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Simple Questions/Answers - Page 81

Forum Index > SC2 Maps & Custom Games
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FreeTossCZComentary
Profile Joined September 2011
Czech Republic143 Posts
March 22 2012 09:52 GMT
#1601
On March 21 2012 19:58 MekTypro wrote:
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).


So if something gives advantage to one race, over all others, without any drawbacks, it is fair? Well, your logic seem to be... Fail? Can you explain how you mean that, because it looks like you are just saying "buff terran on your maps, I want to have advantage in custom games where I pick map". If you mean it other way, I am sorry, and I will accept any reasonable explanation.
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!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 22 2012 09:59 GMT
#1602
On March 21 2012 19:58 MekTypro wrote:
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).

Simple question simple answer? ha...

There are maps that have this, like Shakuras, Antiga, and Cloud Kingdom, among many others. The answer is more complicated than could be summarized effectively in a few words, but basically terran doesn't need overt help the way SC2 is thus far.
Comprehensive strategic intention: DNE
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 22 2012 17:05 GMT
#1603
How many doodads are acceptable performance-wise? Is there a well known commonly accepted limit?

(background: On the map I'm currently making, I'm at around 900 doodads and I estimate I need at least twice that many when it's finished. Tal'Darim Altar has around 1200 doodads, so I'm wondering if maps could/should/can have about 600 more than that without running into performance problems.)
"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
Chargelot
Profile Blog Joined December 2010
2275 Posts
March 29 2012 01:56 GMT
#1604
Okay, it's time for my first map. Simple simple simple design question:
Am I supposed to sculpt from the outside in, or build from the inside out? (middle of the map first, or outside of the map first?)
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Namrufus
Profile Blog Joined August 2011
United States396 Posts
March 29 2012 03:42 GMT
#1605
@Baumvieh: I think that number of doodads should be fine. you could fly a couple of pheonixes around in game to see if any particular spots on the map cause performance problems, It seems like certain doodads can cause more of this than others.

@Chargelot: it probably depends. I can't speak for everyone, or as an authority of any kind, but usually when building in the editor I usually like to make and mirror the first couple of expansions (and the surrounding terrain) and a very rough outline of the center/ later expos then build the center to fit both what I want the map to be and the geometry of the first couple of bases.

From my experience (again, non authoritative), building, in the editor, from the center out makes it hard to fit the main/nat/third in nicely with other terrain elements and the square edges of the map (even messing with the map bounds). With the first couple of bases terrained (and mirrored), it's easier for me to envision what kind of terrain can go in the rest of the map and it is also easier to spot potential problems (rush distances, too big map size, nat too hard to defend, way too much unused space, etc). Though I often make changes to the early bases to account for changes in the center of the map throughout the process.

Other times I start with the most interesting map feature or the map concept and build outward from that terrain feature, mirroring the map frequently.

anyway this is all just my opinion
This is it... the alpaca lips.
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2012-03-29 04:41:00
March 29 2012 04:36 GMT
#1606
I've been a semi-active member of this subforum for a while, so obviously I've played around at least a little. Mirroring seems to me to just be copy, paste, flip/rotate as necessary, rinse and repeat if you mess up. Any easier ways of doing this? Or at least hints to make it less frustrating?

And thanks Namrufus, your insight is valuable. I like your maps
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 29 2012 11:58 GMT
#1607
Thank you Namrufus, I'll try that Phoenix test.

I would still like to know if there's some accepted upper limit for the number of doodads, so if anyone knows, please tell.
"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
wichenks
Profile Joined April 2011
Canada153 Posts
March 30 2012 16:45 GMT
#1608
Is there any way to check my PvZ, PvP and PvT win ratios using any website or program?

Didn't know where to post this :D Hopefully this can get answered here? If not, could someone direct me to the appropriate place?
Sometimes Artosis and I like to have Hot 6ix with each other - Tasteless
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 30 2012 20:43 GMT
#1609
--- Nuked ---
cuppatea
Profile Joined April 2010
United Kingdom1401 Posts
March 31 2012 17:43 GMT
#1610
I'm looking for a custom map I used to play over a year ago.

