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Hey guys,
Just a simple question: is there a custom game like ´1v1 obs´ but with teamgames(2v2). I know there is a 2v2 obs map but the teams aren't randomly generated, you have to pick your teammate.
Short: Is there a random team 2v2 + obs map in the EU region?
Thanks in advance
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Stupid question: why don't maps include spawn information on the loading screen? For example, a cross-only version of Antiga could have text on the loading screen that states that the spawns are cross-only. This could clear up confusion that players face about different versions of the same map with varying spawn rules.
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On July 22 2012 10:52 Tuer wrote: Stupid question: why don't maps include spawn information on the loading screen? For example, a cross-only version of Antiga could have text on the loading screen that states that the spawns are cross-only. This could clear up confusion that players face about different versions of the same map with varying spawn rules.
This is a great idea. It'd be a little bit of work but it's something that major tournaments should definitely do.
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On July 20 2012 15:45 Aunvilgod wrote:Show nested quote +On July 20 2012 14:19 Insomni7 wrote: IronmanSC advises never to use the terraform tool because it causes graphical problems. What are these problems? Buildings flatten ground beneath them. And you can see that through the fog of war as far as I know. More importantly, it looks ugly. You should only use it for making small lakes in my opinion.
Depending on the type of map -- natural vs man made -- it can be nice to use the feature in the map creation dialogue to add in random bumpiness. A little bit of z-axis variability goes a long way to liven up natural textures in broad areas.
Alternatively you can use the random variability "spray paint" brush in the raise/lower terrain tab. Use a large brush on a low setting.
The small variations in height won't cause any discernible unsightly terrain deformations when buildings are placed.
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Is there any way to rotate a full, finished map with doodads, pathing, everything by 90 degrees? It is unlikely but why not ask...
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On July 22 2012 11:18 EatThePath wrote:Show nested quote +On July 20 2012 15:45 Aunvilgod wrote:On July 20 2012 14:19 Insomni7 wrote: IronmanSC advises never to use the terraform tool because it causes graphical problems. What are these problems? Buildings flatten ground beneath them. And you can see that through the fog of war as far as I know. More importantly, it looks ugly. You should only use it for making small lakes in my opinion. Depending on the type of map -- natural vs man made -- it can be nice to use the feature in the map creation dialogue to add in random bumpiness. A little bit of z-axis variability goes a long way to liven up natural textures in broad areas. Alternatively you can use the random variability "spray paint" brush in the raise/lower terrain tab. Use a large brush on a low setting. The small variations in height won't cause any discernible unsightly terrain deformations when buildings are placed.
Yep, shakuras is as good example.
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On July 23 2012 05:27 IronManSC wrote:Show nested quote +On July 22 2012 11:18 EatThePath wrote:On July 20 2012 15:45 Aunvilgod wrote:On July 20 2012 14:19 Insomni7 wrote: IronmanSC advises never to use the terraform tool because it causes graphical problems. What are these problems? Buildings flatten ground beneath them. And you can see that through the fog of war as far as I know. More importantly, it looks ugly. You should only use it for making small lakes in my opinion. Depending on the type of map -- natural vs man made -- it can be nice to use the feature in the map creation dialogue to add in random bumpiness. A little bit of z-axis variability goes a long way to liven up natural textures in broad areas. Alternatively you can use the random variability "spray paint" brush in the raise/lower terrain tab. Use a large brush on a low setting. The small variations in height won't cause any discernible unsightly terrain deformations when buildings are placed. Yep, shakuras is as good example. Actually, Entombed Valley and Arid Plateau are both better examples I think. They both have textures that tailor to the bumps in terrain, and look a lot better than they otherwise would.
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I'm new to the Editor, so apologies if this is a silly question, or if my reasoning is horribly flawed.
I want to make a variation of the Medic's heal ability, however I also want to keep the original ability as well. I've tried 3 different approaches but none work correctly.
First I went to the Medic's Heal ability under the Abilities Tab, right clicked and went Duplicate Ability. I checked the Buttons and Effects (since I wanted to change those) but left Actors/Models/Sounds/Validators unchecked. This resulted in a spell that would heal injured units but without ever showing any sign of a spell being activated. Go figure.
