I want to use this map :
http://www.teamliquid.net/forum/viewmessage.php?topic_id=237869
But I have no idea where to put the file o.O
Thx.
Forum Index > SC2 Maps & Custom Games |
Ambre
France416 Posts
August 12 2011 17:06 GMT
#1141
I want to use this map : http://www.teamliquid.net/forum/viewmessage.php?topic_id=237869 But I have no idea where to put the file o.O Thx. | ||
Sea_Food
Finland1612 Posts
August 12 2011 18:23 GMT
#1142
On August 13 2011 01:58 McPricE wrote: fcd- What is the proper technique for unloading a dropship on the run? I've been trying d+left click and then timing another d+left click as soon as the first marine drops and so on. It kind of works but only halfway. Is there a better technique or is this right and just requires practice? - Im a nub and what is holding me back most are my keyboard mechanics. I've played around w/ my hotkey settings and made it a bit better but this is still my downfall. I cant tell u how often I have to take my eyes of the screen to look down. Any ideas on how to help this process along or is it just a practice makes perfect deal. - Is Terran imba? I've been watching a bunch of GSL and its like 50% Terran. Same in IPL. Even in my random crappy ladder player pool theres def more Terran than others. Say it aint so, I'm scared of a nerf. This is wrong topic but I awnser anyway. - What you must do is have your medvac moving, and then press D and then click the medvac. - You will learn then by time. - Terran is imba. Never know what blizz will do, but they have given hints that they want to nerf B.lord infestor I think. | ||
iGrok
United States5142 Posts
August 12 2011 18:33 GMT
#1143
On August 13 2011 02:06 Ambre wrote: Hi, I want to use this map : http://www.teamliquid.net/forum/viewmessage.php?topic_id=237869 But I have no idea where to put the file o.O Thx. Search for "Micro Trainer" on Battle.net | ||
Haustka
United States221 Posts
August 13 2011 04:18 GMT
#1144
it is not Zowie Mico though, and some says its Logitech G1 mouse, can anybody confirm this? | ||
eTcetRa
Australia822 Posts
August 14 2011 13:48 GMT
#1145
On July 10 2011 10:40 NickMP wrote: Show nested quote + On July 08 2011 21:56 Ragoo wrote: Well he made a topic about putting watchtowers under other doodads and then it looks like that doodad is the watchtower^^ People in the topic suggested some model changes and I guess I could do that easily but I wanted to know if there's something more to know about changing it to another model with an animation like the towers on GSL maps. Go into the data editor, look for the "Xel'Naga Tower" under "Melee" -> "Neutral" -> "Resource" Now, find its acter, should be named "Xel'Naga Tower", flip to the "Art" tab, you will see a field named "Model", and that is your man. Just a follow up from this. I want to change the Xel'Naga Watch Tower model to the Xel'Naga Obelisk, with a red tint I've managed to make look good xD. I have the model changed but don't know how to change the colour of unit in data editor. Also, I want to use the second variation of the Xel'Naga Obelisk for the "Captured" animation but cannot seem to figure out how to change this setting. Anyone able to offer some insight? I've been banging my head against the wall for two hours trying to figure this out ![]() Thanks in advance! Edit: Got an answer on SC2Mapster.com http://www.sc2mapster.com/forums/development/data/24594-xel-naga-tower-model-changing/#p3 Will make a comprehensive guide to using the data editor to change xel'naga watchtowers soon, as I know how to change multiple settings since making this post :D | ||
LunaSaint
United Kingdom620 Posts
August 17 2011 05:11 GMT
#1146
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Warpath
Canada1242 Posts
August 17 2011 06:21 GMT
#1147
+ Show Spoiler + ![]() The problem I'm having is with the road, using the road tool yields a large, texturestretched road that just looks... terrible. + Show Spoiler + ![]() Is there a better method to creating roads, or am I going to have to do some very weird texturework? | ||
FlopTurnReaver
Switzerland1980 Posts
August 17 2011 09:29 GMT
#1148
