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Simple Questions/Answers - Page 80

Forum Index > SC2 Maps & Custom Games
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Prev 1 78 79 80 81 82 182 Next
Prodox
Profile Joined March 2012
United States3 Posts
March 09 2012 20:29 GMT
#1581
well this is more replays then map editor...............what i want to know is what are the dimensions (in pixels) of the replay box. (you know the one day 9 always covers with his logo)
Because too mane Banelings are never anywhere NEAR enough...
Jiiks
Profile Joined January 2009
Finland487 Posts
March 10 2012 12:20 GMT
#1582
[image loading]

Looks like 300x100


[image loading]

300x65

[image loading]

300x150

[image loading]

300x115
Prodox
Profile Joined March 2012
United States3 Posts
March 10 2012 14:42 GMT
#1583
thanks btw everyone check out [ SC : LG ] on twitch.tv (time not set up yet) my account is prodox :D
Because too mane Banelings are never anywhere NEAR enough...
BlueBoxSC
Profile Blog Joined October 2011
United States582 Posts
March 11 2012 16:12 GMT
#1584
Say if I wanted to turn a Nexus into a cliffwalking, mobile pylon while still doing everything that the Nexus does, how could I go about this? I don't need a pretty animation, only something for lolz. <3

Thanks TL mapmakers!
BwCBlueBox.837
Jiiks
Profile Joined January 2009
Finland487 Posts
March 11 2012 21:03 GMT
#1585
On March 12 2012 01:12 BlueBoxSC wrote:
Say if I wanted to turn a Nexus into a cliffwalking, mobile pylon while still doing everything that the Nexus does, how could I go about this? I don't need a pretty animation, only something for lolz. <3

Thanks TL mapmakers!


That's easy, just create a new unit based on say colossus, change it's model to nexus and add all nexus abilities.

In models tab, select your unit, under "Actors" change Art: Model to Nexus, Art: Model(Build) to Nexus Birth and Art: Model(Portrait) to ExecutorPortrait (Unnamed)

You could change the death animations aswell.

For adding abilities, there's quite a few tutorials on that.

Also copy/paste sounds from nexus model to your new unit.

Minkus
Profile Joined May 2011
United States29 Posts
March 12 2012 01:43 GMT
#1586
does anyone know how i would go about hiding the build order tab and or score screen like some tournament maps do?
@minkus7 - GM Zerg on NA
StreTch0r
Profile Joined April 2011
United States17 Posts
March 17 2012 05:20 GMT
#1587
Bomber was playing a custom dota-style game yesterday, anyone remember the name or what it was??
Identity Crisis ><
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 17 2012 07:59 GMT
#1588
How do I get the editor to render clouds/birds/fog/etc? (it only shows those as icon models for me and I can't find any option to render them)

"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
PixelNite
Profile Joined August 2011
France1008 Posts
March 17 2012 09:06 GMT
#1589
I ctrl+C and ctrl+V one side of my map to make a symetric map, but atfter that, some black squares appears at some ramps. Withdraw the ramps, add textures, .... do not change anything. Any ideas how i can fix that? Thanks a lot !
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 17 2012 09:40 GMT
#1590
On March 17 2012 18:06 PixelNite wrote:
I ctrl+C and ctrl+V one side of my map to make a symetric map, but atfter that, some black squares appears at some ramps. Withdraw the ramps, add textures, .... do not change anything. Any ideas how i can fix that? Thanks a lot !
Copy/Pasting ramps never seemed to work correctly for me either. I'm afraid the only solution is to repair all ramps manually after pasting. I do that like this: use the "same height" terrain tool near the lower ground end of the broken ramps to remove them, then just add them back.
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
Namrufus
Profile Blog Joined August 2011
United States396 Posts
March 17 2012 17:26 GMT
#1591
On March 17 2012 16:59 Baumvieh wrote:
How do I get the editor to render clouds/birds/fog/etc? (it only shows those as icon models for me and I can't find any option to render them)



try pressing 'V' (or view->Lock Game View Settings) to swap between "editor view mode" and "game view mode", the number of view settings changes depending on the mode.
This is it... the alpaca lips.
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 18 2012 14:08 GMT
#1592
Ah that worked, thank you Namrufus.
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
Kabel
Profile Joined September 2009
Sweden1746 Posts
March 19 2012 07:27 GMT
#1593
I need help with a name for an ability in my custom map!

A Terran ability that via Orbital command calldown a buff from the sky that makes target building operate faster for a period of time! (Like a Terran chroono boost)


What can such ability be called?

Creator of Starbow
FreeTossCZComentary
Profile Joined September 2011
Czech Republic143 Posts
March 19 2012 12:13 GMT
#1594
I have one question - where I can set which units will be and which ones will be shown in replay "Unit Tab"? Thanks .
www.youtube.com/OnlyFreeToss, FreeCraft ForFun SC2 MOD Rulez: http://www.teamliquid.net/forum/viewmessage.php?topic_id=292319 Dont even dare waiting, join FreeCraft now!
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 19 2012 12:34 GMT
#1595
On March 19 2012 16:27 Kabel wrote:
I need help with a name for an ability in my custom map!

A Terran ability that via Orbital command calldown a buff from the sky that makes target building operate faster for a period of time! (Like a Terran chroono boost)

What can such ability be called?

"Morale Boost" and the icon for the action should be six-pack of cold canned beer.
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
Aunvilgod
Profile Joined December 2011
2653 Posts
March 19 2012 14:23 GMT
#1596
How can I force cross spawns?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 20 2012 08:38 GMT
#1597
On March 19 2012 23:23 Aunvilgod wrote:
How can I force cross spawns?
I found an old thread where that is explained by FlopTurnReaver. Basically, in the Advanced Team Placement Settings you just make sure that each players enemies may only spawn at the opposite spawn points.
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
Aunvilgod
Profile Joined December 2011
2653 Posts
March 20 2012 14:00 GMT
#1598
On March 20 2012 17:38 Baumvieh wrote:
Show nested quote +
On March 19 2012 23:23 Aunvilgod wrote:
How can I force cross spawns?
I found an old thread where that is explained by FlopTurnReaver. Basically, in the Advanced Team Placement Settings you just make sure that each players enemies may only spawn at the opposite spawn points.


Thanks
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
memcpy
Profile Blog Joined April 2010
United States459 Posts
March 21 2012 02:52 GMT
#1599
I'm adding triggers to one of the blizzard maps but when I start there is no computer player. I set Player 2 as computer in player properties but when I run from the editor it doesn't appear. I still have the default melee triggers being called. Why is there no computer?
MekTypro
Profile Joined July 2010
France360 Posts
March 21 2012 10:58 GMT
#1600
I have a question for the people that are making custom maps (melee maps)

Why do I feel like all the expands on any maps are always following a "circle around the center" path.
If you look at Dual Sight, it's clear all the expands are near the edge of the map. I understand it's easier for zerg and stuff but, I remember brood war's maps like Python or Lost Temple, and I kinda miss those expand "near" the center of the map.

It's hard to hold for zerg, but it allows terran players to create a rally point and be more aggressive (as well as being able to make tanks pushes faster).

I know it may not be a good idea for zergs (i'm not sure when I see the results of some people) but I feel like that could help terran without "overpowering" terran.
So, are there any reason why we don't see more of that ? (I hope you can understand me).
Prev 1 78 79 80 81 82 182 Next
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