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Simple Questions/Answers - Page 49

Forum Index > SC2 Maps & Custom Games
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Prev 1 47 48 49 50 51 182 Next
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
June 04 2011 23:21 GMT
#961
How do you find the rush distances of a map? I can't see an option on SCII map analyzer.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
June 04 2011 23:32 GMT
#962
On June 04 2011 15:20 iNCuBuS_ wrote:
I tried a quick search but didnt see what I was looking for...
I am trying to add water to my map, but it keeps putting the water on top of the terrain I want above water, and it places the water like 3 spaces above where Im actually placing my cursor.
Ive tried going to Map Options to change the default cliff level, but it doesnt appear to be helping.
I saw earlier in the thread someone said to hold shift to add something to the lowest level possible, but that doesnt do anything for some reason.
Any ideas how to do this?

Edit: I actually figured it out, I think. While going to Map Options didnt allow me to change the base height level, going to Data > Modify Height Field did allow me to change the height level, so the water doesnt cover up the cliffs I dont want it to.

NEVER EVER modify the height field. It will screw up stuff like doodads and ingame spells. When you have the water layer selected just go to 'Edit Water' at the bottom left and change the height there.

On June 05 2011 08:21 Peterblue wrote:
How do you find the rush distances of a map? I can't see an option on SCII map analyzer.

If you have the same version as I do you just open the 'output.txt' file and remove the # before 'renderShortest'.

If that doesn't work you can either ask the question in the Map Analyzer thread (use search) or just directly PM our appreciated friend dimfish.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Brocket
Profile Blog Joined December 2010
Australia192 Posts
Last Edited: 2011-06-05 03:23:48
June 05 2011 03:17 GMT
#963
Edit: Sorry I confused this with the sc2 strategy Simple Q's & A's.
I don't know what happened.
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
June 05 2011 03:42 GMT
#964
How do you make brush size bigger than max, and make it kind of "even" so its not sticking out a little bit at one point.

Also, how to set spawn points.

And how do you make mineral nodes?
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
June 05 2011 03:52 GMT
#965
On June 05 2011 12:42 johnnywup wrote:
How do you make brush size bigger than max, and make it kind of "even" so its not sticking out a little bit at one point.

Also, how to set spawn points.

And how do you make mineral nodes?

First one, I don't know what you mean

Spawn points can be found under the "Points" tab in the top right(go to Start Location).

Mineral nodes are found under units. Type in "mineral", make it owned by the player "0, Neutral".
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
Last Edited: 2011-06-05 04:05:19
June 05 2011 03:57 GMT
#966
I don't see the points tab.

And I mean how do I make things symmetrical, basically

EDIT: I found the points tab

EDIT: one more thing, what's a good size for a map?
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
June 05 2011 12:20 GMT
#967
It's hard to just answer to this with a number. It depends on wether you wanna do a huge macro map like Terminus/Altar or just something simple as LT/Meta. Also depends on the number of startin locations. And how much air space you wanna have around the map.

