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[Blog] 25 years of casual map making



Forum Index > SC2 Maps & Custom Games
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lil emo
Profile Blog Joined December 2012
France109 Posts
May 02 2013 10:56 GMT
#1
(please do place in blog forum if required, :'( I couldn't do it myself .. sorry I'm senile .. or am i..?)

25 years .. really? Yeah ..I am too old ..I know, I suggest you try to sue.

I think the real "thing" started with load runner, and when I type "thing" it really sounds like "addiction" for me .. so read what you wil into it .. in any case you can't say you were not warned).
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But even before that, I vividly remember anxiously printing the 50 levels of montezuma's revenge. To see what the whole pyramid under ground looked like (wouuhhhhooooooouuuuu ... And yes to get to the bottom unscathed.. this game only offers (offered) one "life" to succeed).


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Then .. risk, chess, go ..I challenged (or so I thought at the time) a whole bunch of board games by changing them.. changing the rules so you can play chess with 3 or 4 players (out of necessity at the time) or drew new maps and added arsenals to play a "world wide" risk ...unleashing (so to say) my unbridled need to enhance the fun/mechanics ratio in any rtsg I encountered.



Sim city, Warcraft, Age of empires, Mac theme park, brood war.. even command and conquer ... the list of virtual map editors grew along with my smile and inverse proportionately with the time available for me to dig into them, just enough to "dig" each one.


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In a time when there was 1 computer per household max, not more than one per person.. I must admit to a juvenile never ending nor quenched thirst for time spent on it.
[image loading]



Then you get life, girls, particular interests (writing, drawing, painting, building stuff in my case, which is too much widespread to deal with any one optimally) .. 
and as far as specifically the computer goes .. well, you get "big boy" toys like photoshop, premiere, flash, sketch up .. the list is endless...
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Q: So why how or even wtf keep making maps at 38?


A: If given half the opportunity, humans are lazy and non-committal.
Meaning the amount energy or soul investment involved in writing a novel or a comic book or producing an event .. makes the creation of a star 2 map something quite feasible with guaranteed low investment not to mention less disillusionment (usually applicable).



Of course, like in most professional endeavors, you are catering to an audience, a "clientèle" + Show Spoiler +
customers
.
That it is essentially a toy you are offering to provide is quite enticing (for me I mean, I guess it is the case for every map maker).
But by no means is it easy to get the big three all at once: an invested number of players satisfied, a good map and the laurels that could go with all of it.


When I was brood war - ing, we were four to eight in a lan environment .. two to three rooms with spaghetti cables everywhere and half eaten spaghetti plates on the floor ...
Nowadays it's a conveniently very compartmentalized type of encounter with your opponents, perhaps something was lost there, I admit to being sad for thinking so.



I still remember the day we started on blizz .. we went from orcs vs humans (blessed shareware) to warcraft 2 in a day... WoW.. was the general consensus.. tha s hit was so fun we forgot to breath or eat or sleep.. and in under a week end I was doing "coding" ..lol. (I'll get back to "coding" later, t warrants its own chapter).
Maybe it's nostalgia that makes it seem bigger better than it was .. but that's fine with me.



So, at the time .. we played all available types of maps in all the games and selected the types we liked by usage (ergo we re-played them because we had enjoyed playing them) ..
Then I introduced new maps (huge maps, money maps or quicker to the point, or crazy unplayable shit) and they were tried out until we went back to another game and then back to another refinement etc ...

My friends and friends of friends never did many maps (or the ones that tried never persisted, even with my trying/heckling to get them deeper into it) .. so I tried to do more of the sort of map we ALL enjoyed in the previous sessions (without, I might add, much thought about it.. we were there to have grEat fun.. not argue about how to have fun.. come to think of it .. we were there to play .. not think (and by "think" I mean be self conscious or think about what we were doing.. we were doing)).
To entice new or old players, I sprinkled "normal" with crazy shit to satisfy my own need to explore the possibilities.. pushing the apps to get us into the fun quicker in each game and making it so even if you got beaten early.. you could still play around so as not to get too bored until the winner finished.



In all the editors I've tried, I've always started by maxing out the maps.
In load runner
I tried to fill the screen with bad guys (your "unique" unit can walk unto them .. if they are stuck in a hole under your unit) .. to get around the screen unscathed (the objective of every level being to reach the top of the screen after gathering all the boxes present on the map)) .. Alas there was a "4 bad guy limit" (lol, because I had filled the screen unknowingly for more than an hour before play testing it) ..
That was all good and lessons were learned I guess.


Any map maker has thought of upping the starting resources allocated to the players at the start : ^p .. I maxed out on everything (all upgrades done, maxed out armies (it was a 200 count per race, funny that it hasn't budged in over 20 years... no? .. we playe dwith a 600 count .. 20 years ago pfff "smells like teen spirit .. but it ain't .. and agin allow myself to wallow in nostalgia and sadness that most of you guys don't even phantom what was on at the time ...)).. buildings used all done ...) I made maps with periodical reinforcements with assigned targets or waves of attack from the computer against the "leader" (to make up for different skills) .. at the time I fancied that I had tried everything (and now know that i didn't even scratch the surface :^) ).


I did that but I instantly fell on my first hick up... one that follows me to this day... I call it with a simple name, the "creator's" own words : "cannot build more units" .. and 20 years later the issue is still there... We started maxed and could only start adding units when enough had been killed and that was treated as an extra gameplay feature ... but at the time I was convinced that that barrier would be over in my life time .. (now not so much).


So you attack with maxed out armies as much as possible, strategy has got to be paramount and the rest made less important (although still present) .. duking it out right away .. with emphasis on "spending" macro/micro more than "gathering" micro/macro .. (who wants to play with 80 workers ?????????) ... it all at once felt (or seemed) both sensible and absurd all at once.

... anyway ...



Then you make armies appear periodically .. ready for use and that leads you to writing rules into scripts (scripts / scenarios call them what you want) .. and a bunch of npc bad guys that will attack the turtles ... and then you add invulnerable npcs for cp and human players .. (a building has to be knocked down for the units to become targetable) .. and on and on into scenarios involving several maps in a row...



On the whole, a reasonable amount of completely successful sessions.. most of my stories were played out .. and to this day.. I thank the gods that it was so.

Editors are like anything else .. you go from one to the next .. hoping all the cool features will be there (and that few are NOT there !!!aaaaaaaaaaaaaa) .. I think I ended up on war3's .. really a nice editor .. but I'm not really into the whole visuals and scales of w3 ...

Progress in technoogy works its rear end..



In fact...

.. at this point the question should be: "why NOT keep map making" ?
The draw of youth and nostalgia makes it seem grand .. such is its power.

!! But back to the issue at hand: 

why make maps when you can develop a whole game .. write a book..?


