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[M] (2) Coruscant - Page 2

Forum Index > SC2 Maps & Custom Games
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Stryk
Profile Joined January 2011
United States22 Posts
April 16 2011 15:53 GMT
#21
I agree we need this on NA asap
Mereel
Profile Joined February 2010
Germany895 Posts
April 16 2011 17:56 GMT
#22
sure here is the dl link: [url blocked]

if someone will spend a one spot for it go ahead
TPW Mapmaking Team
Stryk
Profile Joined January 2011
United States22 Posts
April 16 2011 19:01 GMT
#23
Got it up for you
Antares777
Profile Joined June 2010
United States1971 Posts
April 16 2011 20:08 GMT
#24
//seizure from looking at colorful map//

The only change I would make is the name.

Varpulis
Profile Blog Joined February 2011
United States2517 Posts
April 16 2011 20:14 GMT
#25
Your map... Rocks

It's name... Sucks.

Please change it, and hide those people on the minimap before you submit it to MoTM #5, and This could be a really strong candidate!
For he is the Oystermeister, lord of all the oysters.
Stryk
Profile Joined January 2011
United States22 Posts
April 16 2011 22:25 GMT
#26
My advice for the map:

- remove the humans from the middle, the white dots are annoying on minimap
- add another LOS vent or just change it to the other side. Nobody is going to drop next to your natural



great map!
Mereel
Profile Joined February 2010
Germany895 Posts
April 23 2011 23:32 GMT
#27
Changes:
- no more people on the map (its looks a little bit empty for a city but there is no other way)
- removed campaign dependence (includes the creep tumor problem)
- remade doodads because i use alot from the campaign
- renamed to Coruscant ( yes that works^^)
TPW Mapmaking Team
Calypso123
Profile Joined March 2011
United States42 Posts
April 23 2011 23:58 GMT
#28
Really great map, good job man!
adso
Profile Joined March 2011
718 Posts
April 24 2011 00:00 GMT
#29
You have to have the actors of the civilians (crowd whatever) play out their part (with triggers) without the actual units on the maps (they would not impair or lag the whole experience).

You could alternately make critters with their actor models? Would that be acceptable?

You folded on the name?
+ Show Spoiler +
i kinda liked the "anakin reference"

Anyway.. you should pm a mod to change your thread heading.. tl mods are very obliging and if you want to change, it's best to change the heading
Mereel
Profile Joined February 2010
Germany895 Posts
April 24 2011 00:08 GMT
#30
its a melee map so ur not allowed to change anything...especially no triggers
i had doodads with civilian modells and critters too but it kinda screw up the map so
TPW Mapmaking Team
SmashHammer
Profile Joined January 2011
United States148 Posts
Last Edited: 2011-04-24 00:18:07
April 24 2011 00:15 GMT
#31
I've been experimenting with making crowds, with just models not units, for one of my maps. I've been using models and not units to reduce the lag a crap ton of units makes also minimap problems. The easiest way I've found so far is to just change the models of a few unused doodads to what you want in your crowd, be it marines or civilians or whatever. You can also do it with triggers but I haven't found an easy way yet. It is possible to create model on point X,Y and run loops to make lines of models. Then use random numbers to vary distances etc. Both ways work but unfortunately both methods change the map type to custom.
TPW Mapping - theplanetaryworkshop.com
adso
Profile Joined March 2011
718 Posts
April 24 2011 09:23 GMT
#32
custom tag is not a curse
a good map is a good map
Stryk
Profile Joined January 2011
United States22 Posts
April 24 2011 15:26 GMT
#33
I got this up on NA still under the original name, Coruscant was taken >.>
Mereel
Profile Joined February 2010
Germany895 Posts
April 24 2011 15:38 GMT
#34
u could make it -Coruscant- that works normally
TPW Mapmaking Team
Stryk
Profile Joined January 2011
United States22 Posts
April 24 2011 15:46 GMT
#35
Updated the map/name to -Coruscant- ready on NA server
BaNZaY
Profile Joined April 2011
Hungary81 Posts
April 29 2011 17:56 GMT
#36
I've got a suggestion for the civilian problem, if you're ever thinking about putting them back. If you have the civilians without the Campaign dependence, you can set a Unit's minimap radius in the Data editor. Just set it to 0, that should work. In case you want to put those people there. Tested it on one of my own maps, and it worked with the dependency.
"Look at your man! Now look at me! Back at your man! Now BACK to me! Sadly, he's not me..."
garlicface
Profile Joined April 2010
Canada4196 Posts
April 29 2011 18:17 GMT
#37
Beautiful map. I hope it plays as nicely as it looks. My only issues are with the side-by-side bases at 4 and 5, and 10 and 11. (Or maybe I can't see them clearly on the overview.)
#TeamBuLba
Meltage
Profile Joined October 2010
Germany613 Posts
April 29 2011 18:25 GMT
#38
Beautiful map, of course. I like the way you use rocks although I think those could be bigger or more of them so that they affect gameplay even more. I love the feature with the worker-entrance-ramp to the left hand fourth.

Is the nat to third distance a bit on the long side? How will that affect the game, do you think? It looks like three creep tumors .. which is fine?

Can you make destructible XNTs and still keep the Melee status?
http://mentalbalans.se/aggedesign
Mereel
Profile Joined February 2010
Germany895 Posts
April 29 2011 19:10 GMT
#39
if u take the third on the lowground it feels ok otherwise the third on highground is not untakeable.
and melee status will change if u change something in the data editor, so yes its no melee map anymore.

i have to get on this civilian issue ~~
TPW Mapmaking Team
cheesemaster
Profile Joined February 2011
Canada1975 Posts
May 06 2011 10:23 GMT
#40
Wow this is so cool, id love to see this map in tournaments such a cool atmosphere
Slayers_MMA The terran who beats terrans
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