - Page 155

Forum Index > SC2 Maps & Custom Games
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Prev 1 153 154 155 156 157 182 Next
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
April 17 2015 17:32 GMT
#3081
whatever you were trying to place was apparently colliding with something else taking up the pathable space, also, holding ctrl whilst moving the object allows you to snap it back on grid.
"Not you."
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2015-04-17 23:33:39
April 17 2015 23:31 GMT
#3082
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.

[image loading]

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
Profile Joined April 2009
United States252 Posts
April 18 2015 01:36 GMT
#3083
Can someone help with understading why Decals, under prop, dont show in-game but protoss decals do?
Flash was the Genius, Nada was the true god.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 18 2015 04:56 GMT
#3084
That's because you have the editor set to low graphical settings.

To fix it go to File -> Preferences ->Video, and change the settings.

[image loading]
@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.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
April 18 2015 13:15 GMT
#3085
+ Show Spoiler +
On April 17 2015 15:13 Gwavajuice wrote:
Show nested quote +
On April 17 2015 07:01 Uvantak wrote:
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.

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.



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
"not enough rights"
fluidrone
Profile Blog Joined January 2015
France1478 Posts
April 18 2015 13:18 GMT
#3086
+ Show Spoiler +
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.

[image loading]

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
"not enough rights"
fluidrone
Profile Blog Joined January 2015
France1478 Posts
April 18 2015 13:32 GMT
#3087
+ Show Spoiler +
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?

[image loading]

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? Thanks!


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:
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 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

"not enough rights"
fluidrone
Profile Blog Joined January 2015
France1478 Posts
April 19 2015 11:40 GMT
#3088
Will anyone make a hots mod on lotv editor?
+ Show Spoiler +
appak
"not enough rights"
NobleNyne
Profile Joined February 2015
Germany39 Posts
April 19 2015 20:06 GMT
#3089
Can someone explain to me what this "overlord pot" at naturals is, and how i can make one properly? Thanks.
i luv u
SwedenTheKid
Profile Joined July 2014
567 Posts
April 19 2015 22:54 GMT
#3090
Overlord Pods are small, unpathable, high grounds overlooking the natural's mineral line, so zerg can use overlords (without fear of anti-air) to scout the enemy and see if they have taken their gas, as well as just allowing them to more easily scout their opponent.
Casual Mapmaker
NobleNyne
Profile Joined February 2015
Germany39 Posts
April 20 2015 16:29 GMT
#3091
@swedenthekid is it ok to just have some airspace behind the natural from which the overlord can peek in from time to time or is a pod necessity?
i luv u
amine98
Profile Joined April 2015
Algeria46 Posts
April 22 2015 17:28 GMT
#3092
i saw some topics in deduced that they post their map picture + it overview + the analyze + some arthestics. but me i have only the map overview in JPEG picture file which i get it using GIMP 2.8 software. so how can i get the rest?
Hi! i'm amine and i'm fond of sc2 ;)
amine98
Profile Joined April 2015
Algeria46 Posts
April 22 2015 17:30 GMT
#3093
hi! i wanna post my map but the problem is that i saw some melee map topics and i deduced that they post their map picture + it overview + the analyze + some arthestics. but me i have only the map overview in JPEG picture file which i get it using GIMP 2.8 software. so how can i get the rest?
Hi! i'm amine and i'm fond of sc2 ;)
hobbes
Profile Joined October 2004
United States10 Posts
Last Edited: 2015-04-22 18:22:41
April 22 2015 18:22 GMT
#3094
I'm getting the FFA itch, but there simply aren't any good SC2 Blizzmaps for this, like there were in Brood War.

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.
Copper league and proud of it!
amine98
Profile Joined April 2015
Algeria46 Posts
April 22 2015 18:30 GMT
#3095
hi! i wanna post my map but the problem is that i saw some melee map topics and i deduced that they post their map picture + it overview + the analyze + some arthestics. but me i have only the map overview in JPEG picture file which i get it using GIMP 2.8 software. so how can i get the rest?
Hi! i'm amine and i'm fond of sc2 ;)
hobbes
Profile Joined October 2004
United States10 Posts
Last Edited: 2015-04-22 19:05:39
April 22 2015 19:00 GMT
#3096
you posted the same question 3 times in less than an hour...
Copper league and proud of it!
WELPAX
Profile Joined March 2012
Switzerland21 Posts
April 22 2015 19:01 GMT
#3097
@amine98;
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
paCe
WELPAX
Profile Joined March 2012
Switzerland21 Posts
April 22 2015 19:06 GMT
#3098
@ hobbes;
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
paCe
amine98
Profile Joined April 2015
Algeria46 Posts
April 22 2015 19:23 GMT
#3099
thank u very much!!!
Hi! i'm amine and i'm fond of sc2 ;)
WELPAX
Profile Joined March 2012
Switzerland21 Posts
April 22 2015 19:27 GMT
#3100
np :-)
paCe
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