It's kind of a hero siege/survival map where you spawn bottom right, pick 1 of several classes (sniper was one, medic another, engineer(?) who could place turrets etc) and ran to the top left corner of the map where you had a base you had to defend. There were 3 command centres to defend, along with workers and a store in the very top left corner where you could buy upgrades and also a vehicle to get around the map quicker. You had to defend against waves of enemies (Zerg I think) for a certain length of time then at the end a large boss would spawn and after killing that you returned to your ship in the bottom right to finish the map.

Any ideas?
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-04-14 04:18:28
March 31 2012 19:40 GMT
#1611
On March 29 2012 13:36 Chargelot wrote:
I've been a semi-active member of this subforum for a while, so obviously I've played around at least a little. Mirroring seems to me to just be copy, paste, flip/rotate as necessary, rinse and repeat if you mess up. Any easier ways of doing this? Or at least hints to make it less frustrating?

And thanks Namrufus, your insight is valuable. I like your maps


the easiest way I've found to mirror maps is the following:

1. set playable bounds equal to total bounds or an equal amount of "buffer" on all sides, you can add space after your're done with the layout later for aesthetics.

2. Build the map in the left or bottom halves of the map, this is because when you select outside of the square of terrain, the selection box starts exactly in the bottom left corner and you can select the terrain until the size of your selection is equal to half the size of the map (look at the selection bounds near the bottom of the screen and select until your box is equal to half your bounds and copy). If you didn't build in the left or bottom, select somewhere near the center/edge of the map and select inwards toward a corner.

3. paste terrain and apply rotations or flips.

4. now depending on the corner you copied from you may have to shift your copied terrain over a bit. The rules are
a) when copying left->right shift the paste box over by one terrain square to the right of the map bounds
b) when copying bottom->top shift the paste box over by one terrain square to the top of the map bounds
c) if both a and b -> do both
d) other cases paste exactly to the map bounds
for examples look at this chart:
+ Show Spoiler [chart] +

[image loading]


5. your terrain should now be pasted correctly

this technique should work fairly well with most symmetries with non-diagonal axes of symmetry (2p & 4p flipped, 2p & 4p rotational, shakuras & other flip-rotational hybrids)

On March 31 2012 05:43 Barrin wrote:
"Hey Barrin, I have nothing to do for April Fools. Any suggestions?" - you

"Why certainly!" - me

+ Show Spoiler [april fools spoiler] +
Make a map designed for 12m3g.

Preferably with at least one of these qualities:

-small
-few bases
-hard to expand

You don't have much time before April 1st, so just throw something a little clever together :D

I will be converting blizzard ladder beta maps to 12m3g, so don't worry about that. Just make your own. Some other people are confirmed doing it as well.


haha, I have the perfect old map for this sitting in may maps folder, its all textured and everything.
This is it... the alpaca lips.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
March 31 2012 20:42 GMT
#1612
Hey I've been having issues with my Decal doodad. Whenever I add it to a map it doesn't appear (it just gives me a white arrow as if I were placing a point) and it doesn't show up in game. Likewise when I load up a map which already has the decal doodad (e.g. Scrap Station) all instances of the doodad have been replaced with white arrows. It seems that the decal doodad file no longer (if it ever did) exists on my computer. Is there a way to download or otherwise replace the file or is there another way to get it working?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Chargelot
Profile Blog Joined December 2010
2275 Posts
March 31 2012 21:32 GMT
#1613
On April 01 2012 04:40 Namrufus wrote:
Show nested quote +
On March 29 2012 13:36 Chargelot wrote:
I've been a semi-active member of this subforum for a while, so obviously I've played around at least a little. Mirroring seems to me to just be copy, paste, flip/rotate as necessary, rinse and repeat if you mess up. Any easier ways of doing this? Or at least hints to make it less frustrating?

And thanks Namrufus, your insight is valuable. I like your maps


the easiest way I've found to mirror maps is the following:

1. set playable bounds equal to total bounds, you can add space after your're done with the layout later for aesthetics.