Secondly I went to the Medic's Heal ability, went Duplicate Ability and checked off everything. This resulted in a spell that was almost correct, except the heal beam animation thingy never displayed, and once the target was fully healed it would still show the healing aura around it and continue to play the healing sound effect.
Thirdly I simply went to the Medic under the Unit Tab and went Duplicate Unit, checking off everything. The spell generated through this method was seemingly identical to my second attempt.
Can anyone provide any assistance? Much appreciated!
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Super simple question: given a geyser, how do I get a group of all probes on that geyser?
Thanks
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How Do i make a spanwer that spawns hydras?
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On July 23 2012 06:22 NewSunshine wrote:Show nested quote +On July 23 2012 05:27 IronManSC wrote:On July 22 2012 11:18 EatThePath wrote:On July 20 2012 15:45 Aunvilgod wrote:On July 20 2012 14:19 Insomni7 wrote: IronmanSC advises never to use the terraform tool because it causes graphical problems. What are these problems? Buildings flatten ground beneath them. And you can see that through the fog of war as far as I know. More importantly, it looks ugly. You should only use it for making small lakes in my opinion. Depending on the type of map -- natural vs man made -- it can be nice to use the feature in the map creation dialogue to add in random bumpiness. A little bit of z-axis variability goes a long way to liven up natural textures in broad areas. Alternatively you can use the random variability "spray paint" brush in the raise/lower terrain tab. Use a large brush on a low setting. The small variations in height won't cause any discernible unsightly terrain deformations when buildings are placed. Yep, shakuras is as good example. Actually, Entombed Valley and Arid Plateau are both better examples I think. They both have textures that tailor to the bumps in terrain, and look a lot better than they otherwise would. Good work team 
On July 23 2012 14:23 Spave wrote: I'm new to the Editor, so apologies if this is a silly question, or if my reasoning is horribly flawed.
I want to make a variation of the Medic's heal ability, however I also want to keep the original ability as well. I've tried 3 different approaches but none work correctly.
First I went to the Medic's Heal ability under the Abilities Tab, right clicked and went Duplicate Ability. I checked the Buttons and Effects (since I wanted to change those) but left Actors/Models/Sounds/Validators unchecked. This resulted in a spell that would heal injured units but without ever showing any sign of a spell being activated. Go figure.
Secondly I went to the Medic's Heal ability, went Duplicate Ability and checked off everything. This resulted in a spell that was almost correct, except the heal beam animation thingy never displayed, and once the target was fully healed it would still show the healing aura around it and continue to play the healing sound effect.
Thirdly I simply went to the Medic under the Unit Tab and went Duplicate Unit, checking off everything. The spell generated through this method was seemingly identical to my second attempt.
Can anyone provide any assistance? Much appreciated! It's kind of a pain, you're doing things correctly (with duplicate everything) except you have to go to the actor and reassign all the components to the duplicated effect/model/behavior/etc. So it's like you duplicate all the parts of the car, then you have to hook up every single last hose and screw in every bolt and nut. You can find some decent tutorials at sc2mapster.com, and on youtube. =\
On July 24 2012 02:56 ltssc2 wrote: Super simple question: given a geyser, how do I get a group of all probes on that geyser?
Thanks What are you asking?? Do you want to make a trigger (or something) that grabs the workers at a geyser if a player is mining there? If so, why not create a region between every geyser and CC spot, then when the group is required, add the workers in that region to the group, wait 2 second for the one inside to pop out, do it again (should have 3 now), and then do whatever you want with them. This isn't exactly what you want but its functionally the same in most cases.
On July 24 2012 04:36 Kosko wrote: How Do i make a spanwer that spawns hydras?
youtube
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What are you asking?? Do you want to make a trigger (or something) that grabs the workers at a geyser if a player is mining there? If so, why not create a region between every geyser and CC spot, then when the group is required, add the workers in that region to the group, wait 2 second for the one inside to pop out, do it again (should have 3 now), and then do whatever you want with them. This isn't exactly what you want but its functionally the same in most cases.
Unfortunately, I don't think this will work for my needs. Probes that cross that region who may not be harvesting will be falsely added. This also does not account for strangely placed command centers or nexuses, or long distance mining. It's also a lot more work to have to put down regions and put a lot of specialized logic in for each.
A better solution seems to be to select all workers in a 10 meter or w/e circle around the geyser, then check to make sure their current order is to mine the geyser in question. However, this still doesn't account for long distance mining. It's also a kinda convoluted way of getting something that probably has a simple solution.