Because it will not be serious (one could hide in this fashion ; and boy is hiding ez and comfortable) ..
..at 35 !! dude is trying to ladder and makes maps again..? Who's kidding who?

The "how" answer is easy:
Everyone has met someone who has to sit still 12 hours a day to take care of another human being ... it is in fact very very easy to get the picture regarding the "how".



For the "why" .... well you have to look elsewhere I guess ...



Perhaps I want to hear people say "you cool", "your map is the $ hit" ?.. fat chance of that happening with my curriculum/pedigree, so I guess not ...


Perhaps I am less than interested in the pile of photocopied maps I've seen, seen used, played on or/and was bored on .. and therefore need to develop/create stuff to entertain myself..?



For sure, I'm plastic league.. playing 10 hours a month isn't conductive to much ... but it still serves its thrills .. and many a lesson
Such as for instance: how the "community is" ..
what it types .. on forums .. in game, what it has accomplished here and there .. the "pro" players who make it move .. for good or bad ..
mapmakers
the vibrant, the self righteous, the invested, the beginner, the crazy mofo, the one with a speech impediment (yes .. that's you Torte), the try hard, the genuine, the technical geeks, the wise, the cautious, the fear driven, the "percival" (yes that's you temp'), the rubiks cube ..... how wondrous all the mapmakers I've met can be...

Alas .. they (I say they but I do mean YOU ALL)
.. they killed the wins / losses ratio on ladder
.. they killed black fog
.. they all want an easy 2 gas nat
.. worst of all the whole "at random use a build on an unknown map" is nowhere to be seen ever on the internets .. this should not be for me .. this .. I cannot make a nest here nor there .. so why bother ?

 Why post thread after thread .. hoping to instill ?? hoping to distill..? what am I hoping hopping and hooping for?

Why bother indeed?

"Alas.." people will say.
"Why advertise then?".., people will add incisively.
"Just do or gtfo .. or both mofo!!"
... Sorry, that doesn't compute with me. I always did stuff with or for others.. I got enough in the "me department" thank you.



No,

the answer is simple ..

I love to draw mazes...
..
Mazes like the ones' some people do in school.. from 5 to 25 ... whenever .. on all sorts of paper ..
This type of thing is so comfortable and nonsensically endowing ; to do something where/when you know that something "other" will ensue when you do it. "Other" than something you would have thought of consciously with your/my feeble cognitive attempt. Other than what you would expect because you have to do it to know (both sense of the word HAVE TO, you have to do it to ever get to see what it looks like and you have to because you are compelled). It appears in front of your own eyes instead of you doing it! ...

That is the real answer
again .. and again ... sleuth .. laziness and instant pleasure
and
mazes
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thank you for your attention, i will return
never was so much owed by so many to so few (W Churchil)
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
May 02 2013 12:42 GMT
#2
--- Nuked ---
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-05-02 13:31:34
May 02 2013 13:31 GMT
#3
↑ Probably yes

Nice write up i enjoyed it quite a bit, and my only complain is that that last one maze was too easy.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
lil emo
Profile Blog Joined December 2012
France109 Posts
May 02 2013 14:54 GMT
#4
try this
[image loading]
never was so much owed by so many to so few (W Churchil)
jon osterman
Profile Joined June 2013
71 Posts
July 30 2013 14:52 GMT
#5
The character of coding and the coding of a character

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Preamble

+ Show Spoiler +

When i was 12/13 (more than 25 years ago) and i fell in love with "coding"
(without even knowing what it was named or the universes soon available to me .. what the notion implied)

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.. there was a social and one might even dare say "political" boosting
going on on the "new technologies available". <= this while not entirely a cop out .. would warrant its own opus and it will

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I must admit to having such a craving for time spent on computers... it was insane. It was like pure oxygen in the face of a grim tomorrow (although "grim" is a debatable part .. i'm proud that i knew it as such then and there!).

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I produced "variants" or levels with certain mapmaker friendly map editors .. but the notion of coding goes much deeper.

So deep you need to pay attention to get average grades when you are practicing in that field.. and that has never been for me ..

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.. learning 500 words/expressions is all fine and good if it allows you to then speak to all the "other" people you couldn't before (for instance like italians or scottish for me :D ).., but to use for playing with a toy..?, who is kidding who? .. i'm not a nerd .. i'm a geek !!!

Would you want me to go into the fundamentals of coding..?.. i freely admit, i dare not via posts (maybe one day via streamed skype => video ..?) .. you should never dare me to go into them "fund a mentals".. catastrophes might ensue!

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Coding

requires / is / can be / implies:

+ Show Spoiler +

a/ learning a defined set (or sets) of specific code and the environment in which this ensuing "vocabulary" can be deployed for a multitude of actions to be taking place for "other" users within a predefined time frame for a "multi end user environment".

The ins and out of "coding for a specific engine/environment" are good to know, but not at all a prerequisite if put into perspective what one can achieve (the amount of precision a "novice" is capable of) by limiting one's scope of it all.
The amount of time required to understand or "know everything" being (more times than not) prohibitive .. it is a actually a definite boon to not be an expert! That is if you are acting fast "without losing time" (thinking about said ins and outs) .. doing without forethought or analysis.

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.. one just need to know that the mechanics one will "perform" (to do the desired "result") will always make the same "result", if you follow the ("same") "proper" directions while doing it, adding layer upon layer of intricacies ... developing one's vocabulary*.

What you understand will ensue.. will always ensue .. over and over again ...

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That should only change if you get better or worse or different at the same type of mechanics along the line of learning/practicing said process.

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b/ creating a specific time framed number of events with a goal or at least a vision taking place within this envirenemnet / time frame "prepared"

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c/ to see results!!! not good or bad, just statistics that are quantified ad qualified .. usable material

d/ to despair quietly at the number of mistakes you have done .. over and over .. and sometimes this will lead to a greater reasoning of the whys and hows concerned in this "endeavor / process...

e/ fix ...

f/ rinse and repeat a/ through f/, until you've refined your understanding of a "set of" code .. that you now know well enough to know how to use really well
.. really "use" "it".

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Everything is an object subjected to an environment

+ Show Spoiler +

"Dota came out of warcraft"

"Heroes are just a shortcut to more fun, never less skill"

Tower defense games or other YABOT are very popular within sc2 arcade

All these concepts and a gazillion others

coexist in what we have to call: the environment

The code is just an overtly overly multi-layered set of orders you give to the engine*
(different sets of codes coexisting alongside all inter-linked engine tha)

missing "engine and the gymnastics of coping with a subject trapped in an environment" bit

hail all the behind the scene little sub programs, like the intensity of the lighting of your user interface .. or the number of actions to record and be available as a cmd z "undo" ... whatever ... multitude of self generated loops or historical events all mixed with user interface slave to the userS interactionS live.

the horror ...

