i'd trade it for a random decal too quickly
Simple Questions/Answers - Page 24
Forum Index > SC2 Maps & Custom Games |
baskerville
541 Posts
i'd trade it for a random decal too quickly | ||
FlopTurnReaver
Switzerland1980 Posts
![]() + Show Spoiler + I was too shy to ask earlier :o Btw. on topic, is there a way to avoid those black spaces on the sides of ramps when pasting terrain? Doesn't really happen right now so I don't have a screen :/ | ||
baskerville
541 Posts
+ Show Spoiler + team liquid grants decals / number of posts/involvement reward, everyone on a scale with 3 possible t z or p (set in your profile, displayed for viewer if not logged), "we" randoms would like a place in the sun too (i change mine every thursday, i prefer z as the ling looks the best, the lot (which i love in game is beuhhh in decal form, never use it) and the marine is cool too but i hate that WoL is so t favored! so i stick with the ling mostly edit to the off: + Show Spoiler + i think barrin should be the one to get it first, for his creep conundrum "secret star on the blizzwall', obviously .. funny how it took me a half hour to edit this in ![]() on topic: the texture bit: do not leave the ramps.. reform the edge (increasing it for proper ramp size or to adjust your ramp to a smaller scale...) before re ramping... refreshing the area should do the trick... there's the merge cliff options also in ...tools / brush / allow merging ( + Show Spoiler + dezi Germany. January 10 2011 00:23. Posts 466 "Profile # Tools > Brush > 2nd last point" refreshing the graphics with change of the setting low (for general use) high ultra (for top graphics unplayable on bnet, showcasing or replays) that solves a lot finnaly you migh have missed this from Archivian and there was another with someone throwing gold for all to grab but i'm stuck (+ Show Spoiler + f..k loosing brain ram | ||
Silence-
Canada116 Posts
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iGrok
United States5142 Posts
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baskerville
541 Posts
if you mean display the actual "range dots" while in editor... there's a view/show terrain/show range + Show Spoiler + ![]() i had to refresh the motherf...er (close and re open galaxy + Show Spoiler + always nice writting this edit: de nada, fancy nick' u got there! + Show Spoiler + next post | ||
Silence-
Canada116 Posts
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FlopTurnReaver
Switzerland1980 Posts
On January 20 2011 11:52 baskerville wrote: off topic: + Show Spoiler + team liquid grants decals / number of posts/involvement reward, everyone on a scale with 3 possible t z or p (set in your profile, displayed for viewer if not logged), "we" randoms would like a place in the sun too (i change mine every thursday, i prefer z as the ling looks the best, the lot (which i love in game is beuhhh in decal form, never use it) and the marine is cool too but i hate that WoL is so t favored! so i stick with the ling mostly edit to the off: + Show Spoiler + i think barrin should be the one to get it first, for his creep conundrum "secret star on the blizzwall', obviously .. funny how it took me a half hour to edit this in ![]() on topic: the texture bit: do not leave the ramps.. reform the edge (increasing it for proper ramp size or to adjust your ramp to a smaller scale...) before re ramping... refreshing the area should do the trick... there's the merge cliff options also in ...tools / brush / allow merging ( + Show Spoiler + dezi Germany. January 10 2011 00:23. Posts 466 "Profile # Tools > Brush > 2nd last point" refreshing the graphics with change of the setting low (for general use) high ultra (for top graphics unplayable on bnet, showcasing or replays) that solves a lot finnaly you migh have missed this from Archivian and there was another with someone throwing gold for all to grab but i'm stuck (+ Show Spoiler + f..k loosing brain ram Oh, I'd have called that "avatars" but ok, decals^^ Mh I have no idea what you're talking about there :o It's actually not that big of a deal, I just remove the ramp and add it again, it's just kinda annoying sometimes. But thx anyway ![]() | ||
funcmode
Australia720 Posts
At least it's a bit faster than removing and re-adding the ramp. | ||
Cuddles.553
United States6 Posts
What are some ways I can reduce empty space behind and around the main? It feels like drops and muta/banshee harass is way too easy because of how much air space there is. I've thought about limiting the bounds closer to the main, then widening the land so there is more time to spot aerial units. other than that, I dont have any ideas. What is the accepted opinion of mineral or gas only expansions? perhaps having 2 or 3 gas geysers or a set of minerals on their own. I would put them on a flanking path, a closer than where a third and relatively defendable. Is there some kind of guide to water and how to use it most effectively? I didnt put water in my map, but one of the times i tested it, the map felt too high and squished up against the screen, so i lowered the base height by a bunch. Then, next time i tried it, there was water everywhere. I ended up just adding water in the terrain pallet just for a semblance of control. Can thirds be too close? If they can be, what are some ways to make them less appealing? rocks? vulnerability? What is the best way to make my map look pretty? I dabbled in doodads and added far too many, but Im not sure where to cut them out, which ones to use and not use, or which ones i can rely on most heres what i have: ![]() I know for sure i want to take out the buildings, other than that i dont really know what to do. I just threw in random doodads like tarsonis foliage and trees and weather Sorry for this wall of text, I tried bolding the questions to make it less hectic | ||