2. Build the map in the left or bottom halves of the map, this is because when you select outside of the square of terrain, the selection box starts exactly in the bottom left corner and you can select the terrain until the size of your selection is equal to half the size of the map (look at the selection bounds near the bottom of the screen and select until your box is equal to half your bounds and copy). If you didn't build in the left or bottom, select somewhere near the center/edge of the map and select inwards toward a corner.

3. paste terrain and apply rotations or flips.

4. now depending on the corner you copied from you may have to shift your copied terrain over a bit. The rules are
a) when copying left->right shift the paste box over by one terrain square to the right of the map bounds
b) when copying bottom->top shift the paste box over by one terrain square to the top of the map bounds
c) if both a and b -> do both
d) other cases paste exactly to the map bounds
for examples look at this chart:
+ Show Spoiler [chart] +

[image loading]


5. your terrain should now be pasted correctly

this technique should work fairly well with most symmetries with non-diagonal axes of symmetry (2p & 4p flipped, 2p & 4p rotational, shakuras & other flip-rotational hybrids)

Show nested quote +
On March 31 2012 05:43 Barrin wrote:
"Hey Barrin, I have nothing to do for April Fools. Any suggestions?" - you

"Why certainly!" - me

+ Show Spoiler [april fools spoiler] +
Make a map designed for 12m3g.

Preferably with at least one of these qualities:

-small
-few bases
-hard to expand

You don't have much time before April 1st, so just throw something a little clever together :D

I will be converting blizzard ladder beta maps to 12m3g, so don't worry about that. Just make your own. Some other people are confirmed doing it as well.


haha, I have the perfect old map for this sitting in may maps folder, its all textured and everything.


PM me your address (jk of course), I'm going to come and hug you.
<3
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Akinokaze
Profile Joined March 2011
Australia326 Posts
April 01 2012 13:53 GMT
#1614
Was messing around with different texture sets and settled with a variation of Zhakul'Das. However, my gas, rocks and most of the doodads (various temple ones) are stuck looking like they came from Bel'Shir. Any solutions?
In the Emperor we trust
not2secure4u
Profile Joined April 2012
Belgium1 Post
April 01 2012 19:31 GMT
#1615
I am a complete noob, just bought it but heard good things about mods and trainers and all to get into the strategy aspect of starcraft. What would your top 5 be of:

A. strategy mods to improve your play like microing and stuff ?
B. Some fun Coop mods or cool ideas that you can play ?
MNdakota
Profile Joined March 2012
United States512 Posts
April 01 2012 22:10 GMT
#1616
How do I make it so you can't see the black border on a map?

[image loading]
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
April 02 2012 04:51 GMT
#1617
@ Akinokaze: you need to change "texture applied groups": http://www.teamliquid.net/forum/viewmessage.php?topic_id=269875

@MNDakota: add space (modify map bounds only) around the edge of your map with map->bounds, then add cliffs/doodads or add water
This is it... the alpaca lips.
Baumvieh
Profile Joined February 2012
Germany67 Posts
April 03 2012 13:02 GMT
#1618
Which size(in pixel dimensions) should I use for custom small/large map preview images (the ones which will be displayed in game)?

(background: the automatically generated image contains some odd garbage which is outside of the map bounds, so I want to make a custom one before publishing)
"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
BeastyBeaver
Profile Joined June 2011
United Kingdom14 Posts
April 03 2012 18:54 GMT
#1619
Hey i was wondering if anyone can remember the SC2 custom critter wars i cant find it anywhere anymore and was wondering if it was under a new name this is the custom in question
http://www.xfire.com/video/4469d0/

thanks
Mishtiff
Profile Joined November 2010
United States9 Posts
April 05 2012 13:04 GMT
#1620
Hey everyone, simple question... How do you change the requirements buildings need to build. Such as: Spawning pool allows lair and roach warren. I need to be able to switch when certain buildings are able to be built, but cannot for the life of me find it in the editor. So for example, id need to change a factory where it needs a barracks AND a engineering bay, or a starport only needs a barracks now. (just an example, of course) Thank you for the help!!
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