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Simple Questions/Answers - Page 87

Forum Index > SC2 Maps & Custom Games
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0neder
Profile Joined July 2009
United States3733 Posts
June 14 2012 15:56 GMT
#1721
I can't find the non-terran BW units in the editor. Can someone point me to them?
Coppermantis
Profile Joined June 2012
United States845 Posts
June 14 2012 21:02 GMT
#1722
On June 15 2012 00:56 0neder wrote:
I can't find the non-terran BW units in the editor. Can someone point me to them?



The only BW unit in the editor is the Lurker, which can be used by going into file>Dependencies>add standard and adding liberty (Campaign)
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2012-06-15 04:32:25
June 15 2012 03:31 GMT
#1723
But they have all the terran BW units. I thought they had the reaver, scout, etc...?

EDIT: I guess they're being saved for the expansions.

New question: how can I create a custom light source angle in a melee map?
Coppermantis
Profile Joined June 2012
United States845 Posts
June 15 2012 06:19 GMT
#1724
On June 15 2012 12:31 0neder wrote:
But they have all the terran BW units. I thought they had the reaver, scout, etc...?

EDIT: I guess they're being saved for the expansions.

New question: how can I create a custom light source angle in a melee map?



Oh yes, Scout is there too. However, others such as the Reaver, Defiler and so on are not present. Perhaps they will come back in the expansions.
oZe
Profile Joined January 2011
Sweden492 Posts
June 15 2012 18:44 GMT
#1725
Didn't want to create a new thread for this simple idea I had.

Make a custom map which has 2 modes. Micro or Macro. In macro you make all the units and can build buildings with scvs, then the ai b4 insane(been a while since I played against AI) micros the units you make. In micro same AI makes all the units, you can control rally points and all units except workers.

Would be good for training I think. Maybe also to get a easy start for beginners.

I know someone made this for 2v2 teams. Should be easy enough to replace one human with the ai. Dunno never made a map to busy playing ^^

Hope you like it enough to put in a little work. Can only offer fame no fortunes available =)
PM if you create it and need help testing.
The worst kinds of organized crime are religion & government.
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2012-06-15 20:11:03
June 15 2012 20:08 GMT
#1726
On June 15 2012 12:31 0neder wrote:
But they have all the terran BW units. I thought they had the reaver, scout, etc...?

EDIT: I guess they're being saved for the expansions.

New question: how can I create a custom light source angle in a melee map?


In the lighting-editor under the tab "key". There´s a polar coordinate system. Move the green dot around.

Hmm its no coordinate system. But its a big circle. You´ll see it.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
H0verMyr
Profile Joined June 2012
Poland19 Posts
June 19 2012 13:16 GMT
#1727
IMPORTANT QUESTION! Is there any chance for get the dreamhack stracraft 2 final replays from MANA vs DIMAGA game?
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 19 2012 13:55 GMT
#1728
No clue. maybe if you dont ask it in the mappingforums
KCCO!
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
June 20 2012 07:20 GMT
#1729
How do I make those those things that are in the ramps of metalopolis? I tried to check it by opening metal with the map editor, but they were not there

+ Show Spoiler +
[image loading]
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 20 2012 08:00 GMT
#1730
Doodads -> decals if i remember correctly. not sure tho. Its a whole set of lines arrows numbers signs n such.
KCCO!
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2012-06-20 08:20:09
June 20 2012 08:18 GMT
#1731
On June 20 2012 17:00 ihasaKAROT wrote:
Doodads -> decals if i remember correctly. not sure tho. Its a whole set of lines arrows numbers signs n such.


Yes that is it. But they all appear invisible to me in the map editor. How to fix? I can see protoss and space platform cliff decals, but not normal decals or spaceplatform ground decals. I tried resising and adjusting height but it did not work.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
June 20 2012 16:51 GMT
#1732
On June 20 2012 17:18 Sea_Food wrote:
Show nested quote +
On June 20 2012 17:00 ihasaKAROT wrote:
Doodads -> decals if i remember correctly. not sure tho. Its a whole set of lines arrows numbers signs n such.


Yes that is it. But they all appear invisible to me in the map editor. How to fix? I can see protoss and space platform cliff decals, but not normal decals or spaceplatform ground decals. I tried resising and adjusting height but it did not work.


