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[M](2) Dual Sight - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 Next All
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2011-03-21 19:54:04
March 21 2011 19:53 GMT
#61
On March 19 2011 22:47 Numy wrote:
Show nested quote +
On March 18 2011 07:39 TedJustice wrote:
On March 18 2011 04:55 prodiG wrote:
On March 18 2011 04:46 TedJustice wrote:
Does this map qualify as a melee map, since the XelNaga tower models were changed?

Obviously it doesn't matter for the GSL, I'm just curious if they found a way to do that.

As long as you're using default game variants (melee ruleset) you can change literally everything else and still have the map be melee.

So you could make marines have 1 hp and it would still count as a melee map?

Or does it only apply to neutral units?


That's changing the melee ruleset. So no it doesn't count

It does. Stop saying false affirmations....
See the SC2 vs BW maps, it is melee.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2011-03-21 20:20:00
March 21 2011 20:19 GMT
#62
On March 22 2011 04:53 Superouman wrote:
Show nested quote +
On March 19 2011 22:47 Numy wrote:
On March 18 2011 07:39 TedJustice wrote:
On March 18 2011 04:55 prodiG wrote:
On March 18 2011 04:46 TedJustice wrote:
Does this map qualify as a melee map, since the XelNaga tower models were changed?

Obviously it doesn't matter for the GSL, I'm just curious if they found a way to do that.

As long as you're using default game variants (melee ruleset) you can change literally everything else and still have the map be melee.

So you could make marines have 1 hp and it would still count as a melee map?

Or does it only apply to neutral units?


That's changing the melee ruleset. So no it doesn't count

It does. Stop saying false affirmations....
See the SC2 vs BW maps, it is melee.

You can literally make giant Broodlords that shoot out Colossi every .01 seconds that explode into nukes when they hit, and it'll still technically count as melee.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 21 2011 20:26 GMT
#63
On March 22 2011 05:19 iGrok wrote:
Show nested quote +
On March 22 2011 04:53 Superouman wrote:
On March 19 2011 22:47 Numy wrote:
On March 18 2011 07:39 TedJustice wrote:
On March 18 2011 04:55 prodiG wrote:
On March 18 2011 04:46 TedJustice wrote:
Does this map qualify as a melee map, since the XelNaga tower models were changed?

Obviously it doesn't matter for the GSL, I'm just curious if they found a way to do that.

As long as you're using default game variants (melee ruleset) you can change literally everything else and still have the map be melee.

So you could make marines have 1 hp and it would still count as a melee map?

Or does it only apply to neutral units?


That's changing the melee ruleset. So no it doesn't count

It does. Stop saying false affirmations....
See the SC2 vs BW maps, it is melee.

You can literally make giant Broodlords that shoot out Colossi every .01 seconds that explode into nukes when they hit, and it'll still technically count as melee.

When I said the melee ruleset, I meant melee win/loss trigger conditions

something along the lines of:
Players start with 50 minerals, 6 workers and a town center
player wins when he has no opponents in the game or is the last one with buildings standing

ANYTHING else is free game.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-06-17 13:10:50
March 21 2011 21:04 GMT
#64
Miragee
Profile Joined December 2009
8532 Posts
March 21 2011 22:16 GMT
#65
Watched the GSL-Match between Leenock and alive today. The game was the worst i have seen a long time in GSL but beside of that I was blown away by the aesthetics of the map. WOW! The only thing I would criticize is the design of the watch towers. Don't get me wrong, they are awesome but in my opinion it feels like that they don't fit the design of the rest of the map. Maybe you could change their style to something that goes with style of the map. Would be cool.
Bobster
Profile Joined January 2011
Germany3075 Posts
March 21 2011 23:06 GMT
#66
On March 19 2011 16:52 LSPrime wrote:
available NA,EU,SEA,TW soon

Great job on the map!

You're one of the best SC2 mapmakers out there for sure.
hellbard
Profile Joined January 2009
Brazil8 Posts
Last Edited: 2011-03-22 03:43:44
March 22 2011 03:40 GMT
#67
Amazing map LSPrime!

On March 19 2011 16:52 LSPrime wrote:
available NA,EU,SEA,TW soon


Why this maps never becomes available on Latin America? Or they are available and I'm being dumb? =/
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 24 2011 13:24 GMT
#68
Can you make the waterfall just a little bit less noisy?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Archvil3
Profile Joined September 2010
Denmark989 Posts
March 24 2011 14:00 GMT
#69
On March 24 2011 22:24 Ragoo wrote:
Can you make the waterfall just a little bit less noisy?


I agree with this.

This map has produced some excellent games in the GSTL and the only thing I could point out is everytime the observer views the waterfall it is almost louder then the commentators(not quite but still noisy).
Let thy speech be better than silence, or be silent.
Gescom
Profile Joined February 2010
Canada3440 Posts
March 24 2011 15:19 GMT
#70
Very great games by MMA in the GSTL on this map. ;D
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
March 24 2011 15:29 GMT
#71
On March 22 2011 04:53 Superouman wrote:
Show nested quote +
On March 19 2011 22:47 Numy wrote:
On March 18 2011 07:39 TedJustice wrote:
On March 18 2011 04:55 prodiG wrote:
On March 18 2011 04:46 TedJustice wrote:
Does this map qualify as a melee map, since the XelNaga tower models were changed?

