• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:49
CEST 10:49
KST 17:49
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call4[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Weekly Cups (August 17-23): Zerg dominate the week0Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212
StarCraft 2
General
Weekly Cups (August 17-23): Zerg dominate the week Geoff 'iNcontroL' Robinson has passed away SC4ALL II: SC2 Player Announcement 6/8 - Maru GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16)
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament WORTEX 2026 - Hungarian SC2 Finals Budapest SC2 AI Tournament 2026 Fall 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
BW General Discussion [ASL22] Ro24 Preview: Siren's Call BGH Auto Balance -> http://bghmmr.eu/ Pros React To: First 'Fastest' Map in ASL History [Personal Project Share] Terran Defense v0.60
Tourneys
[ASL22] Ro24 Group D [Megathread] Daily Proleagues Toronto invitational lan 22 august Brood War in Budapest ! WORTEX 2026 BW Finals
Strategy
Replay Review Process - What do you do? Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend?
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Dating: How's your luck? Russo-Ukrainian War Thread Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4806 users

Simple Questions/Answers - Page 170

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 168 169 170 171 172 182 Next
SwedenTheKid
Profile Joined July 2014
567 Posts
March 25 2016 01:37 GMT
#3381
Question-
I am trying to make a melee expansion to sc2 (like Starbow or HeptaCraft), and I want to have access to the HotS and LotV data (units, models, abilities, etc.). However, I want the default settings to be WoL, so I don’t have to delete/work around all the added campaign data that are automatically in the game (such as extra buildings, Swarm mutations, other OP abilities). How do I keep the LotV and HotS campaign data while having the default units and structures that you can make set to the WoL Melee dependency?
Casual Mapmaker
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-25 07:55:04
March 25 2016 07:49 GMT
#3382
You could try exporting the stuff you need with a dummy map (with Lotv/<Hots dependencies) and importing them into yours (with Wol dependencies).

If you put all 3 dependencies it will default to the Lotv and yes you have to go "fix" it (which might still be "shorter" than a work around I am describing).

On your dummy map, you go to import/export module and export what you need, they should be exported to your mod folder.

On your map, import these.. and ... ?

ps:
When there is a problem with multiple dependencies, your map "tries to fix it on its own".. and in doing so "chooses" one of several possibilities (like the bunker or cc units have too many actors/data and that has to be fixed by the engine/map itself). When "it" does this, usually you end up with something to fix anyhow.. so I am again not sure that you are not better off doing the change "Lotv to wol" method.. because at least you will better identify these bugs

gl
"not enough rights"
propagare
Profile Joined April 2013
Germany93 Posts
April 03 2016 23:26 GMT
#3383
Do I lose the minerals and the gas invested in units queued in production facilities when they are destroyed and I didn't canceled them?
„Great men are forged in fire. It is the privilege of lesser men to bring the flame, whatever the cost.” ~
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 04 2016 00:24 GMT
#3384
On April 04 2016 08:26 propagare wrote:
Do I lose the minerals and the gas invested in units queued in production facilities when they are destroyed and I didn't canceled them?


No. All units/upgrades being built, researched or queued are refunded when the building doing the building/researching/queuing is destroyed.
bela.mervado
Profile Joined December 2008
Hungary415 Posts
April 05 2016 00:11 GMT
#3385
hi guys

(maybe this belongs to http://www.teamliquid.net/forum/legacy-of-the-void/491202-lotv-multiplayer-changes-compilation instead)

in hots I have used one ctrl group for all my hatcheries _and_ all other tech buildings.
I stopped using this because when I lost my natural, my lair, being after other buildings, were hard to tab to to select larva to actually make stuff. when I had at least one hatchery, since they were the first on the building list, I were able to select larva for all hatches/lairs/hives, so in a normal game this would not matter.

now in LotV I tried to put all my buildings on my hatch hotkeys, and I was surprised to see hat Blizz obviously has changed the zerg building orderings, so now all hatches/lairs/hives are kept on the head/start of the list, and all tech buildings are at the tail/end.

This way I can check the progress of my upgrades more easily, again.
Do you guys know when did this change happened?

Avexyli
Profile Blog Joined April 2014
United States711 Posts
April 10 2016 06:15 GMT
#3386
Sometime in the middle of the beta they attempted to fix many of the UI priorities for most buildings. Since WoL it wasn't very consistent with its logic. There's still some issues, but reliable right now.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-04-11 18:52:54
April 11 2016 18:49 GMT
#3387
Have you heard of nice_username?

link to his blizz sponsored youtube video

At last camera work.. awful but still camera work

<3
"not enough rights"
Shiraq
Profile Joined March 2016
17 Posts
April 12 2016 23:42 GMT
#3388
Anyone know if there is any way to link or un-link rocks and rock towers apart from proximity?