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the legion of simultaneous events upon events ...

On the one hand .. it is mind bogglingly stupid ..

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..
on the other hand .. code is everything .. or more accurately you can find a coding sequence .. or axioms of one .. in every action that one can perform.

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Orders are orders


+ Show Spoiler +
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Your nerves do it for you, they are doing it right now .. feeding you so much information it is mindbogglingly hard to even "picture it in your mind).

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You learn / are taught codes all through your infant life:
"keep your mouth closed" .. "Don't drink the water on the ground in the street"
etc

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Coding (within the chosen starcraft map editor "galaxy" semantic context) is the action of working within an excel type environment and changing the status of "predefined" values...!!!

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At first glance that would be or "could" be perceived as coding .. but it is not !!!
Most "coders will disagree .. it remains nonetheless that they are only "using" code.


Who knows?

+ Show Spoiler +

The very core of the meaning of what "is" code or coding .. is easy to translate .. it is a verb: to code is to "add code" (by generating it from one point onwards).

Practical example:
Setting up a "trigger" to establish a start to the game is compulsory in any sc game.
In a melee map on galaxy, the (default) trigger is a set of actions containing "lines" of code. A line is an order (a particular high number of things can be implied in this single order:
for instance: "set resources as per blizzard melee patch"x".
x: now.

This line sets out (let's say "only" in a 1v1 game) 4 orders (as far as this set of line of code we are examining) : set mineral resources for player 1 and 2, set gas resources for player 1 and 2 .. in both cases fixed quantities (40 and 0).

Here, let us not forget the fact that the code is "riddled" with special code called "checks" or "validators".. that disallow "melee pop UI" ?? (one of my pet peeves sorry) when you produce a map.

Everything that is (in a "video" game) can be translated into a lines of code .. every line having hundreds of ins and outs dependent upon them...

The "melee" notion .. then becomes a blizzard incorporated arbitrary line in the sand .. just like the "cannot build more units" I referred to earlier ...
(one should take a manute minute to go look at the death of "cannot build more units in sc2 here: () mapster for the win forever)

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Anyone can have mastered "using" a code, it does not imply "ez" or even useful ...
You do it for instance, each time you look for the light in a dark room/place... it should be placed where it is convenient for people to find it in the dark..

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.. or it is not.

You learned the code .. but some other prerequisite info is unknown to you = you know coding, but it helps not. (+ Show Spoiler +
the button was somewhere else due to shortness of wire access :D .. at the end of the bed... ..i knew it bothered you.. so i told you the missing bit of code you were missing out on for it to make sense
)!
Mastering the "etiquette" of how to do stuff is not coding.

Coding is using an "engine" and "running with it". Creat!ng new things .. that are awesome or lame .. but were not there to begin with...

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Funny fact:


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a "random" coder s' first instincts is to add layers of code from external sources .. code that the engine can not possibly have encountered (within the frame of the author or the designer of said engine) and therefore the outcome is always unforeseeable (= interesting).


The coding of a character

how I am .. within the "community"

+ Show Spoiler +

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or as i liked to call it:
how any one should be held up to higher standards .. because this is the internet.. and intern et cannot work if WE do not dare aLL to be genuine
.. and dare I say it? .. as awesome as humanely possible in as many instances as anyone can create.

.. i became quickly
[image loading]

character player:


I tried playing ladder .. when sc2 came out .. I subjected myself maybe willingly.. because I knew it would rekindle the stuff of the past ... and I am thankfully it did. I think competitive gaming is awesome .. ladder play was real fun!

I told myself I wouldn't cheat .. I wouldn't brush up on my skills (I had not played since Warcraft 3 .. and even then it was a complete (dota/storymode like) changed created version of mine that I played with the few remaining friends I had that still played any ...

So I got the lowest score .. and crept my way to first place of my league .. then retained it .. then got bored .. then stopped to consider ... wtf ?? why am I not rising ... then I lost interest and .. not unlike in "sims tamagoshi" or wow .. if you leave your s hit unattended ... it dies!

then again, if your tyrant looks like this: + Show Spoiler +
[image loading]


Re making maps took all of my time (willingly i might add).. so when wanting to play something else than my own melee maps (since i was playtesting them), i went to test any mod (wasn't arcade yet) for various types of fun ... when the player inside me felt like ripping nerds throats.

Saw "tower" mods were / are still popular ..
hahhahahahahahhhaha.. not my cup of tea at all.. but to each his own and that is the glory of available map editors from decent to awesome games.

Saw that lol dota etc were really overgrown .. and not as good as quake online .. so went back to melee.

link to tl meme thread allowed :

Soon enough the player in me found his home grid:

+ Show Spoiler +
[image loading]


Thanks to jadesmusreg's coding (should have known it when i played "go" for the first time, when i slipped a "snake" skin later on.. that some day someone would make "the" game for me", should have been sure of it) ..gaming : real time strategy chaotic ordering .. is where i dwell best!

character mapmaker:

Creating my unique dream mod.. which came to be . my first .. was great .. and also
my first disappointment with galaxy... The ability I wanted most is blocked by blizz, within a melee mod context!!!!

I wanted to create a viable third race for the game.. non too impressed with myself, I know.
the "Stix".. featured them .. had as much fun making a video as doing "maths" for all cost/time/new units would have to be .. and were .. everything worked ... quite balanced in an op sort of way :^P (i did turn all other 3 races in the process .. so they would keep up)...

...

Anyway .. it bombed .. i still love it ... maybe some people tried it .. liked it ... what do I care .. I did it for me .. rest is gravy. (plus i threw everything away, so re doing it would be ez and fun.. just the time required is stopping me :D )

So, again, i came back to melee and wanted to test the tl waters .. I had admittedly only one other "worthy" site I wanted to devote time on (op mapster of course)

mapster has real mapmakers .. people who love code lines and can break the mold to do something "other" with this particular "maze" (see previous) ... and they are pretentious and welcoming .. and they can be helpful or hurtful .. they are free

tl has melee mapmakers holding an illusory "fort" with a "balance" goal of melee gameplay. ..and they are pretentious and welcoming .. (after a return from a ban for instance) and they can be helpful or hurtful .. they are on tl.

May not be a dogma per say, but at least a notion that maps should "accompany" game play rather than dictate it.. I always thought that variety would be "queen" in blizzard map pools and was very sad to hit a brick wall .. when I discovered the rigidity and narrowness of expression/creativity "allowed".

Admittedly .. I went to cry like a pu ssy on mapster ... I was p0 ed to say the least...

I may not be the best/worst .. but I did get a 30 day ban after a few days .. no one cared that I had no idea how these forums are/were or what it requires to survive on them in one piece...
There was no point for me to insist after the fog debacle ..

