But this change seems to not allowing me to have spectators nor referees in games. How can I fix it?
Simple Questions/Answers - Page 71
Forum Index > SC2 Maps & Custom Games |
R.G.A.M.
Paraguay3 Posts
But this change seems to not allowing me to have spectators nor referees in games. How can I fix it? | ||
FlopTurnReaver
Switzerland1980 Posts
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R.G.A.M.
Paraguay3 Posts
On November 30 2011 03:19 FlopTurnReaver wrote: Not sure about this, but is it possible to have specs in other UMS? Or is the melee gametype a requirement for that? I found non melee games that allows spectators and referees. Another strange thing: when I disable triggers and the campaign dark Protoss mod, so that the map recovers the melee type, It's either impossible to add these kind of players. | ||
actionJackson2011
United States1 Post
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Special Endrey
Germany1929 Posts
The MLP-TL (My Little Pony - Team Liquid ) Community is holding a SC2 tournament and I thought it would be cool if we 'ponify' maps we are going to use. Unfortunately I cant get a hold of some maps to change the loading screens: MLG Metalopolis GSL Antiga Shipyard GSL Bel'Shir Beach Winter Whats the best way to get them? I used the search function on TL. I searched my computer for *sc2map files (they are saved on my comp somewhere right?). Looking on website like sc2mapster etc. didn't help as well. The Galaxy editor wont really show my 'real" recently played maps and the search function doesnt really work as well (only found GSL Daybreak this way). And is there a way to change the amount of observer slots to a bigger number? The ladder version of Metalopolis only allowes 2 and when I try to change it via "Map --> Player Properties... " it still wont work. Tried it several times with republish etc. | ||
FlopTurnReaver
Switzerland1980 Posts
About your problem, normal Blizzard ladder maps you can simply download via the editor, I think you already figured that out. However I don't know if the MLG/GSL versions are unlocked for download. If not it's probably your best chance to either ask one of the organisations for the mapfile, or you just simply modify the maps yourself. Not like there are any big changes. The thing with the files on your computer is true but kinda.. well I don't actually know if it's illegal, but the thread about it has been closed and all the informations have been deleted. So I wouldn't advise you to do that^^ As far as the thing with the slots, I've never really messed around with this. Maybe you've picked a bad version or something? ![]() | ||
TheMooseHeed
United Kingdom535 Posts
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Goldfish
2230 Posts
On November 27 2011 21:34 Kabel wrote: SC2 editor is driving me insane! I just want to change what units can be morphed from a larvae. For example, I want to remove the Roach. It can not be built at all in the game. How can I do it? -_- Edit: Also, how can I change what buildings a Drone can build? Go to Data Editor > Ability. Edit the abilities there. For Zerg I think it's under "Morph" so click the search box and type "Morph". You can edit the unit/structres that the Zerg can morph into there. If you want to add new units that can be morphed or built, you also need to edit the unit's command card. Go to Data > Unit then click any unit you want to add the ability to. Add the ability to that unit then add a button then click the button and select the ability. Also you may want to edit the buttons too (buttons are the icons and tool tips for abilities and units and other stuff). Finally when you select any units (Under the Data > Unit section), you'll see linked stuff on the bottom. This allows you to edit the abilities directly. If you want to remove the Roach, simply go and edit the button in the unit's (Larva in this case) command card (under the unit section of data editor). Also I recommend you disable Table view (go to data editor, click view tab, then uncheck table then check "Detail") so you can just view everything at once instead of having to click to find everything. | ||
Curryishot
Belgium4 Posts
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Joedaddy
United States1948 Posts
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Herfelt
Denmark89 Posts
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Sogetsu
514 Posts
Sorry if this is answered before, I didn't find it -_-U, I hope you can help us, thanks. | ||
Namrufus
United States396 Posts
On December 04 2011 21:39 Herfelt wrote: How do you mix manmade cliffs and natural cliffs when creating maps in the editor? in the map editor: Tools->Brush->Allow Cliff Merging or: shift-i | ||
LunaSaint
United Kingdom620 Posts
Thus far, this stupid, terrible crusade has left me with this: + Show Spoiler + Top down view: + Show Spoiler + Anyway, in case this ends up as a pointless rambling about a cute idea I had, I thought I'd check if there were any obvious flaws (like, am I just overcomplicating things? I know shallow water is not very popular as it's rendered pretty terribly on low detail) with these kinds of chokes, as I'm reaching into territory I don't understand so well. I also realised that this kind of choke is reaaaaally hard to move into a comfortable natural, so I'm probably going to end up extending the high ground into an in-base natural like Crevasse. | ||
nooboon
2602 Posts
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FlopTurnReaver
Switzerland1980 Posts
On December 06 2011 04:45 LunaSaint wrote: Ok, so I've decided that for whatever reason, I need to make a same level natural while getting all the advantages of a typical ramp, leaving none of that proxy pylon crap. Thus far, this stupid, terrible crusade has left me with this: + Show Spoiler + Top down view: + Show Spoiler + Anyway, in case this ends up as a pointless rambling about a cute idea I had, I thought I'd check if there were any obvious flaws (like, am I just overcomplicating things? I know shallow water is not very popular as it's rendered pretty terribly on low detail) with these kinds of chokes, as I'm reaching into territory I don't understand so well. I also realised that this kind of choke is reaaaaally hard to move into a comfortable natural, so I'm probably going to end up extending the high ground into an in-base natural like Crevasse. It's definitly the best solution I've seen so far. Not saying it's good (how would I know?), but certainly interesting and worth a try. I take you can also wall the choke off with 1 FF? | ||
nick1689
Australia494 Posts
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BlacKcuD
Germany107 Posts
On December 05 2011 00:51 Sogetsu wrote: Hello, my friend is trying to make a custom "XelNaga Caverns" only editing the texture of the map, but then it can't allow Obs or Referee, what could be the problem there? Sorry if this is answered before, I didn't find it -_-U, I hope you can help us, thanks. He changed something else on the map (like Unit values) which make the original melee game mode invalid and thus, unavailable. Just a blind guess. Upload or publish the map without openly so someone can take a detailled look at it. | ||
opisska
Poland8852 Posts
Is there a general gameplay/balance reason for this, or is this just a fashion thing? | ||
FlopTurnReaver
Switzerland1980 Posts
On December 12 2011 05:09 opisska wrote: In most of the SC2 maps (basically all ladder except XNC and golds on Meta/Antiga) most of the expansions are very close to the edge and the middle is just empty, where as in BW, maps with expensions scattered everywhere were the norm. Also most of new maps in SC2 are "cut" into some straneg shape with outer areas emtpy (whereas in BW I was auite used to having the map up to the corners). Is there a general gameplay/balance reason for this, or is this just a fashion thing? For obvious reasons: You can't expect to make attack paths all around the maps along the boarders (they'd be way too long) so you make them through and around the middle. Which means you place the expansions at the unused areas, which are along the boarders of the maps. So imo it makes much more sense strategically, as we see on Metalopolis which has a really bad center. Also I wonder where you got the impression that it was otherwise on BW maps. There are several maps with a base right in the middle (which is inapplicable for SC2), but other than that the vast majority has very similar base layouts to SC2 maps. | ||
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