I have a few rock towers on a map that are close enough that they auto-link, but I don't want them to be linked at all. I also have a few rocks blocking a ramp and I'd like to link those, but they are not linked despite laying side by side.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2016-04-13 00:56:28
April 13 2016 00:52 GMT
#3389
The rocks have a behavior called conjoined you can remove in the data editor, then they won't be linked anymore.

You should be able to duplicate that behavior and tweak it a bit (hint - change the validator in the conjoined dummy effect) to link the rocks on the ramp.

Pretty sure this would make the map no longer melee though, although this exact discussion was had a few dozen pages back but i cant remember if we said it could still be melee or not.
~ ~ <°)))><~ ~ ~
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 13 2016 01:08 GMT
#3390
I fried a hard drive a few months back and lost my wip arcade maps. I am feeling the itch again though.

What kind of arcade map should TheFish work on in his spare time?

Lurker Defense Heroes - classic tower defense with a twist, where players get a few lurkers that can learn spells and level up. Est time to make ~60 hours

Adventurer's Guild RPG - Dungeon crawler / ARPG where players get a full party of 3-5 heroes, but are not allies. Loot based, object of the game is to take down the biggest boss before another player. Est. time to make ~150 hours+

Wizard Warriors - Wizard themed objectives based shooter, with a top down view. Spells instead of guns, healing etc. Est. time to make ~100 hours

Poll: What arcade map should TheFish make

(Vote): Lurker Defense Heroes
(Vote): Adventurer's Guild RPG
(Vote): Wizard Warriors

~ ~ <°)))><~ ~ ~
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 13 2016 01:57 GMT
#3391
On April 13 2016 09:52 TheFish7 wrote:
The rocks have a behavior called conjoined you can remove in the data editor, then they won't be linked anymore.

You should be able to duplicate that behavior and tweak it a bit (hint - change the validator in the conjoined dummy effect) to link the rocks on the ramp.

Pretty sure this would make the map no longer melee though, although this exact discussion was had a few dozen pages back but i cant remember if we said it could still be melee or not.


On October 11 2014 20:42 OtherWorld wrote:
Show nested quote +
On October 10 2014 15:41 Xenotolerance wrote:
It's strange to me that it seems to simply work in that example ... I must be doing something wrong.

Here's exactly what I'm doing, in two screenshots:
+ Show Spoiler +
[image loading]
Remove the conjoined behavior, as described...
[image loading]
Custom map type


???

Ok so I found the solution (or the lack of). When you modify any data value of any unit, the map gets described as custom, so it seems inevitable with un-conjoined rock towers. However, once the map is published, even as a "custom" type, you can still play it normally as a melee map (I mean in the lobby you can select "Melee" type of game).

propagare
Profile Joined April 2013
Germany93 Posts
April 13 2016 08:04 GMT
#3392
Is it correct that the following things were removed in LotV?

* Attack command to a structure + shift attack to the ground for attacking as long the units weren't attacked
* Call mules directly after OC finishes (now you have to switch away for and back to have the OC functionality)

Thank you for clarifying.
„Great men are forged in fire. It is the privilege of lesser men to bring the flame, whatever the cost.” ~
propagare
Profile Joined April 2013
Germany93 Posts
Last Edited: 2016-04-13 09:02:04
April 13 2016 08:11 GMT
#3393
On April 13 2016 10:08 TheFish7 wrote:
I fried a hard drive a few months back and lost my wip arcade maps. I am feeling the itch again though.

What kind of arcade map should TheFish work on in his spare time?

Lurker Defense Heroes - classic tower defense with a twist, where players get a few lurkers that can learn spells and level up. Est time to make ~60 hours

Adventurer's Guild RPG - Dungeon crawler / ARPG where players get a full party of 3-5 heroes, but are not allies. Loot based, object of the game is to take down the biggest boss before another player. Est. time to make ~150 hours+

Wizard Warriors - Wizard themed objectives based shooter, with a top down view. Spells instead of guns, healing etc. Est. time to make ~100 hours

A Control Group trainer: https://www.reddit.com/r/starcraft/comments/2ooqms/arcade_project_control_groups_trainer/

I'm willing to donate some money doing it.