So i roamed the halls of tl and ... the halls of mapster .. reading/testing all the maps i fancied with my composition (or absence of) skills and analytical skills (mostly "fun or not fun" and ideas) .. and boy is tl sc2 customs forum small compared to mapsters' .. thankfully there's broodwar too on tl.

I never got much love on/from either website, though no real hate neither (bans aside) .. and i guess I should be happy to have crossed (as in "crossed paths with") people "a bit more" by persisting like an infant grufalo.. even if it was less than half a dozen human beings.. it was worth it, thank you.

Phoning weapon of choice was a world of fun, demanding that tl -grow balls to chill live 8^)
(regarding the abscence of new maps in tl open)..
me love chill on woc ..
those were the days.

Again, work, love and other stuff made me not miss this awkward passion I have..
to game .. in sc2.. game (chat) in sc2 forums and in build my galaxies.

mapmaker need love too:

There are solid pillar ways of doing things .. there is an etiquette to endure ... there is a "ship" for every sweet "friend" going away.

I arrived filled to the brim with desire to expose maps .. never as finished .. but as sketches ...

So i like to never finish ?..

So what i like to discuss issues (like black fog) .. i like to link and make myself helpful and all .. but not at the expense of my opinion .. never at an expense this high.

Easy third today.. last year it was easy nat.. where/when will it end?

Voicing one's opinion is both a curse in disguise and a blessing in the form of a public hanging .. (in a good way, I'm the one being hanged don't worry i can take it) ...



However, whatever differences there exists .. regardless ALL concur that the "passion" will never always endure ..
Well, YOU dear reader are right .. you have pierced my feeble armor .. you will now see blood!

When presenting predictions of gameplay to come to yourself or others:

you should never shy away .. you should be as bold and flamboyant as you can be .. though not many people can be flamboyant and bold.. more than meets the eye can.

STARCRAFT TWO is in its "genesis" .. a new (possibly great) game ...

Sometime after lotV, the ash will come out ..and they will settle ... a century old status quo might be drawned in the sand ... by old and wise actiblizz probably, but maybe by YOU too!

Why not go crazy in the meantime on the maps you feature
AND
practice hosting these games, on YOUR maps ... ... why not..?



YOU should all add mods to your maps .. with observer seats and all manner of "mapmaker" visual extravaganza (wcs logo) / functionality allowing bets and chat /.. it is good practice for .. you know .. if the time comes.

The wish to make things change is a burden some wear lightly .. some are still struggling ... from within and without ...



making maps is a w e some

time and time again do and i promise everything will be right(er) in the world
...all good!!!

Practical exercise: survive last blocks of text!

When presenting a map .. you are

1/hiding your heart in?.. never pouring your heart out?
2/conscious of limitations you set upon yourself and ready to go further?
3/wishing people look at it ... post ... dunno really?
4/happy or not .. of what you did?

When I present a map ... I'm happy

When I see fun stuff.. I'm happy

everything else is moot

instant pleasure for the win



Vocabulary:
+ Show Spoiler +


vocabulary:+ Show Spoiler +

look it up this in not a dictionary, and don't worry i looked it up myself quite a many times and you will, i swear my life on it, .. be happy you did look it up .. this from different sources claiming to be "dictionaries" ...


code: + Show Spoiler +

a value .. "is" or "has to be equal to" is one piece of most codes, it usually takes 3 or 4 pieces for an order to be complete and can take place properly


engine: + Show Spoiler +

machine that processes your input (via mouse/keyboard/eye soon/d ck ...) through a series of lines of code

example:
YOU have chosen to play sc2 melee:
A player has 4 workers and a resource gathering building right spot in the middle of a series of resources nodes, having pre determined one of three races open to choice in a lobby.

This alone requires 10000000 of lines of codes (generated by the engine):
"player "x" start location is assigned randomly from one of "Y" possible start locations predetermined by a "spawn logo" on the map"
environment: User interfaced, the game is generated in real time by

a/the engine that reacts to your pointing and clicking around
b/your pointing and clicking
c/ everyone's heart (I do mean all the people who do the games .. maps or other components for fun (product cost being moot .. you play what is good)

An engine can .. must have limits .. can have limits .. eventually if you ask an engine to try to do stuff it cannot.. it crashes

I suppose I'll get to crashes next time


thank you for your attention, i will return
do a dear .. a female dear .. ray a drop of golden son .. me a name i call myself, fa a long long way to run
Archvil3
Profile Joined September 2010
Denmark989 Posts
July 31 2013 09:08 GMT
#6
I want to reply to this but I have no words
Let thy speech be better than silence, or be silent.
jon osterman
Profile Joined June 2013
71 Posts
July 31 2013 16:07 GMT
#7
Then .. if i may, you should do what i did ... reflect on your mapmaking times and write it up for us (at least, for me ), this would be the best answer in my humble opinion.

i always get misunderstood so i'll try to be as clear as i can be:

Thank you for your post, do please try (i know u can) to see my thread as a social [D] thread .. that could inspire others to "open up more" and hopefully make most mapmakers soon post their own mapmaking life story in this glorious sub forum (in this thread or indeed in their own).

Extra fun:+ Show Spoiler +
[image loading]
do a dear .. a female dear .. ray a drop of golden son .. me a name i call myself, fa a long long way to run
enord
Profile Blog Joined September 2013
France258 Posts
February 17 2014 00:28 GMT
#8
dynamic of a subject placed in a playable environment

case study:
(Star heroes)

+ Show Spoiler +

environment in coding:+ Show Spoiler +

.. for sc2 it would be called a "galaxy"(blizzard's own vocabulary) .. a map linked with mods intervening on it (so .. one geography map per version.. and potentially any outside source (mpq edited in with care to define a specific image/sets of esthetics to make it different at first glance ; no secrets here .. i want jpegs i crafted myself pasted on the polygons/models)

several different mods apply-able to several geographical maps (chosen/used/discarded from an option menu that allows/dissalows options per number of players (things like filling empty slots by ai computers)

game environment:+ Show Spoiler +

a visual immobile interface.. mostly an identifiable evolving "maze" for players to move their units in

playable as an sc2 "general" (macro type of player )or a unique/dedicated few units (dota/lol type of player)

or both

objectives (win/lose conditions) are specific to each player from the start
and can evolve through happenstance during play

the units defined in excel type dynamic dashboards
in data editor/triggers and other (boring horror of tablers)

the sensitive "feel" / judgement of gameplay felt during playtesting of the how the game plays out levels out the data and gameplay

the "gymnastics":
(thought process applied to multiplayer users in an enclosed environment)
.. that go with creating a mod are so much fun that it knows no end .. no bounds.. really, you sometimes forget breathing while playing it (with commitment, if yuo like it)