The editor graphics settings are probably too low. go to file->preferences and click on the "video" tab to change graphics settings.
This is it... the alpaca lips.
Kabel
Profile Joined September 2009
Sweden1746 Posts
June 21 2012 12:14 GMT
#1733
If a have an observer over spider mines and the enemy has marines among them, I want my dragoons to be able to attack the spider mines as likely as the marines. Cause now the dragoons (and all my units) start shooting at marines, tanks etc and moves towards the mines without attacking them. If no enemy units are nearby, my units attack the spider mines.

I want my units to attack the closest spider mines, despite enemy units shooting at my units.


Any ideas on how to fix this?
Creator of Starbow
zasta
Profile Joined April 2011
United Kingdom99 Posts
June 21 2012 17:53 GMT
#1734
Three questions:

1. Is there any way to make two adjacent destructible rocks to share health on a melee map? I have a ramp that is too big and requires two sets but I want it all to die at once.

2. I still can't figure out how to import textures or some textures without getting rid of my old ones. I think I'm being dumb, is there a good video on basics of texturing?

3. Similar to (2), I don't understand lighting at all, there're too many buttons I don't understand, where can I start?

Thank you!
Aunvilgod
Profile Joined December 2011
2653 Posts
June 22 2012 09:01 GMT
#1735
On June 22 2012 02:53 zasta wrote:
Three questions:

1. Is there any way to make two adjacent destructible rocks to share health on a melee map? I have a ramp that is too big and requires two sets but I want it all to die at once.

2. I still can't figure out how to import textures or some textures without getting rid of my old ones. I think I'm being dumb, is there a good video on basics of texturing?

3. Similar to (2), I don't understand lighting at all, there're too many buttons I don't understand, where can I start?

Thank you!


1. Can´t you use just big destructable rocks? Or are those still too small?

2. As far as I know you can´t have more than 8 textures. So if you want to add new textures to your tileset you have to get rid of your old ones. Go to map -> map textures -> modify. In the data editor there you can delete some textures from your tileset and add any new ones. Don´t forget to save.
Custom textures are a bit more complicated.

3. I made a picture of what I have found to be actually useful for melee maps. In the first marked tab you can obviously set the colours for your lighting. In the second (red marked) tab you can set the direction you main light is coming from, pretty much the position of the light source. In the last red marked tab you can set the colour of the light reflected by cliffs. Just play around with these and you will figure it out fast.

[image loading]

If I wasnt clear enough PM me.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Arnstein
Profile Blog Joined May 2010
Norway3381 Posts
June 23 2012 14:38 GMT
#1736
I'm thinking of making a custom map that is truly random. With that, I mean that all the units and buildings are random each game. So one game you might get SCVs, a Nexus, spawning pool and factory, and the next game you can get probes, hatchery and gateways. I haven't made any custom maps before, and I find it hard to make this. I've been looking around, but can't find where to put the variables like the different units and buildings. As for the maps, I will just use the standard map pool.

And yes, I know this will be really imbalanced, but it's just for fun.
rsol in response to the dragoon voice being heard in SCII: dragoon ai reaches new lows: wanders into wrong game
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
June 24 2012 16:26 GMT
#1737
Q: Can you use Terrain objects in melee maps or are they custom maps only?
~ ~ <°)))><~ ~ ~
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
June 24 2012 16:45 GMT
#1738
Is it still considered ok to have only 10 bases in a macro map? :p
ModeratorI am still alive, somehow
TL+ Member
zasta
Profile Joined April 2011
United Kingdom99 Posts
June 24 2012 18:09 GMT
#1739
On June 22 2012 18:01 Aunvilgod wrote:

1. Can´t you use just big destructable rocks? Or are those still too small?


For some reason it won't let me place the big ones on the ramp like I want. Thanks for the other help!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-06-24 23:53:28
June 24 2012 23:52 GMT
#1740
Q: How can I make so exactly 2 workers work perfectly at 1 mineral patch? When the first one is finsihed, the second worker starts mining etc. If a third worker is added, it does nothing to increase the income. Only and exactly 2 workers are perfect. So if a base has 8 mineral patches, exactly 16 workers is perfect to be fully saturated.

What values can I change to accomplish this?
Creator of Starbow
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