On August 17 2011 14:11 LunaSaint wrote: Oh man, how do you make canyon maps look remotely nice texture-wise? Mar Sara textures are mostly terrible and don't go well with *anything*. Not really sure what ambience you're going for but there's a lot of cool stuff you can do with Mar Sara textures imo. I guess if you wanna do something canyony you'd have to use some stone/rock textures with some sand over it or w/e. Hard to just tell without any idea of what you're going for though^^ On August 17 2011 15:21 Warpath wrote: I'm working on my first map, and am basing it off the Brood War map 'Beltway' + Show Spoiler + ![]() The problem I'm having is with the road, using the road tool yields a large, texturestretched road that just looks... terrible. + Show Spoiler + ![]() Is there a better method to creating roads, or am I going to have to do some very weird texturework? To be honest, I hate the road tool and have never used it in a map (even after multiple tries). I prefer to just use one (or several) of the asphalt textures (in your case probably the dark one from the Korhal tileset) and maybe cover the ugly edges with some doodad like ground props. | ||
Kaiwa
Netherlands2209 Posts
August 17 2011 10:10 GMT
#1149
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Rkie
United States1278 Posts
August 17 2011 12:14 GMT
#1150
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Sea_Food
Finland1612 Posts
August 17 2011 15:26 GMT
#1151
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FlopTurnReaver
Switzerland1980 Posts
August 17 2011 21:45 GMT
#1152
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WniO
United States2706 Posts
August 18 2011 01:28 GMT
#1153
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fAiLeDaWaY
Germany12 Posts
August 18 2011 17:01 GMT
#1154
![]() got any idea how to get the minimap back? game minimap doesnt work the same way.... ![]() | ||
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monitor
United States2403 Posts
August 18 2011 17:05 GMT
#1155
On August 18 2011 10:28 WniO wrote: fog shows up in the editor (like when im editing,) but when i go to export the map image no fog shows up... any help? It's because when you get too high up in the editor the fog disappears. It's annoying, but you'll have to change the fog fall-off height so that's its visible from birds-eye view just for the picture. | ||
WniO
United States2706 Posts
August 18 2011 17:15 GMT
#1156
On August 19 2011 02:05 monitor wrote: Show nested quote + On August 18 2011 10:28 WniO wrote: fog shows up in the editor (like when im editing,) but when i go to export the map image no fog shows up... any help? It's because when you get too high up in the editor the fog disappears. It's annoying, but you'll have to change the fog fall-off height so that's its visible from birds-eye view just for the picture. thanks! i did it by accident and this certainty makes sense. | ||
Mieszko
Sweden25 Posts
August 18 2011 20:50 GMT
#1157
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FlopTurnReaver
Switzerland1980 Posts
August 19 2011 01:52 GMT
#1158
On August 19 2011 02:01 fAiLeDaWaY wrote: ![]() got any idea how to get the minimap back? game minimap doesnt work the same way.... ![]() Usually it has something to do with the textures. Trying switching some of them out and if that doesn't work, select a completely new tileset. On August 19 2011 05:50 Mieszko wrote: Is there a way to creat a shield to a destructible xel'naga watch tower that works like the protoss shields? right now i've only managed to create a shield that regenerates both in and out of combat (im looking for one that only regenerates out of combat). I don't think this can work without triggers. | ||
Ragoo
Germany2773 Posts
August 19 2011 10:28 GMT
#1159
plicated the Mineral Field and then went to Actor->Mineral Field and changed "Art - Model", "Art - Model I want to change the model of minerals, so first of all I just tried to change the mineral model to anything to see if it works .So I duplicated the Unit "Mineral Field" and went to its Actor -> Mineral Field and changed "Art - Model", "Art - Model (Build)" and "Art - Model (Placement)" to "Agria Tree". + Show Spoiler + ![]() But nothing changes, the Minerals still look like Minerals, both in the editor and in the game. What do I do wrong? ![]() | ||
Sighstorm
Netherlands116 Posts
August 19 2011 19:55 GMT
#1160
I want to decorate a ramp with a 'protoss decal' doodad on top of a 'terran tarmac' doodad (see top of image for intended effect), because i like it. However when i test the map some of the 'protoss decals' are as bright as they supposed to be, while others are very dim (simulated example on bottom of image). Whether a 'protoss decal' is bright or dim seems totally arbitrary. When i restart the game, a different set is bright/dim. I tried a lot with changing the height of the tarmac and protoss decal, but because both are decals they always stick at ground level. Has anyone encountered/tackled this problem before? If so, how? Or is it known to not have a solution? ![]() | ||
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