the whole objective is to circumvent any downfall/mistake that would make the game no fun or unplayable

this game should offer distinct gameplay, it has to have distinct win/lose conditions

distinct parameters

On the other hand it needs to be more than anything i have ever seen
not only do i want op units,
i want op concepts of gameplay '(that have to be endured / honed ..to be developed, so as to shape a new type of game / new types of gameplay



lobby side:+ Show Spoiler +

the 1+x (players) vs 1+y vs Zc
as many players as you want allying (and disallowing their alliance(s) through out the game) stemming from/for reasons embedded in the gameplay (not imbedded in the script, or at least an eternally twisting variation deriving from an original script (start conditions and win/lose conditions for each player) played out by player with as wide a range of skills .. deriving from the particular happenstances from players playing this particular type of sc rolling on the floor laughting new crazy type of game


script / plot side:+ Show Spoiler +

the subject (player) wields 1 / 5 / 13 / 55 / more than 300 units (micro or macro in equal limitlessness)
vs
any type (other players.. other players and computer ai .. vs computer ai)

the player stars with several special units (or 1, depending on the scenario to be played out)
and steals other special units (with one of the starting heroes) or produce units with units or produce units through buildings

star heroes are god like units that (providing diverging needs or requirements or quotas (food/energy/psi/kill count/specific unit in area etc) are met) create high count (some payable, some "free" of payment) ..of units made as meat shield dps attack/defense units..
(these with a wide range of needs/requirements)

the player can build armies available, same as sc2 (all units from campaign/other), from building (and then using) production units

the player has a flagship (moving fortress with production capabilities but not a building, a production facility in itself providing funds are available) .. these units are "identified" from all players by one of the starting units on the minimap

the player has a unit that steals zerg units (from player to player, or from computer ai s)

the special units from terrans and protoss are unique and can only be defeated,
no special unit can be reproduced



+ Show Spoiler +

Babylone heroes (v2) ... Swamp city heroes (v1)

starting units;
qxc: scanner to kill cloaked enemy heroes, cloaked to harass and snipe heroes

babcock: mind controls permanently zerg units and heroes


zerg heroes will conjure free endless armies (mspyte/idrA/Stuckov etc...)

strategy/game objectives
the point is some players will favor the use of stealing each other the zerg superheroes or units,
while others will insist on destroying infrastructure and specific game turner hero units

players will ally and double cross, losing each some of their units (and therefore certain capacities.. gameplay available)

.. all the while writting a "story" of sorts on distinctively themed "geogrphical" maps' settings

.. every type of gameplay is created / available

Critique:+ Show Spoiler +

So fun to play, i'm actually proud of my sandbox
3 years of tinkering, i know what i want to do..
just lacking a modeler/ui designer and a trigger-er (i don't want to do the mpq side of this editor.. why would i? upkeep of 3 computers is quite enough (i'll probably end up doing it after lotv though, since no one will have been enticed by my project by then))

fail
in the form of a public lynching (still fun, i'm the one being lynched in public)



___________________________________________________________________________________
gamer news and mapmaker blues

photon
cycles

+ Show Spoiler +
So fun to play it, i'm sort of proud of the hosting, since so many times the lag puts me back in my place
3 years of fun and glory

i wish i would take over

i'm too busy, tired by chores.. still i might get my wish

rationalization of gameplay and stats count / win conditions
stats : kills per game / number of times in last 1v1 / points for winning last 1v1


graphics lore rehaul,
custom more "bike-ish"/"snake-ish" cycles

banks work for player donated "personal" bike graphics features (team logo / jpg's of faces or limbs of cyclists skins)

speed variation ratio augmentation from each active kill (awarded by "referee" (self vote from the killed cyclist)


___________________________________________________________________________________
life
+ Show Spoiler +

well, ... i'm on my second kid
my first year feeling trapped at work (more so, perhaps, because my large proverbial verbal jaw got me there, granted)
...
on my 5th account
on my 33rd decent to genius melee map ...
could be better, could be worst.. i don't know.. you tell me?

..two ideas for threads i should submit for approval by staff or admin:
+ Show Spoiler +
1/ + Show Spoiler +
people / situations prone to developing "excessive behavior" tendencies or misgivings
too long didn't read: about consuming or wanting to consume a lot of the same product .. going overboard with it
(could be coffee, gifs, dope, video, games, touching your hair .. poking people the wrong way precisely when and where it will make the most devastating effect on someone .. anyone ...
to sum it up, a thread about excess)
like a link to this post for example)

2/ + Show Spoiler +
a thread about threads: for people to express their feeling (at the time ... whichever that may be) by linking to the last page active of a tl thread you wish you could unearth for all to see..
('surely there has been such a variation of such a thread already.., sorry to the op)

3/ a channel of sorts .. about photon cycles.. to celebrate my third year on photon cycles hosting in the dead of nights

+ Show Spoiler +
ty for your attention.. i will return
make / have a good tl .. ohhh and i want my icon back :°D
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 17 2014 01:21 GMT
#9
Are you jon osterman, lil emo AND baskerville?
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
enord
Profile Blog Joined September 2013
France258 Posts
February 17 2014 02:35 GMT
#10
[image loading]
make / have a good tl .. ohhh and i want my icon back :°D
NeuroticPsychosis
Profile Blog Joined September 2013
United States322 Posts
February 17 2014 15:58 GMT
#11
10/10 for Heather Graham
intricate, elaborate, articulate, crystallize, conceptualize, synthesize
enord
Profile Blog Joined September 2013
France258 Posts
February 19 2014 00:46 GMT
#12
[image loading]
i'm so my maps have extension mods
make / have a good tl .. ohhh and i want my icon back :°D
enord
Profile Blog Joined September 2013
France258 Posts
Last Edited: 2014-03-01 02:24:13
February 19 2014 00:48 GMT
#13
+ Show Spoiler +
Char heroes (StarHeroes(v3) ) is on eu na on alpha
+ Show Spoiler +
[image loading]

should try it, no?

first post:
+ Show Spoiler +
[image loading]
qxc; cliff hanging cloaked scanning eyrie eerie snipping machine
+ Show Spoiler +
a flag ship named Kas+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]
yes this reads 1000+ units and also "idrA
a decent death+ Show Spoiler +
[image loading]
old post




Char dust heroes
Star heroes [ums] v3

Storyline:

+ Show Spoiler +
[image loading]

This day..
in the early hours..
several ships deployed shady characters unto char.