Let's just say that for a 4p map you probably shouldn't go over 340 (like 170x170 / 150x190 etc.). Haven't worked on any 2p map concepts so I'm not sure but probably somewhere under 280.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
June 05 2011 18:08 GMT
#968
and how to make stuff symetrical?
SmashHammer
Profile Joined January 2011
United States148 Posts
June 05 2011 19:12 GMT
#969
@johnnywup
I assume you mean sides of a map. If this is the case you can copy terrain, rotate/mirror it, and then paste it to the other part of the map where you want it. I'm pretty sure thats what most people do. I think you might find this thread to be very helpful.
TPW Mapping - theplanetaryworkshop.com
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
June 05 2011 19:41 GMT
#970
t also like diagonally symmetrical (take xel naga for example)
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
June 05 2011 23:58 GMT
#971
And how do i make it not show the parts of the map that aren't playable on?
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
June 06 2011 02:24 GMT
#972
You might wanna be a bit more explicit (describe it a little more and/or post a picture about it because as in your earlier questions it's hard to answer with minimal input) and not spam this thread.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Hrpggtru
Profile Joined June 2011
25 Posts
June 06 2011 05:53 GMT
#973
How do I make two types of fog in different parts of a map? I've tried using the fog doodads but it doesn't seem to do anything.
¯\_(ツ)_/¯
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
June 06 2011 15:44 GMT
#974
Fog doodads and also other weather doodads sometimes don't display in the editor, even when toggling game view. Just try out all the different fog doodads that exist, change the size a bit etc. I'm not sure if that'll help but also try playing with the video settings.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Titilisk
Profile Joined March 2010
96 Posts
June 06 2011 21:28 GMT
#975
On the minimap, is there a way to make Xel'Naga Towers adopting the color of the player controling it, ? It's more for an observing point of view. If mapmakers start doing it, maybe blizz will implement it. It would be great as a spectator to know which tower is controled and who's controling it. One would immediatly know if a troop move is risky or under control.
Dahaka65
Profile Joined October 2010
United States5 Posts
June 07 2011 18:04 GMT
#976
How do you make a map not allow close positions like Shakuras Plateau or MLG versions?
dimfish
Profile Blog Joined February 2010
United States663 Posts
June 07 2011 18:21 GMT
#977
On June 06 2011 08:58 johnnywup wrote:
And how do i make it not show the parts of the map that aren't playable on?
I'm not sure exactly what you're asking. Try this: Go to Map -> Map Bounds. In this dialog you can see the unplayable area (greyed out) and also a yellow rectangle showing you the camera bounds. You can adjust them separately. So if, in the game, you can see too much of the unplayable area, just move the camera bounds inward. Usually you don't have to do this, the default bounds work pretty well. Post a screen of the problem?


On June 07 2011 06:28 Titilisk wrote:On the minimap, is there a way to make Xel'Naga Towers adopting the color of the player controling it, ? It's more for an observing point of view. If mapmakers start doing it, maybe blizz will implement it. It would be great as a spectator to know which tower is controled and who's controling it. One would immediatly know if a troop move is risky or under control.
There are all sorts of cool things you can do with the Data Editor (usually what you are looking at in the editor is called the Terrain Editor). Even then I'm guessing you'd have to do something with triggers to get a player-specific condition. I'd consider this more than a simple question: either you need a data editor expert or start doing some research and try to learn how to do it.


On June 08 2011 03:04 Dahaka65 wrote:How do you make a map not allow close positions like Shakuras Plateau or MLG versions?
Look here.
lawnie
Profile Joined April 2011
United States16 Posts
June 08 2011 16:35 GMT
#978
I think this is the best place to ask this.

there is an option to save replays automatically, but how do you change the location that the replays are stored?

my sc2 is on a smaller SSD drive and i want the replays to be saved on the big HDD
"Don't argue with an idiot. Someone watching might not be able to tell who's who"
k10forgotten
Profile Joined September 2010
Brazil260 Posts
June 08 2011 18:36 GMT
#979
Rotational (Crevasse) or mirrored (Lost Temple - in some way)? Which one is more balanced?
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
dimfish
Profile Blog Joined February 2010
United States663 Posts
June 08 2011 19:26 GMT
#980
On June 09 2011 01:35 lawnie wrote:
I think this is the best place to ask this.

there is an option to save replays automatically, but how do you change the location that the replays are stored?

my sc2 is on a smaller SSD drive and i want the replays to be saved on the big HDD
I use SC2Gears to automatically save replays (and auto-rename them and stuff). I'm pretty sure it has an option to choose where the replays are saved, too.


On June 09 2011 03:36 k10forgotten wrote:
Rotational (Crevasse) or mirrored (Lost Temple - in some way)? Which one is more balanced?
If you want absolute positional balance, then mirrored is the only way to go. With mirror symmetry the scenario for any spawns, in terms of positional advantages is exactly the same.

But consider close spawns on Metalopolis. A Terran and a Zerg player in these spawns have the same positional advantages, but tournament data shows us that the Terran has racial advantages in this scenario, mostly because there is some minimum rush distance that appears to work for SC2, but the wide-open naturals aren't helping that match-up either. Rototional symmetry map layouts typically have a more even distribution of rush distances between spawns than with mirror symmetry.

In practice the super-tricky and hard-to-know issue of racial balance, in my opinion, completely obscures the positional balance differences in carefully designed rotational maps, which is why there are plenty of acceptably functional rotational symmetry maps out there.
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