baskerville
541 Posts
"Simple Questions/Simple Answers thread " this is more than "simple", you might have broken it down a bit, however "congrats" on your first post... and good luck discovering a new galaxy on topic: "What are some ways I can reduce empty space behind and around the main?" + Show Spoiler + certain doodads have no display but complemented with terrain graphics can render the terrain unpathable or "no fly zone"... crevasses also come to mind (1hex up or down for a 1 level differential) is needed to f..k up pathing of units (the only important thing is that you implement what you know you want... testing again and again is the only way to be satisfied with those types of features))))) the water is set to a height (ergo you should only put water once you're sure of where everything goes, it's easier done "in order") "look pretty?" (+ Show Spoiler + yes don't mind if i do the doodads and graphics we'd have to see ..you can edit this post with image(s) maybe? + Show Spoiler + ("doodads" is like saying "something generic", there are a lot of different kinds of doodads...) taking time "discovering/cataloging/testing/having fun/getting to work" is the only viable solution, whether it be on the same map for weeks, or on the same map at different times or other maps... your call "What is the accepted opinion of mineral or gas only expansions?" + Show Spoiler + tl favors melee type, but melee to the fingertips save nth degree! (placement of minerals around resource collector... deviation is frowned upon but openly disscussed, you would need to advocate your own point of view (sharing what you feel want and be ready to discuss it in a cheery/serious fashion is a prerequisite) not to feel aardvark (no... awkward). previous: + Show Spoiler + @FlopTurnReaver "avatars" but ok, decals" .. i dunno how tl calls them for sure, i rather like the cross sc2 reference in the "decal" that's all + Show Spoiler + is kingsoftin on 2nite? | ||
Cuddles.553
United States6 Posts
I dont know what you mean by this other than start a discussion on it + Show Spoiler + tl favors melee type, but melee to the fingertips save nth degree! (placement of minerals around resource collector... deviation is frowned upon but openly disscussed, you would need to advocate your own point of view (sharing what you feel want and be ready to discuss it in a cheery/serious fashion is a prerequisite) not to feel aardvark (no... awkward). | ||
baskerville
541 Posts
(hold your ground) response time is top notch (adding pictures) bolding is cool (l+ Show Spoiler + when warranted, linking what you reference is THE tl way.. the doodads need some function and pathway "positioning" that "complement" the layout, so "at random is good to get your brain thinking (erase then), however (unless your layout is already so perfect you don't need it) doodads answer specific notions of this game: decorum topography helping player get around quicker, placement in spots relative to "hot spots" on the map...ect hiding display quirks or supplementing game features (a bridge for example) + Show Spoiler + (think of the doodad that made a player post his loss on tl... got his thread kaboozed because.. because... (bottom of the center hole of Xelnaga caverns i think) ... i couldn't stop laughing from the "a doodad made me loose!" bit... ![]() i think i'm gonna make it my signature on tl ) love the blue depths continuation from previous post: "melee to the fingertips save nth degree!" yes tl is full of melee oriented talented mapmakers, they "cherish" notions that years of play/thought have given them... for at least one simple reason: blizz axioms of gameplay are close to the only reliable "gameset for gameplay" we have for competition and in order for a "worthy" competition to ensue : things must be "cohesive " in the melee department and it's also totally ok to do "omgwtf maps" if you advertise them as such...one would probably even get more play outright by doing that 3rds... + Show Spoiler + it's frowned upon that i even start on "balance" and again glhf discovering your new galaxy (+ Show Spoiler + i'm loving every new layer a bit more | ||
dimfish
United States663 Posts
![]() I've tried cranking the editor video settings up to ultra, still no decals. This wasn't a problem in the editor before I shook up my environment. Anyone experience this and know that there is one silly switch I should be flipping to get them back? | ||
FlopTurnReaver
Switzerland1980 Posts
