On March 19 2011 22:47 Numy wrote:
That's changing the melee ruleset. So no it doesn't count
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.
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Superouman
France2195 Posts
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. | ||
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iGrok
United States5142 Posts
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. | ||
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prodiG
Canada2016 Posts
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. | ||
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adso
718 Posts
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Miragee
8626 Posts
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Bobster
Germany3075 Posts
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. | ||
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hellbard
Brazil8 Posts
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? =/ | ||
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Ragoo
Germany2773 Posts
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Archvil3
Denmark989 Posts
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). | ||
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Gescom
Canada3507 Posts
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Numy
South Africa35471 Posts
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. | ||
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adso
718 Posts
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HavoK.
United States172 Posts
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FPSKeNz
91 Posts
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prodiG
Canada2016 Posts
On March 25 2011 01:43 adso wrote: You can't change the volume on the waterfallShow 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 however decrease ambient sounds in-game, it's the observer's fault for not having it set lower ![]() | ||
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SidianTheBard
United States2474 Posts
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Ragoo
Germany2773 Posts
On April 13 2011 01:22 prodiG wrote: Show nested quote + You can't change the volume on the waterfallOn 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 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^^ | ||
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Leeto
United States1320 Posts
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prodiG
Canada2016 Posts
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: You can't change the volume on the waterfallOn 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 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? | ||
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Ragoo
Germany2773 Posts
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: You can't change the volume on the waterfallOn 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 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 | ||
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