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Simple Questions/Answers - Page 34

Forum Index > SC2 Maps & Custom Games
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ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-03-12 14:22:16
March 12 2011 14:10 GMT
#661
Is there a doodadlimit on a map you can make?

edit: part 2 question, is there anywhere you can see how many doodads you have used so far
KCCO!
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 12 2011 14:20 GMT
#662
On March 12 2011 23:10 ihasaKAROT wrote:
Is there a doodadlimit on a map you can make?


I bet prodiG can answer this xDD
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Archvil3
Profile Joined September 2010
Denmark989 Posts
March 12 2011 14:26 GMT
#663
On March 12 2011 23:10 ihasaKAROT wrote:
Is there a doodadlimit on a map you can make?

edit: part 2 question, is there anywhere you can see how many doodads you have used so far


There aint no hard cap on it, none that is known at least, there is a soft cap however, which is that at some point you will experience a massive fps drop when you have too many doodads.

As Ragoo said ProdiG could probally tell you about what too many doodads is or you can read this thread to get an idea of it.
Let thy speech be better than silence, or be silent.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
March 12 2011 14:34 GMT
#664
Or play this map.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-03-12 14:42:10
March 12 2011 14:36 GMT
#665
Hmmm thats not good looking at that topic

Where can u see the doodadcount?

edit: found it, well not found 'it' , but select all doodads at once gives a nice number

up to 1200 for my 3p map so far

but just on a main and an the natural.... hmmm maybe i should cut something
KCCO!
Archvil3
Profile Joined September 2010
Denmark989 Posts
March 12 2011 14:49 GMT
#666
Well I guess it depends on what doodads you are using, a Xel'naga Obelisk is likely to cause a bit more trouble then a rock
Let thy speech be better than silence, or be silent.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-03-12 14:53:54
March 12 2011 14:53 GMT
#667
Oh in that case im on the safe side, its mostly decals and groundprops

very little shiny lights
KCCO!
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
March 12 2011 16:48 GMT
#668
Haha 1200 :D

Frozen Sanctum has only 950 and is laggy as hell.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-03-12 18:19:19
March 12 2011 18:10 GMT
#669
1377 and counting Well if it is going to be laggy, atleast it will force people to look at it, with the lack of unitcontrol and all ^^

Making the map more for personal practise , and cus I really want to put this idea I have in a map for once

Id say the map is playwise about 20% done now... what have i gotten myself in to

edit: quick teaser to give you an idea what its for, this is one of the areas with alot of doodads. Theres about a tonn more Gosh this is just so fun to make

[image loading]
KCCO!
boSeok
Profile Joined February 2011
Canada177 Posts
March 12 2011 22:31 GMT
#670
How do you put starting locations?? How do you publish?? I click publish and the ok button is grey
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-03-12 22:53:57
March 12 2011 22:38 GMT
#671
you have to log in to publish
cheat sheet:
+ Show Spoiler +

this is meant to illustrate opening a blizz map, but it suits this too
shut down sc2, have only galaxy open / id is the same than for sc2
[image loading]
[image loading]
[image loading]
go back and publish
alternately go directly to manage published


you add points to generate start locations
cheat sheet:
+ Show Spoiler +
select points (instead of units or terrain)
[image loading]
select the tool "start location"
paste

enjoy
boSeok
Profile Joined February 2011
Canada177 Posts
March 13 2011 04:38 GMT
#672
how do you make the map melee???? mine is custom...
Broodie
Profile Blog Joined May 2008
Canada832 Posts
March 13 2011 05:39 GMT
#673
On March 13 2011 13:38 Kakoon wrote:
how do you make the map melee???? mine is custom...


add your start locations and modify player properties in the map dropdown^

you also cannot tweak certain elements in the data panel or it will always be custom
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
funcmode
Profile Joined June 2010
Australia720 Posts
March 13 2011 06:06 GMT
#674
If you go to Map > Map Status it will tell you which melee requirements you need to meet.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
boSeok
Profile Joined February 2011
Canada177 Posts
March 13 2011 06:23 GMT
#675
Thank you figured it out. I should be able to post up the map tomorrow again thank you for all your help
hobbidude
Profile Joined December 2010
Canada171 Posts
March 13 2011 12:03 GMT
#676
2 Questions which might answer each other.

For maps like xelnaga caverns and metapolilis they have a general fog bottem. How do they create this. I've opened them up and can't seems to find anything specific. They're not just putting a bunch of fog doodads all around ( i checked) and that would be ridiculous. I don't believe it comes naturally with the textures set and all or is a setup like water- so how?

The second is with the deep storm fog doodad. Can someone explain this specific fog one as the others work fine but i can't seem to see it (or im missing the effect). Does this do the whole map fog effect like above, is it like a weather doodad, or what?
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-03-13 13:54:21
March 13 2011 13:34 GMT
#677
doodads you have to "test" / review in high graphics (softpreference/video)

through the data separate (extra window) you can change the whole "ambience" / mold of lighting of your map

cheat cheats:+ Show Spoiler +
[image loading][image loading]
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2011-03-13 14:36:12
March 13 2011 14:35 GMT
#678
On March 13 2011 21:03 hobbidude wrote:
2 Questions which might answer each other.

For maps like xelnaga caverns and metapolilis they have a general fog bottem. How do they create this. I've opened them up and can't seems to find anything specific. They're not just putting a bunch of fog doodads all around ( i checked) and that would be ridiculous. I don't believe it comes naturally with the textures set and all or is a setup like water- so how?

The second is with the deep storm fog doodad. Can someone explain this specific fog one as the others work fine but i can't seem to see it (or im missing the effect). Does this do the whole map fog effect like above, is it like a weather doodad, or what?

Regarding the fog, you can customize a map's fog settings by going to Map > Map Textures > Modify. Here are the exact fog settings for Xel'Naga Caverns:
[image loading]
The F key turns fog on and off in the editor, which may be why you couldn't see it.

Now as for fog doodads, etc - first off, most weather doodads and some birds and other things show up as a small icon (weather cloud, etc) you can toggle this on and off by using the V key (game view). If you still can't see it, look around a bit, some of the weather doodads effects appear a small distance away from where you actually placed it (this relates to the direction the arrow is pointing too).

Some doodads are just borked and don't work, so that may also be the problem. If you can see all the other fog and weather effects but just not deep storm, then I wouldn't be too concerned, you're probably not missing out on much.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Broodie
Profile Blog Joined May 2008
Canada832 Posts
March 13 2011 16:38 GMT
#679
Just need a bit of advice concerning lighting, I slightly changed some aspects of the lighting and areas where the player has vision are fine but the unexplored areas are wayyyyyy too dark.

which of these lighting options can solve this?
Key - Fill - back

ty
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Axeinst
Profile Joined March 2011
Belize281 Posts
Last Edited: 2011-03-13 18:21:14
March 13 2011 18:20 GMT
#680
Why exactly zerg needs more expansion than other races?

If zerg units are cheaper, why they need more money? I know they are no cost effective but if they are really cheeper than terran/protoss units, then they should not need more money and thus not more bases.

They need larva, i know that, but why they just dont build them inside existing base?
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