Obviously it doesn't matter for the GSL, I'm just curious if they found a way to do that.

As long as you're using default game variants (melee ruleset) you can change literally everything else and still have the map be melee.

So you could make marines have 1 hp and it would still count as a melee map?

Or does it only apply to neutral units?


That's changing the melee ruleset. So no it doesn't count

It does. Stop saying false affirmations....
See the SC2 vs BW maps, it is melee.


I must have done something horribly wrong when I was fiddling around. I appologize for that.
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-06-17 13:09:21
March 24 2011 16:43 GMT
#72
HavoK.
Profile Joined March 2010
United States172 Posts
March 24 2011 17:01 GMT
#73
Watched this a map get some play time in the GSTL thats probably where most of us know it from it seems to be a pretty solid map, have yet to play on it but i definitely like it thats for sure.
FPSKeNz
Profile Blog Joined August 2010
91 Posts
April 12 2011 16:12 GMT
#74
Still not up on SEA yet. ):
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 12 2011 16:22 GMT
#75
On March 25 2011 01:43 adso wrote:
Show nested quote +
On March 24 2011 23:00 Archvil3 wrote:
On March 24 2011 22:24 Ragoo wrote:
Can you make the waterfall just a little bit less noisy?


I agree with this.

This map has produced some excellent games in the GSTL and the only thing I could point out is everytime the observer views the waterfall it is almost louder then the commentators(not quite but still noisy).


i'll be smiling for an hour or two
edit: or three
You can't change the volume on the waterfall

you can however decrease ambient sounds in-game, it's the observer's fault for not having it set lower
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 12 2011 17:42 GMT
#76
The mapmaker can completely disable the sound of the waterfall though. Which is what I tend to do if I use those types of waterfalls just because so many streams I watch if they scroll over a waterfall it's like WAHHHHHHHHHFSDKLFJDSFKDSFLKDSJFLSDKFJ SDFSDJFL SDJFSD *EARS EXPLODE*
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 12 2011 20:03 GMT
#77
On April 13 2011 01:22 prodiG wrote:
Show nested quote +
On March 25 2011 01:43 adso wrote:
On March 24 2011 23:00 Archvil3 wrote:
On March 24 2011 22:24 Ragoo wrote:
Can you make the waterfall just a little bit less noisy?


I agree with this.

This map has produced some excellent games in the GSTL and the only thing I could point out is everytime the observer views the waterfall it is almost louder then the commentators(not quite but still noisy).


i'll be smiling for an hour or two
edit: or three
You can't change the volume on the waterfall

you can however decrease ambient sounds in-game, it's the observer's fault for not having it set lower


I'm 99% sure that I changed the volume of a waterfall in one of my maps already. I can double check if you want tho^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Leeto
Profile Joined August 2007
United States1320 Posts
April 13 2011 17:38 GMT
#78
This map is sooo pretty. The games on it are pretty good, but a lot of the time I'm just admiring how beautiful the terrain and stuff are lol
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 13 2011 19:01 GMT
#79
On April 13 2011 05:03 Ragoo wrote:
Show nested quote +
On April 13 2011 01:22 prodiG wrote:
On March 25 2011 01:43 adso wrote:
On March 24 2011 23:00 Archvil3 wrote:
On March 24 2011 22:24 Ragoo wrote:
Can you make the waterfall just a little bit less noisy?


I agree with this.

This map has produced some excellent games in the GSTL and the only thing I could point out is everytime the observer views the waterfall it is almost louder then the commentators(not quite but still noisy).


i'll be smiling for an hour or two
edit: or three
You can't change the volume on the waterfall

you can however decrease ambient sounds in-game, it's the observer's fault for not having it set lower


I'm 99% sure that I changed the volume of a waterfall in one of my maps already. I can double check if you want tho^^

You can disable it but why bother when the liability is on the player/observer to configure their stuff correctly?

Its part of the game, why remove it?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 13 2011 20:19 GMT
#80
On April 14 2011 04:01 prodiG wrote:
Show nested quote +
On April 13 2011 05:03 Ragoo wrote:
On April 13 2011 01:22 prodiG wrote:
On March 25 2011 01:43 adso wrote:
On March 24 2011 23:00 Archvil3 wrote:
On March 24 2011 22:24 Ragoo wrote:
Can you make the waterfall just a little bit less noisy?


I agree with this.

This map has produced some excellent games in the GSTL and the only thing I could point out is everytime the observer views the waterfall it is almost louder then the commentators(not quite but still noisy).


i'll be smiling for an hour or two
edit: or three
You can't change the volume on the waterfall

you can however decrease ambient sounds in-game, it's the observer's fault for not having it set lower


I'm 99% sure that I changed the volume of a waterfall in one of my maps already. I can double check if you want tho^^

You can disable it but why bother when the liability is on the player/observer to configure their stuff correctly?

Its part of the game, why remove it?


Cause waterfalls are just waaay too loud compared to all other gamesounds (like Overlords creeping in Beta). The observer can't configure it "correctly" and it kinda gets on my nerves.

It's really easy to fix tho. Just go to the data editor -> sounds -> DoodadWaterfallMedium and adjust the volume. You can make it even louder if you want to :D
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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