On January 21 2011 06:41 Cuddles.553 wrote: + Show Spoiler + Hi there, this is my first post. Ive been working on a melee map and I wanted feedback from a wider audience for anything that might make it better. Since I have to wait a day or two more to start my own topic on it, I wanted to try and fix a few minor things while I have the chance. I am striving for competitive balance, but I am a platinum player without a lot of experience so I am not sure what to look for as being good/bad. What are some ways I can reduce empty space behind and around the main? It feels like drops and muta/banshee harass is way too easy because of how much air space there is. I've thought about limiting the bounds closer to the main, then widening the land so there is more time to spot aerial units. other than that, I dont have any ideas. What is the accepted opinion of mineral or gas only expansions? perhaps having 2 or 3 gas geysers or a set of minerals on their own. I would put them on a flanking path, a closer than where a third and relatively defendable. Is there some kind of guide to water and how to use it most effectively? I didnt put water in my map, but one of the times i tested it, the map felt too high and squished up against the screen, so i lowered the base height by a bunch. Then, next time i tried it, there was water everywhere. I ended up just adding water in the terrain pallet just for a semblance of control. Can thirds be too close? If they can be, what are some ways to make them less appealing? rocks? vulnerability? What is the best way to make my map look pretty? I dabbled in doodads and added far too many, but Im not sure where to cut them out, which ones to use and not use, or which ones i can rely on most heres what i have: ![]() I know for sure i want to take out the buildings, other than that i dont really know what to do. I just threw in random doodads like tarsonis foliage and trees and weather Sorry for this wall of text, I tried bolding the questions to make it less hectic Imo Mineral only expansions are a BW thing and not viable in SC2. Gas is very important here because geysers are completely done when they're empty. What you can do as example is make 1-gas expansions. 3-gas expansions wouldn't be something new and I think it's a good idea for a base that can't be taken too easily. Shouldn't be too hard to find a guide about water. Just search around a bit, I think I found a video on YT when I didn't understand how to use it. It's actually pretty simple but yeah, just take a look on YT. I don't think thirds can be too close. Some thirds are even in the back of the main. If you wanna make them more vulnerable you can just add a second entrance to it which is easily acessible for the opposite. I'd suggest to take a look at some of the proleague maps from BW, you can learn a lot from those. It's often a problem when you want to make a map aesthetically pleasing and you go through the doodads. You will find a lot of cool stuff that looks awesome but... unfortunatly not match with each other. The best way imo is to think of a concept. A story. What do you want your map to be? Maybe an abandoned science station in the desert? Temple Ruins? A cozy island in the sun? Think of something you like, make textures and place some doodads that fit in the enviroment. Worked for me the best so far. Cheers @dim, never had that problem or heard of it ![]() | ||
iGrok
United States5142 Posts
I don't remember what the setting is, but i remember fixing that once | ||
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MrHoon
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10183 Posts
Maybe even some art tools | ||
iGrok
United States5142 Posts
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baskerville
541 Posts
some have a "previewer format" others don't set preferences on ultra (if your bot can do it) otherwise high at least then check/toggle/untoggle, + Show Spoiler + (check you got water at arm's length, tis going to be like crossing a desert to find the right config for u!) most important: + Show Spoiler + ![]() toggle and untoggle as much as needed (+ Show Spoiler + i think it refreshes the graphics, but i'm still on the fence if i'm right or just a horse's ass on this rest (in no particular order, that's mine): + Show Spoiler + ![]() the gameview is very useful in this + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() every "view" or variable editor "set data" has it's function/usefulness/drawbacks however, if you've changed actors or some other setting, + Show Spoiler + the doodad could have "no display", all you'd need to do is change said actor (or setting) to the one you need/wanted (everywhere it needs to be set );k) that's the price of an "open" editor (lot's of small details to cross reference correctly) also some objects having no previewer data, will only be displayed ingame (animations come to mind) gotta "re kudos" Archivian for this, about graphics bug, it's gonna be useful referencing it all the time (thanks again all tl for sharing) ______________________________________________________________________ about the mpq files for models, i think only Maverck's thread on tl is the place to ask... or just surf sc2m assets ______________________________________________________________________ about the war3 models: i'm pretty sure everything is done externaly (i'm dreaming of ingame tools too! + Show Spoiler + can't be bothered with learning how to make softs copulate ______________________________________________________________________ edit: added a texture tip: + Show Spoiler + ![]() spoiler: 500.... the hydra + Show Spoiler + (how did you know i love massqeenhydra?) you know everything don't you? how bout what you don't know you don't know about? hun? thanks, love it | ||
Snowyowl
Sweden26 Posts
I'm not quite there yet but soon... + Show Spoiler + Please say "this place!" | ||
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