Federation Invasion Forces Forward Command outposts reports:
..............................................................................................................................................
a miss babcock
..............................................................................................................................................
[image loading]

..............................................................................................................................................
a denominated qxc
..............................................................................................................................................
[image loading]

..............................................................................................................................................
Landed on different burrows of the city. Since then, reports linked to them have been received at a disturbingly high rate.
These individuals would have had to have been at more than one place at any given time.. this suggesting clonage use or presence of "alpha" psi beings being deployed in this area ..or on the run.
..............................................................................................................................................
300 reports of zerg forces being overrun from their own ranks
These "psi agents" can reportedly " mind control " the zergs, whole fortresses .. all of them!
A stockpile of sorts has seemingly begun in the city filled with a lot of people furthering their own ends...
..............................................................................................................................................
Reports of 13 cloned units of a human psi fusion with a brood mother, codenamed msspyte (nothing further is know about said individual (or individuals) currently on the loose. Although rumor has it that there only remains 9 (?).
..............................................................................................................................................
[image loading]



Facts:

+ Show Spoiler +
Playable by 1 player to 4
a little long to create because it allows for totally customizing it (using ai s or players.. on which character/player etc
just open a create lobby and then follow:
+ Show Spoiler +
this future "step by step"

you will have the same starting units as your opponent.. same potential to wreck havoc
games can be as short as 30 minutes to hours on end
fun fun fun

to do list

+ Show Spoiler +
1/finish the to do list
2/polish forever
3/make a monster that players will care about (which pro player could it be next?) and will be scared to face all at once
4/make white ra (zeratul model) awesome



Previous thread
+ Show Spoiler +
new alpha on eu : 9 queens
make / have a good tl .. ohhh and i want my icon back :°D
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2015-05-04 18:09:24
May 04 2015 09:29 GMT
#14
Head Crashes into the machine
[image loading]


Again,+ Show Spoiler +

when I was still transforming into my current self (arguably most of the development happens during the end of childhood into adolescence) 20+ years ago, technology was so much a Pandora's box or more accurately an Eldorado that one could not really do everything at once:
1/understand it all .. 2/do/specialize in any particular part of it fully .. 3/do a bit of both (maybe it is still not possible?).
I mostly choose 1 and 3 but never really finishing anything "solid", apart from paintings.
+ Show Spoiler +
[image loading]

You maybe know of these "stepping stones", those founding moments where/when you show your "stuff" to people "around you" and henceforth they will be measuring you up against that "stuff" you produced (whether good or bad). So much so that it may be a brand you will bare/promote for an eternity.
Maybe I knew that it would catch up, maybe I am in denial, but the term "crash" definitely applies!
(me crashing into the machine that is the world).
My demeanor demands I close in with the me me me, will probably even finish on+ Show Spoiler +
I will be back + Show Spoiler +
forever and ever
!

Built to Crash (21st century useful prior reading)
+ Show Spoiler +

'2010' Galaxy rant:+ Show Spoiler +

___________________________________________________________________________
Start / options going with it
Player properties (map ->pl propt) needs to be set (example: 1v1 requires 2 USER)
Game variants and team settings need to be done in conjunction with your NEW custom dependencies in order to implement pre determined game custom settings.
You need to unlock the default setting and configure every setting accordingly (even if you wish to change just one of them from melee default).

mod or map:

choose mod for configuring something you will end up "linking" as a dependency to 1 map (or multiple maps), like setting up all your "new" units or a custom "gameplay". It is good to classify and test stuff to know if your mod will function with any "default" maps

choose map when designing a map (you can still import settings from prior maps into new ones)
____________________________________________________________________________
Dialog box
There is a dialog box that will appear whenever you are making a status change to your map. It will always display why your map was labeled as custom or other... it appears automatically whenever the status changes. You can also check it in Map Status. Anything might make your map a custom map, that does not foreclose it's ability to be used as a melee map. The greatest example being where to spawn in different locations, it will be a pre set game that will still allow all melee specific in game data to remain functional.
____________________________________________________________________________
About textures
Work the map the way you like it ... gameplay layout blablabla…
Save this sketch version.
Save as a second version, get wild and try out crazy coloring.. while “schematically” coloring stuff to get terrain structures in sync with each other and according to your taste ..
You can replace the textures one tileset at a time, with another. So, in a sense you can mix and match tilesets from different "base" (group of texture regrouped under a single heading) style (and just testing them all out is long as my ... euh.. well it's long). Beware of not doing this right, it wrecks galaxies + Show Spoiler +
(pm me if you get into a jam on this issue, i got out, so.. so will you...)

Just save and then close your galaxy+ Show Spoiler +
(this is always fun to type )
, reopening the map should resolve any display bugs like the miimap not displaying your "changes".
When the map looks awful because you took no care in the precise coloring ( details, order in textures or what not), bin map.

Re open the sketch version.
Resave as to test some more, while trying to color "more into the lines"
(get flashback of your first coloring books).

Rinse and repeat until you feel that you've found the mix for each type of terrain high or low ground, edges ramps unpathable and whatever else you could have thought of... area around mains, xelnaga watch tower areas or any other shite...
In short, don't be afraid to "save as" whenever you get to an interesting stage (just remember to bin all useless versions when you're done).

Finally , resave as for the final version, get your textures in order before anything and then start coloring ..
Remember you can turn the map to color otherwise unreachable sections and all that, start with large brushes and finish with details, … always trying to get all the textures to blend into one another to your advantage.
iGrok mentioned that you can draw the layout with textures before changing the layout (according to said drawing), I find that this is an excellent advice, but due note that usually it’s “easier” to get a final perfect version by building textures and layout from top to bottom (since galaxy will bug frequently while you’re using it to correct manute details (simply save close and relaunch galaxy whenever said overwhelming bugs bug you)
____________________________________________________________________________
blizz grand theft map
Click the "use for all locals" setting when publishing a map originally from blizz
____________________________________________________________________________
Fog
Playing with Black or Grey mask to configure fog gameplay
Map -> Options -> Unexplored Areas -> set your fog data

_____________________________________________________________________________
Showcasing
Edit your map on low graphics settings and showcase pictures on high, ultra just slows thing down with no recognizable improvements, while most player never change their settings (not even to watch replays most of them) from low, since that's the only way to play online and not be called out for lag... This is set in the preference menu, the "test document" function being the one displayed in galaxy. Set to "game settings" or high or whatever your preference goes since it cannot effect the actual way other players will play the map (still "drawing" in low is a must since that's what players favour).

___________________________________________________________________________
Dependencies
file->dependencies
At the start of your new map you have to decide what you wish, among this data are the dependencies, by default it's melee type of access, add or choose "campaign" if you wish to access extra units or other objects... the most sought after usually...
Furthermore this is where you will add your new custom data that you wish to implement in your map for "prior to game start" and also ingame effects...
or a place where
you will suppress prior dependency in order to regain melee status (you must not "harbor" another one "overwriting" the dependency you wish to act as template).The campaign dependency while it grants units and other specific additional content, will have (for instance) a different tech tree... )

_____________________________________________________________________________
Order
The order in which you develop your mod matters because the editor will self duplicate objects needlessly and it will confuse you needlessly from the start, plus mass deleting is an usual "no no" when it comes to avoiding future bugs.
For a unit for instance, you'd start with it's actor coupled with it's model, then create the unit. (you'll probably do it every which way until you get the hang of it however sometimes stuff requires to be done simultaneously and it's very easy to overlook a dependency or an attachment).