It's strange because the functionality exists in the UI (clicking on a geyser shows the worker count in the geyser), so it would make sense that there's a way to get that, but I haven't found it.
Thanks
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On July 24 2012 14:22 ltssc2 wrote:Show nested quote +What are you asking?? Do you want to make a trigger (or something) that grabs the workers at a geyser if a player is mining there? If so, why not create a region between every geyser and CC spot, then when the group is required, add the workers in that region to the group, wait 2 second for the one inside to pop out, do it again (should have 3 now), and then do whatever you want with them. This isn't exactly what you want but its functionally the same in most cases. Unfortunately, I don't think this will work for my needs. Probes that cross that region who may not be harvesting will be falsely added. This also does not account for strangely placed command centers or nexuses, or long distance mining. It's also a lot more work to have to put down regions and put a lot of specialized logic in for each. A better solution seems to be to select all workers in a 10 meter or w/e circle around the geyser, then check to make sure their current order is to mine the geyser in question. However, this still doesn't account for long distance mining. It's also a kinda convoluted way of getting something that probably has a simple solution. It's strange because the functionality exists in the UI (clicking on a geyser shows the worker count in the geyser), so it would make sense that there's a way to get that, but I haven't found it. Thanks Yeah, I wonder if that's hiding somewhere. ><
It might be possible to access via the raw data trigger. I forget exactly what it's called, the one that lets you retrieve / alter object attributes directly, and you'd have to find it in the data editor first anyway to know what its text string identifier is. bleh, gl
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[Q] Bel'Shir Beach Winter.
I have done a little research on the Liquidpedia and have come to no conclusion.
I have seen these winter title-sets but where and how did they come to be? This is obviously before the expansion pack, so, I'm confused. Is it some ashworld title set? Or some good modding? Or did Blizzard release something to the mapping community? Thanks
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On July 26 2012 06:55 PauseBreak wrote: [Q] Bel'Shir Beach Winter.
I have done a little research on the Liquidpedia and have come to no conclusion.
I have seen these winter title-sets but where and how did they come to be? This is obviously before the expansion pack, so, I'm confused. Is it some ashworld title set? Or some good modding? Or did Blizzard release something to the mapping community? Thanks
It looks like modified Shakuras Sand. Don´t quote me on that though. He might have used other textures as well.
You can just use Meinhoff sands and then adjust the lighting, it will look like snow.
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[Q] what maps in the current (season 8) ladder mappool have special spawn locations? Liquipedia says no close spawns on shakuras. Anything else?
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On July 26 2012 23:23 grigorin wrote: [Q] what maps in the current (season 8) ladder mappool have special spawn locations? Liquipedia says no close spawns on shakuras. Anything else?
No horizontal spawns on Entombed.
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Hi, I was wondering how you can take elaborate and good images in Starcraft 2 editor, like all the other map up loaders take screenshots of. Like the aesthetics close up and the entire map overview, without any other things like the starcraft 2 tool bar and menu bars, etc interfering inside the screenshot. Also, since I have a MacBook Pro, the keys for taking screenshots are not very easy since I don't use Windows for map editing. So any help with Mac users as well? I just made another new map I would like to share and I wish to enter it into the TLMC, but in order to do so, I need help with taking nice screenshots like all the other map makers do. Also, talking about TLMC (Team Liquid Map Contest), where do I submit my map for the contest and where is it? I never done it before, but it is my dream to see my map on Peepmode (1v1 Obs). Thank you!
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There is no second TLMC announced. I don´t even know if another one is planned.
I hide the UI overview, take a screenshot and then cut out the part of the screenshot I want with GIMP. I don´t know how you can properly take screenshots on Macs though.
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Nevermind, figured it out
+ Show Spoiler +I've been toying around in the data editor and I just can't figure out a few things.
1) How do you change the cost of researching something? Say I wanted to make Warp Gate cost 100/100, how would I do that? EDIT: Figured this one out, just didn't see a scroll bar. Durr
2) How can you modify which units can be produced at a building? Say, adding Immortals to gateways/warpgates EDIT: Figured this one out too.
I feel like there should be a tutorial somewhere, but every tutorial I can find just shows you how to make Sam the Marine, and nothing more
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