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Simple Questions/Answers - Page 21

Forum Index > SC2 Maps & Custom Games
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Prev 1 19 20 21 22 23 182 Next
monitor
Profile Blog Joined June 2010
United States2408 Posts
January 15 2011 04:58 GMT
#401
On January 15 2011 13:23 iGrok wrote:
go to channel MotM - we run a constant KotH for games - we can probably rotate in a few non-MotM maps as well


A couple places to find games are:

obs (mostly for people to observe)
TLkoth (find a game)
iCCup (map discussion, pick-up games)
MotM (map discussion, KotH)

Hope these help!
https://liquipedia.net/starcraft2/Monitor
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-15 10:29:16
January 15 2011 10:21 GMT
#402
forelmashi
"is there a way to check latency in sc2? all other blizz games show you latency of some form"

so ... no one? that's a good question

my 2 cent: + Show Spoiler +
my way of trying to answer this very question was to make huge maps with free for all testing in mind... the result of testing came out very disappointing

the 100 food for 6 players is a guarantied lag fest... the 4 player with insane cps is a guaranteed "i'm not even able to play"

yes sc2 is lag prompt, + Show Spoiler +
f..k blizz no lan
http://www.teamliquid.net/mirror/smilies/random-big.gif
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-15 15:17:39
January 15 2011 15:16 GMT
#403
How do you get real bridges?

ie not: "fake bridges" with adequate pathing being hidden by
angle + Show Spoiler +
(the angle in which the model is displayed in game)

adding doodads? + Show Spoiler +
models, lights ...


Been there done that!

my 2cent:
+ Show Spoiler +
I think a path only (no graphics involved out of the proper view setting window)
could produce a "real bridge"
+ Show Spoiler +
just haven't reached this particular planet in galaxy
http://www.teamliquid.net/mirror/smilies/random-big.gif
funcmode
Profile Joined June 2010
Australia720 Posts
January 15 2011 16:38 GMT
#404
With regards to bridges, there simply is no way to make them work as you would expect (units moving over and under them). You can only make fake bridges at the moment (terrain with bridge doodads on top) - which when done right can look very convincing, but of course they function just like normal terrain.

I believe there were plans to implement bridges using 'Terrain Objects' but those are basically totally broken. Seems like something Blizz aren't too bothered about right now.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
baskerville
Profile Blog Joined April 2010
541 Posts
January 15 2011 17:10 GMT
#405
how bout tunnels with triggers?
http://www.teamliquid.net/mirror/smilies/random-big.gif
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2011-01-15 17:44:38
January 15 2011 17:41 GMT
#406
Well, we're rapidly delving in to things I don't know a huge amount about - but I still think bridges specifically are essentially impossible to make with the galaxy editor. The engine just doesn't allow for layers of pathing and as such you'll only ever be able to go over things and not under them, or the opposite - but not both. There are levels in the single player campaign that have destructible bridges, but you never pass back underneath where they once stood, they're just a gimmick really.

In my personal opinion, when it comes to competitive melee maps at least, functional bridges are something the game can do without - which is probably why they're not implemented at this time (or likely in the foreseeable future).

The only way to make tunnels would be to create the roof of the tunnel with doodads - meaning units can't pass over the tunnel, only through it. A lot of large doodads turn transparent so keeping track of units in the tunnel would be possible, but for the sake of gameplay it seems pointless and if anything quite distracting.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Antares777
Profile Joined June 2010
United States1971 Posts
January 15 2011 21:21 GMT
#407
How do you manually resize images? I'm having trouble with some of my images, they are not being automatically resized.
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-15 21:35:32
January 15 2011 21:32 GMT
#408
you can downsize them with an image editor (tophoshop rules all)
if you're talking about tl "resizing", the tl "profile" can be helpful (toggle resize pictures sometimes bugs apparently)

tl <-> 22cm with 70/80 dpi

did you ever get out of your minimap conundrum?
http://www.teamliquid.net/mirror/smilies/random-big.gif
Antares777
Profile Joined June 2010
United States1971 Posts
January 15 2011 21:46 GMT
#409
On January 16 2011 06:32 baskerville wrote:
you can downsize them with an image editor (tophoshop rules all)
if you're talking about tl "resizing", the tl "profile" can be helpful (toggle resize pictures sometimes bugs apparently)

tl <-> 22cm with 70/80 dpi

did you ever get out of your minimap conundrum?