___________________________________________________________________________
Units
This with the ability is by far the longest thing to showcase (mapmaker's interests and potential wise) so bear with me...

In galaxy, you cannot change a unit per say, you will duplicate it.
Choose wisely the "base" of your new unit since some of it's characteristics will remain unalterable (it helps in predefining your unit anyway).
Extensively configure it right after "cloning" (even ticking all the original "traits" when duplicating can still bug or simply not give it all the right settings), double check every setting while the original is still right over it in the listing + Show Spoiler +
(when you'll have renamed it it will be a pain to move from the original to your new version (believe me you don't need the grief right off the bat))
and
...finally replace it in the tech tree in the original's stead for it to appear in game (and this can require different or several modifications of several different object types).
For example, if you want to turn a critter on your map to an invisible critter, copy it (check thoroughly) rename it, give it the "permanently cloaked" ability and replace the actual critter on the map with yours (setting it to the in build (last) hostile player controller (on the unit in the map)).+ Show Spoiler +
(no one's thought of it yet apparently, but i think it's funny if the corridor is blocked by a huge cloaked hostile brutalisk+ Show Spoiler +
makes me smile and sigh for the good ole w1 maps' days with the wizard and his merlin extra pointy hat
Your invisible zealot, to be more on topic, will have to be implemented in your "new" gateway and "new" warpgate instead of the original zealot for your unit to be accessible in game.. i hope you get the picture. (which unit is trained or warped in those 2 is just a setting in a list in either the "train" or "warp" ability the gateway and warp gate respectively have, so in this case there are no new version of gateway and warp gate per say, you just changed the data of the ability they possess).

Original units, like many things from galaxy, require changes over objects' linked with multiple inter dependencies, which is a sh..load of work to master.

Most "simple"units have their own actor, model, behaviors... Simple? Yes, for understanding how things have been implemented by blizz, and therefore what you can in turn play with...
Any cool new unit should be original and will have taken o so many hours days or months to create because of this. Check sc2bw for tl's premiere mod with NEW sc2 ingame models from sc1 (not present originally in the editor), therefore NEW units (of course they are not new to everyone).

Not all units have their own model (model is "shared" and might have an unrelated name (again hard is the path to enlightenment)).

A unit can "carry" several actors through "behavior" or even without, with varying degrees of success. The dark templar have two models (one or the other), but one can also produce a "double" simultaneous actor (both are displayed simultaneously ingame with varying results).

The same unit can be "spawned in an array of different sizes (max scale and minimum scale in the unit's actor data).

As in all prior blizz editors, the units have less in build (unalterable or not) features and "potential" than the heroes.

---
i'll be back for more on the unit front, right after i plant drones and pylons, need to macro.

___________________________________________________________________________
Ability
This is everyone's favourite, cause it's quick and painless!
Well not really quick. All abilities are nicely showcased... Duplicate and change it, then give the ability (in the unit's data) to your unit.
However (and it's still easy+ Show Spoiler +
but the roast is getting overcooked already
) each ability calls upon a new dependency in a cascading style... and although most are easily recognizable easy to find and duplicate and reassign objects... you have to mind not to forget any of those secondary and third "ability derived objects" in your duplicating, reassigning and finally (ze best part) toying with the data (more damage, less array, more delay...) endlessly. You are starting to smell something tediously long and "easy to forget" type of love hate relationship + Show Spoiler +
(but it's just the roast turning into ash)
It is very long (and surprisingly easy) to implement/develop complex original new abilities, and implementing them (unto your unit) is quite easy once you get the hang of it.
Abilities encompass more than you'd think: attack spells but also stuff like creep growth, turning drones into buildings, training units and return gold or collect it... it's definitely "where it's at" for units!

Implementing abilities require to create a button, for in game use.
Just deploy the same tactic as done for the units, duplicating the original button for learning and discipline purpose, check, rename, find your own rarely used graphic to showcase your "new" ability and then make it replace the button in the second ability line in the unit data, so as to properly configure the unit's menu (unit menu ingame)! How cool is that?
Do use the "editor only" prefix or suffix to never loose sight of what when and where, since the search function's reliability is truncated by objects being in several folders.

Also, in order to use an ability that has in build (often melee recognizable) dependency, you must account for it (ie to get the friggin hunter seeker you gotta change the dependency otherwise you'll need to research it, having build the tech lab on a starport ingame. Simply access the ability, duplicate it, duplicate the proper linked dependencies and change what needs to happen (ie nothing (instead of "have the ability researched in starpor"t) for it to be "available") reassign your new dependency to your ability (ie your new one which sets it as available from the start).

Of course this is first step, abilities should be dependent on buildings, timings and such (delaying dts is a good thing (doing it "à la blizz" sucks though)) a real fun part of the player's strategy depends on how well you've thought it through (again blizz ladder showcases a melee type sensible "arborescence" or tech tree, that should always be relied on, dare i say it: emulated.

There are two lines that need be used (in the proper order) so that your ability will work.
First line : the ability your unit needs to have (it displays all abilities currently in the galaxy you own)
and then the second line: the unit's menu, is where you implement the buttons
+ Show Spoiler +
and boy, with that much space to implement (with the sub menus), who needs items special separate window?...no..please blizz let us keep the items separate window please ..it's crucial.

Do it in that order and your ability button conjunction (liaison/link) will work (the button list will display your new ability on the top of it's menu...just select it (and configure "extra" traits of the ability in this "new" menu according to your previous implementing done in the "first" menu.

Many abilities will cost mana/energy, you need to equip said unit with this detail... or at least take it into accunt.
Favour "copying" the stats of pre existing units ; the great examples are: the high templar or even more the carrier (even though it's technically a weapon, the interceptor's most important stats are 1/max carrier hangar count (behavior or ability?!?both) 2/build time/cost (an ability defined "object"), + Show Spoiler +
don't get me started on the lurker
.