If this could also have a section with a location (camera) hotkey setup trainer and a 1a2a3a.. trainer (there is already an Arcade or Mod but with fixed grid/default hotkeys instead of the already set/used custom player hotkeys) THAT would be tremendous and and I would put donate more money on top of it.
„Great men are forged in fire. It is the privilege of lesser men to bring the flame, whatever the cost.” ~
Shiraq
Profile Joined March 2016
17 Posts
Last Edited: 2016-04-13 10:21:02
April 13 2016 10:20 GMT
#3394

Ok so I found the solution (or the lack of). When you modify any data value of any unit, the map gets described as custom, so it seems inevitable with un-conjoined rock towers. However, once the map is published, even as a "custom" type, you can still play it normally as a melee map (I mean in the lobby you can select "Melee" type of game).


Anyone know (or can make an educated guess) if doing this would be acceptable for Blizzard if I want my maps to have a chance of making it on the ladder?
Shiraq
Profile Joined March 2016
17 Posts
April 13 2016 13:59 GMT
#3395
Another few questions. Is it possible to edit curbs to allow creep to show on it. And if so, will this also make the map not melee? What about importing a custom texture or doodad? Will that make a map not melee?
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-04-14 01:37:26
April 14 2016 00:40 GMT
#3396
Please see it from blizz's point of view.. (an opinion i might add that has been voiced over and over for 6 years by all their lead spokespeople)
ANYTHING will make it non melee,
NOTHING will be ruled as impossible to enter ladder.

A twig on the collapsible rocks, an imported .dds (picture) to make your terrain look like "x" .. creepable curbs ..

all these will deny you the melee tag

all these will be playable on in a STANDARD melee fashion

all these could be on a blizzard map (they would just ignore their absence of tag generated automatically for their own protection).

Blizzard requires to tag stuff that is done by the community, tags offer piece of mind to simpletons but are mostly there to advise the player.

For instance:
"In this map you will be using black fog type of display" this is not considered melee in sc2 so you won't get the melee tag and it will tell players that some differences will be present (like a ptr only not ).. but if very successful your map might shape the new standard .. thereby displacing/reseting the melee tag line.. and from then on the tag will no longer be denied! A worthy endeavour if i ever saw one!


Conjoined Rocks?.. do a trigger it will take you 2 minutes tops.. the point is for the map to act as you see fit.. nothing else matters.. let blizz do the heavy lifting change if you win and they consider your map ladder material
+ Show Spoiler +
open trigger editor
go to where the map initialisation unique trigger is
add a new trigger (right click add trigger / command t or in menus)
Select this trigger
in its window
add an event (cmd E)
- the event should be "unitdied" (type "kill" in search window)
select your rock in the second (lower) part of the window:
click on the null only accessible field to edit it
it will open a "tabler"menu where you must select the Value field/toggle (toggling it will in turn make the menu "collapse to display" the list of units present on your map)
select your rock "A"
+ Show Spoiler +
(if you have many such rocks.. rewind and start by selecting them one by one on your map in the terrain editor and name them (double click (or press enter) on one (unit layer selected) and type a name in the name field, this name will only be used in the editor and never appear anywhere else)


add an action (cmd R)
-the action should be "unitkill" (type "kill" in search window)
select rock "B"

copy paste (duplicate) this trigger and
redo for "Rock B dying kills rock A"
switch which unit dies in the "units on map" list for the event
same for "unit killed"

Note that the Rock by dying (if it has any extra behaviour) will act as if it was destroyed by an attack of units when the trigger kills it (and act out any further behaviour it has).

hf
Ask again if applicable.

Building/Attack move?

Mules not chronoboost?? yes i think it was introduced (when you get oc a mule is dropped and then the behaviour was changed to "just getting access to the ability" but i didn't check i'm lost in my own map

Curbs? (the model be engulfed into creep?)

Can you reiterate?
"not enough rights"
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 14 2016 23:18 GMT
#3397
On April 13 2016 17:11 propagare wrote:
Show nested quote +
On April 13 2016 10:08 TheFish7 wrote:
I fried a hard drive a few months back and lost my wip arcade maps. I am feeling the itch again though.

What kind of arcade map should TheFish work on in his spare time?

Lurker Defense Heroes - classic tower defense with a twist, where players get a few lurkers that can learn spells and level up. Est time to make ~60 hours

Adventurer's Guild RPG - Dungeon crawler / ARPG where players get a full party of 3-5 heroes, but are not allies. Loot based, object of the game is to take down the biggest boss before another player. Est. time to make ~150 hours+

Wizard Warriors - Wizard themed objectives based shooter, with a top down view. Spells instead of guns, healing etc. Est. time to make ~100 hours

A Control Group trainer: https://www.reddit.com/r/starcraft/comments/2ooqms/arcade_project_control_groups_trainer/

I'm willing to donate some money doing it.