No I didn't figure out why the mini-map isn't working on Shoreline, but then again I didn't really try to fix it

I was hoping there was an easier way like (img width=x length =x)(/img) or something.
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-18 02:01:26
January 15 2011 22:29 GMT
#410
you'll get a mod to answer you, i hope

i get you... after a while circumventing shit gets 0 so boring......:z

i got a minimap bug and found a way

+ Show Spoiler +
if you're switching texture (which is how i got it)

the mini map has to be refreshed after switching textures

do the texture switch (remember to have some of it on the map)/save/close galaxy
re open,voila:
mini map displays textures (not gotten to getting lights to display on it though)
hope this helps
for future maps obviously

cause the bug remains unfixed on several of my maps
(in all i did not respect the rule i set before)

in effect, not sure if the "bug" can be avoided by any other way

so no "wrong" changes and your mini map display remains "linked" to the editor display

in any case variing def of galaxy in the preference menu regularly "allows" it to refresh, seems useful (going to low for grunt work" and high (once in a while) for eye candy and lights and stuff)

I'm looking at Wheat teaching his kid how to play sc2

edit:+ Show Spoiler +
love next post nickname
http://www.teamliquid.net/mirror/smilies/random-big.gif
looknohands119
Profile Joined March 2010
United States815 Posts
January 16 2011 05:48 GMT
#411
I'm trying to create a UMS in the galaxy editor but I'm having trouble. Does anyone know how to put units in a medivac in the editor? I've tried dragging and dropping and that didn't seem to work and I've also tried right click the medivac to see if there was an option to edit what units it was carrying but to no avail... Anyone wanna help me out?
"The kingdom of the heavens is buried treasure. Would you sell yourself to buy the one you've found?" - Jon Foreman ('Your Love Is Strong' - Spring EP)
Lorken
Profile Joined November 2010
New Zealand804 Posts
January 18 2011 02:13 GMT
#412
Why did I win this game? I played really bad and messed up the build multiple times, and I could not see where the other guy went wrong either. Still not promoted either

http://www.sc2replayed.com/replays/127614-1v1-protoss-zerg-blistering-sands

Cheers
LOUD NOISES!!!
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 18 2011 02:26 GMT
#413
Is it really that hard to get the concept of this thread?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 18 2011 02:46 GMT
#414
On January 18 2011 11:26 FlopTurnReaver wrote:
Is it really that hard to get the concept of this thread?


Apparently lol
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Zodiaktwo
Profile Joined January 2011
Canada16 Posts
January 18 2011 03:28 GMT
#415
Is there any custom map with warcraft 3 unit and heroes?
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-18 03:56:42
January 18 2011 03:36 GMT
#416
yes
i've come across many a thread with nerdgazums about imported models

use the search function on tl or on http://www.sc2mapster.com/maps/

0h .. thank you for posting in the proper thread, honest
http://www.teamliquid.net/mirror/smilies/random-big.gif
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
January 18 2011 13:04 GMT
#417
I didnt follow the custom map section so I guess I should use this thread to ask my question :p

Is there any custom map for P to practice forcefields against a Terran bio army?

Like P having an army consisting of zealots, stalkers and sentries vs T with MMM

If a map like this exist it would be nice if someone could post a link. I did a quick search through this forum but didnt really know what to search for...
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 18 2011 13:30 GMT
#418
Search for unit tester either on TL or just on b.net, dunno if there are any maps particular for this though.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Snowyowl
Profile Joined January 2011
Sweden26 Posts
January 18 2011 13:43 GMT
#419
Hello everyone.

I'm currently trying to make an ability which, when an enemy comes in range of the abilityholder, enhances the holder's movementspeed by a value until the enemy is no longer inside range or for a set number of seconds.

I appreciate any help I can get, I've made fairly advanced terrain and triggers but I just can't seem to get a hold of the Data Editor.
Go fish
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-18 14:35:42
January 18 2011 14:20 GMT
#420
zealot chargin?+ Show Spoiler +
abilities in next menu, use search function
)

data editor?
[image loading]

click, + Show Spoiler +

a new window opens
top left, click to open whole menu + Show Spoiler +
(underneath there's only the "quick menu")


[image loading]
yes, + Show Spoiler +
it's a calling



edit: + Show Spoiler +
you should reprhase, if i'm totally off... on lot'chargin'
http://www.teamliquid.net/mirror/smilies/random-big.gif
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