So in a sense, the ability defines the unit much more than the actor (both work in conjunction or in opposition.
You get the idea, melee units need stealth or speed or something suited to the fact that they are melee + Show Spoiler +
and for this melee means "attack in close range or upon connection to target it is attacking as opposed to ranged units that attack or cast from a distance
. Like huge tanking damage and slow to protect the aoe ranged casters ... blizz has done a great job on this "balancing front" (f..k no lan for the foreseeable future though) and therefore using them as references will permit you to understand how to "measure" the ability (spawning level and regen time are key, but so is cost (in game time as well as resources)), everything is doable, not everything CAN work, even if implemented (again do not sacrifice a map, sacrifice a "saved as" in order to test quirky untested implementation, ready to take a step back with galaxy on the previous version where you'd re implement "back to default"what you just tried to change, in order to salvage it's no bug efficiency.

---
of course this is also a bare dusting for this one two...
___________________________________________________________________________
behaviors ...my behavior has been repeatedly said to "disturb the chi cultivated on tl"

___________________________________________________________________________
Behaviors
These encompass the finer things. And therefore deserve respect.
From the time it takes to spread creep to the ability to wander off "out of your control" (that's so cool for a unit!), the behavior is applied to units or even actors... + Show Spoiler +
brrrr starting to fee a deep chill like han waiting for the patrol to spot him and luke

The most famous is the ability to speed up (reactorchronocreeping would be a nice way to put it). The reactor changes the abilities the barracks have, chrono on p buildings too, creep increases all zerg ground units and allows z building placement / creation ingame / taking damage when not bathed in creep...).
+ Show Spoiler +
Ever heard of that "oh not so smart ling in the pack? Well blizz probably implemented it from the start, they just call it a behavior is all

So if you wish to remain within the safe confines of the melee type of mod, you must tread carefully, since changing behaviors usually means that you'll radically change the game (and that's fine, but you have to accept that fact, plus you'll need that much more testing and populating issues for your mod)...
The melee carcan allows you to keep the blizz ai for computers (real helpful in pre testing your map for one) while still ADDING to the behaviors. Creating units with amazing potential is rarely good with vanilla type ai's for cp use only... and most importantly most people want to play with other players, which is the soul of rts anywho...

___________________________________________________________________________
Lighting
+ Show Spoiler +
For the moment I've just started to "break" this with "weird" implementation, so i guess I'll stick to the "casual" use and come back when I'm done, if I haven't been banned by then
.
Just paste light emitters according to your texture layout.
Like textures, there are two "strata":
the general (the one defining "general" lighting regrouping a bunch each time (based on the ladder maps sort of) but with lot's of "identical" light emitters AND specific ones you cannot find in other "groups")
and
each individual light emitter (or other).. these act as doodads or just as virtual (no "unit" but a dotlike light source...)
These light emitters can be played with when placed on your map... (if you want a bunch of the same variation of one of the Light object, just (for instance) make it's scale bigger and then copy and paste until your done... you don't need to change it in the editor, saves time).

___________________________________________________________________________
Bugs ...I like to help fixing them and seeing invested people happy.

___________________________________________________________________________
Testing
Always use the insane level for cp testing of your map.

Before implementing a proper energy count, time of research or cost or whatever... test that the ability works with low cost/research time first. You do not need the grief.


___________________________________________________________________________
Areas
These are what I'd like to master properly
+ Show Spoiler +
hope I get to see a melee globe type map... from anyone.


___________________________________________________________________________
Triggers
trigger me softly
___________________________________________________________________________
Saving the galaxy
Note that you should always try to publish your map (if you change "important" settings) because otherwise it might be reduced to offline only play (this limits the play of your map to a 1 player downloaded map) and this after countless changes and hours of passionate work, which might amount to anything usable (chalking it up to experience is not what it's cracked up to be in that moment).
Try your change on an easy default "empty" map (and stomach), if it gets published, you can go on spending months on the proper map/mod.

Certain implementing experiments change your editor, galaxy in many ways (types) does not have a general reset to default, because in some (many some would say) cases you are changing the software you are using. You will have a "changed" galaxy onward (until reinstall), so be careful what you wish for.
___________________________________________________________________________
[center]Questions:[image loading]
+ Show Spoiler +
1/ should tl implement a random decal/avatar?

[image loading]



+ Show Spoiler +
I feel all around random players have earned it+ Show Spoiler +
, we of course have the most fun, but we are not represented on tl+ Show Spoiler +
, i switch every thursday?, ...gimme gimme gimme + Show Spoiler +
gimme a rope and h..g me...song)
i'd select it even with no "evolution" chain available

2/ How do you get real bridges? Is it playable with special no attack areas, that allow teleportation of units under the tunnel? (void type of ability) (+ Show Spoiler +
i know that'd be cheating, but all is fair in love and war
)?

Answers: + Show Spoiler +
the name of my next map: + Show Spoiler +
"tl bot"+ Show Spoiler +
this beastie boy rules all + Show Spoiler +
, ..well ...all of tl

if you have a question, wish to help by correcting this rant, it'd be my pleasure
to help if I can, just pm me


study a head case
a case study
make the case
how about you take the red pill at last?
"doe a dear, a female dear, me a name I call myself"


Crash
Yes, at one point you crash. I don't need to explain specifics, the "mid" life crisis is something we all go through.
What i can transfer/share is entirely abstract, I admit.
What of this passion that I carry like a warlord stick within a tristan somber poetic melody?
Others carry such sticks (some call them pitchforks, whatever).

Why is a mapmaking debate show/stream a month still not done by tl ers? mapsters?

The current tlmc (rip motmt) shows that blizzard is still somewhere inside activision! TL banners on their platform, all is well. Took 4 years.. but if it does come (?) .. no one will care it took that long!

What of it? + Show Spoiler +
[image loading]
What does not kill me make me stronger! Seinfeld's bid + Show Spoiler +
+ Show Spoiler +
about people asking for prescriptions
: "Doctor, figure out what will kill me and then back it up a little bit".


Here to then where? + Show Spoiler +
Change is coming!
[image loading]

No? + Show Spoiler +
[image loading]
I feel a crash incoming, dont mind me!
+ Show Spoiler +
Either me or the world...

Have / make a good tl
+ Show Spoiler [extra fun] +
+ Show Spoiler [Wol idrA rules] +
[image loading]

+ Show Spoiler [qxc the nasl video] +
[image loading]

+ Show Spoiler [qxc s reapers] +
[image loading]

+ Show Spoiler [qxc leaves root] +
[image loading]

+ Show Spoiler [msspyte will return] +
[image loading]


:
Edit:+ Show Spoiler +
On May 05 2015 02:06 Gene(S)is wrote:
Cool to see the "childish" passion linger on to adulthood. But I am a bit puzzled with the Golden eye pic, there was no way of editing the game through the N64 nor did you work for Rare at the time of production...

What do you mean?
"not enough rights"
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
May 04 2015 17:06 GMT
#15
Cool to see the "childish" passion linger on to adulthood. But I am a bit puzzled with the Golden eye pic, there was no way of editing the game through the N64 nor did you work for Rare at the time of production...
For the swarm
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