If this could also have a section with a location (camera) hotkey setup trainer and a 1a2a3a.. trainer (there is already an Arcade or Mod but with fixed grid/default hotkeys instead of the already set/used custom player hotkeys) THAT would be tremendous and and I would put donate more money on top of it.


Hmm interesting, but not sure I get the idea 100%.

So, you'd have random units spawning in random locations, say, zerglings, roaches, and hydralisks for example. You'd have to add all the zerglings to control group X (x is chosen by the player) and all roaches to Y, and all hydras to Z? and it's timed? You'd be scored on reacion time?

Or would the player be able to build stuff? Or maybe an AI would build the units and the player just hotkeys them as they come out?
~ ~ <°)))><~ ~ ~
Avexyli
Profile Blog Joined April 2014
United States711 Posts
Last Edited: 2016-04-20 01:09:03
April 20 2016 01:08 GMT
#3398
On April 13 2016 22:59 Shiraq wrote:
Another few questions. Is it possible to edit curbs to allow creep to show on it. And if so, will this also make the map not melee? What about importing a custom texture or doodad? Will that make a map not melee?



Custom models and textures/retextures do not change the state of the map. Generally new models/actors shouldn't change the state either. Just toy around with it. Sometimes it'll change it for weird reasons (like some fields aren't allowed to be changed)

There are fields regarding creep engulfment that you can find in Model and Actor (iirc) for the doodads in question that will enable creep to cover it.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
JohnnyDavids13
Profile Joined April 2016
4 Posts
April 22 2016 01:37 GMT
#3399
I am looking to try some of the custom games, what would you guys recommend? I enjoy all types of games, so just throw what your favorite thing is out here.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-04-22 12:18:57
April 22 2016 11:42 GMT
#3400
On April 22 2016 10:37 JohnnyDavids13 wrote:
I am looking to try some of the custom games, what would you guys recommend? I enjoy all types of games, so just throw what your favorite thing is out here.

Mine = starheroes DUEL (play solo or 1v1 with up to 4 player max)

Best rts ever and forever? = Photon Cycles
(even broken from patches and no one "updating it".. it is still the funest and most competitively awesome game .. it will survive this platform.. you will soon be playing it on your phones via wifi)

Best game: making maps

glhf

On April 20 2016 10:08 Avexyli wrote:+ Show Spoiler +

On April 13 2016 22:59 Shiraq wrote:
Another few questions. Is it possible to edit curbs to allow creep to show on it. And if so, will this also make the map not melee? What about importing a custom texture or doodad? Will that make a map not melee?

Custom models and textures/retextures do not change the state of the map. Generally new models/actors shouldn't change the state either. Just toy around with it. Sometimes it'll change it for weird reasons (like some fields aren't allowed to be changed)
There are fields regarding creep engulfment that you can find in Model and Actor (iirc) for the doodads in question that will enable creep to cover it
.

lol
Map status are like fortune cookies, everyone gets to choose their own meaning!
(insuring event less digestion)
"not enough rights"
Prev 1 168 169 170 171 172 182 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 11m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
summit1g7752
StarCraft: Brood War
Britney 40757
Bisu 537
Hyuk 436
Jaedong 342
Aegong 99
ToSsGirL 85
Mind 71
Sharp 48
sSak 42
Bale 35
[ Show more ]
Shine 30
yabsab 21
soO 20
ajuk12(nOOB) 16
League of Legends
JimRising 610
Counter-Strike
edward68
Other Games
singsing1298
Sick158
Organizations
Other Games
gamesdonequick479
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH395
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Light_VIP 21
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV258
• lizZardDota2135
League of Legends
• Rush1573
Upcoming Events
Afreeca Starleague
1h 11m
hero vs ggaemo
Larva vs Mong
The Patches Monday
7h 26m
Afreeca Starleague
1d 1h
Soulkey vs PianO
JyJ vs sSak
GSL
1d 2h
PiGosaur Cup
1d 15h
Afreeca Starleague
2 days
Mini vs Calm
Queen vs EffOrt
Replay Cast
2 days
The PondCast
3 days
Replay Cast
3 days
IntoTheTV X SOOP
4 days
[ Show More ]
Korean StarCraft League
4 days
GSL
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-08-23
PiG Sty Festival 8.0
META DYMY #4

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
BSL 2026 LAN: Kraków
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.