[M] (4) ESV Ithaca by prodiG - Page 6
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NunedQ
Germany234 Posts
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prodiG
Canada2016 Posts
On October 19 2011 08:36 NunedQ wrote: I just saw ForGG get a Mule stuck on the Korean Weekly. Topleft Natural, Mule launched from main. You should fix that asap. Other than that, i'm liking the map. Good job! Wow, what a find. Just cracked it open and there is indeed a problem with this base. I can't believe I missed this! EDIT: this is a *HUGE* editor bug. i am floored. writeup incoming~ | ||
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The_Templar
your Country52797 Posts
O_o edit: thirds might have same problem, can not tell w/o analyzer. | ||
NunedQ
Germany234 Posts
On October 19 2011 09:17 TehTemplar wrote: 2 nats have 7 mineral fields, 2 nats have 8. O_o That is also probably a problem :D | ||
prodiG
Canada2016 Posts
Thas has been fixed in the latest version as well, thanks for pointing everything out. I don't know how I missed some of these things, although the mule was interesting In editor: (Note where the blue map border is) ![]() (Doodads behind the minerals are set to allow walking through them0 In Game (note how close I can get to where the map border should be) ![]() Map border works in increments of 2 despite letting you change the values in increments of one. FML | ||
Superouman
France2195 Posts
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prodiG
Canada2016 Posts
On October 19 2011 19:09 Superouman wrote: Just push the boder one more square. I did it with testbug yeah but then i have to fill the entire outer edge with pathing blockers if you look at those screenshots, if i push the edge out one more tile then you can walk inside of the wall on that top left main. it's an easy fix but what a lame bug :< | ||
EffectS
Belgium795 Posts
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tjosan
Sweden120 Posts
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prodiG
Canada2016 Posts
On October 25 2011 05:55 EffectS wrote: I've noticed when watching the ESV Korean weekly that the gas geysers aren't symmetrical from each other. I'm note sure to what extend this may effect the gameplay and the gas mining though. But maybe you should look into it. I'm not even sure if the extra tile even matters though, does the map analyzer still tell you the optimal amount of resources gained or something? This is fixed in the latest version I believe | ||
ander
Canada403 Posts
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prodiG
Canada2016 Posts
On November 09 2011 11:45 ander wrote: Question: is it intended for tanks/blink stalkers to be able to utilize the water area behind the third-base area? No, it's an editor bug. I'm looking into it but it definitely shouldn't be happening. The problem is that neither the pathing blocker doodad nor the pathing paint actually seem to fucking do anything... That being said, this never used to be a problem until a recent patch or something because I know when I released version 1 I specificially tested for shit like this and it worked fine. + Show Spoiler + bullshit bugs like this drive me insane ![]() ![]() ![]() ...If you can explain that, I'll give you 999,999,999 esports dollars EDIT: just for kicks: with 1x1 pathing blockers instead of pathing layer paint ![]() ![]() | ||
Grebliv
Iceland800 Posts
It's the second coming of our lord and savior and you almost missed it! | ||
prodiG
Canada2016 Posts
The problem stemmed from the way doodads and more specifically their footprints interact within pathing. It's blatantly obvious that it's pretty broken in SC2, so here's what I did to circumvent it. 1) Remove all 1x1, 2x2 pathing blocker doodads, etc 2) Select all doodads in the area you want to be unpathable 3) Press enter, check the "Don't use doodad footprint" checkbox. This removes the doodad from being able to interact with the pathing layer 4) Press H to go to the pathing layer and apply the red unpathable paint to all of the areas you want to have be unpathable. Image (Note the red message on the side) ![]() Map is updated on NA with other servers very soon to follow. | ||
EatThePath
United States3943 Posts
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