Simple Questions/Answers - Page 49
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WarSame
Canada1950 Posts
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FlopTurnReaver
Switzerland1980 Posts
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. | ||
Brocket
Australia192 Posts
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johnnywup
United States3858 Posts
Also, how to set spawn points. And how do you make mineral nodes? | ||
WarSame
Canada1950 Posts
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". | ||
johnnywup
United States3858 Posts
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
Switzerland1980 Posts
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. | ||
johnnywup
United States3858 Posts
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SmashHammer
United States148 Posts
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. | ||
johnnywup
United States3858 Posts
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johnnywup
United States3858 Posts
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FlopTurnReaver
Switzerland1980 Posts
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Hrpggtru
25 Posts
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FlopTurnReaver
Switzerland1980 Posts
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Titilisk
96 Posts
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Dahaka65
United States5 Posts
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dimfish
United States663 Posts
On June 06 2011 08:58 johnnywup wrote: 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?And how do i make it not show the parts of the map that aren't playable on? 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
United States16 Posts
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 | ||
k10forgotten
Brazil260 Posts
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dimfish
United States663 Posts
On June 09 2011 01:35 lawnie wrote: 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.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 On June 09 2011 03:36 k10forgotten wrote: 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.Rotational (Crevasse) or mirrored (Lost Temple - in some way)? Which one is more balanced? 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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