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[D] Galaxy Editor - Page 13

Forum Index > SC2 General
Post a Reply
Prev 1 11 12 13 14 15 33 Next All
FreakinSyco
Profile Joined April 2010
United States8 Posts
April 24 2010 02:56 GMT
#241
I'll stick this in here too. I made it while killing time. I love the floating in space concept.

[image loading]
Abide.
Prem_
Profile Joined April 2010
United States85 Posts
April 24 2010 02:57 GMT
#242
where is the beta editor??
The only good job is a blow job.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-04-24 02:59:33
April 24 2010 02:59 GMT
#243
On April 24 2010 11:56 FreakinSyco wrote:
I'll stick this in here too. I made it while killing time. I love the floating in space concept.

+ Show Spoiler +
[image loading]



Looks interesting, and yea I agree, I've always liked space platform levels myself. In fact once I finish up my 2v2 map I'm doing currently I believe I'll make a 1v1 space map.
i-bonjwa
Prem_
Profile Joined April 2010
United States85 Posts
April 24 2010 03:00 GMT
#244
once again. where is the beta editor??
The only good job is a blow job.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 03:01 GMT
#245
thanks a bunch guys
teaaaaaaaa
s2pid_loser
Profile Joined March 2010
United States699 Posts
April 24 2010 03:02 GMT
#246
On April 24 2010 11:57 Prem_ wrote:
where is the beta editor??


programfiles/starcraft2
Et Ducit Mundum Per Luce
Prem_
Profile Joined April 2010
United States85 Posts
April 24 2010 03:07 GMT
#247
thank you! :D
The only good job is a blow job.
DannyJ
Profile Joined March 2010
United States5110 Posts
April 24 2010 03:10 GMT
#248
The beta doesn't have nearly enough space platform levels. At least we can play around with them on editor!
hellsan631
Profile Blog Joined March 2010
United States695 Posts
Last Edited: 2010-04-24 03:45:41
April 24 2010 03:45 GMT
#249
Finally done with texturing everything.

can't wait to get some actual testing done.

[image loading]

i like all the addition of the classic maps from sc1, and the people remaking them.

however, if they are going to be remade, they should be modified slightly (like blizzard has done with lost temple) to take advantage of the new things in sc2 (like shrubs and watch towers). instead of just being the same map.

By adding the dynamic, the map does have to be rebalanced. but it can create some interesting strategic points on the map, that would otherwise be avoided.

that, or to reinforce some points as well.

don't just go rocking off expansions, or putting gold minerals where ever you please. (thats fine though). instead, look at the layout of the map, attack paths, and the idea the map was trying to convey.

also, make sure everything has a purpose.

just some of my thoughts on map making i guess.

LazyScout
Profile Joined February 2010
United States223 Posts
April 24 2010 03:47 GMT
#250
How do you make floating islands?
Someone please tell me.
Kantuva
Profile Joined April 2010
Uruguay209 Posts
April 24 2010 04:02 GMT
#251
hello, I have many ideas in my head to make maps, but I can not create because I can not find the mirror in the x-axis and y axis, please if someone was kind enough to upload a screenshot to make the maps, thanks in advance.
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
SteveStyle
Profile Joined December 2008
United States27 Posts
April 24 2010 04:08 GMT
#252
Hey guys,

I figured out how to import a sound (a wav file) but I can't figure out how to actually play that sound. When I try the "play sound" trigger, it just lets me select from all of the built in sounds. How do I set up a trigger to play my own sound?
0neder
Profile Joined July 2009
United States3733 Posts
April 24 2010 04:11 GMT
#253
On April 24 2010 12:45 hellsan631 wrote:
[image loading]

Beautiful. Nice composition and layout. I like the in-base xel-nagas-fun new idea.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 24 2010 04:13 GMT
#254
On April 24 2010 13:02 Kantuva wrote:
hello, I have many ideas in my head to make maps, but I can not create because I can not find the mirror in the x-axis and y axis, please if someone was kind enough to upload a screenshot to make the maps, thanks in advance.


There is no mirroring, what you can do is to select an area in the Terrain layer, press CTRL+C, then press CTRL+V and BEFORE clicking to paste, use the / and * key on the numpad to rotate your selection.

Remember that you have to do the same layer by layer.
"When the geyser died, a probe came out" - SirJolt
earky
Profile Joined March 2010
United States87 Posts
April 24 2010 04:23 GMT
#255
Maybe this has already been answered, but I couldn't find it myself. has anyone figured out how to open an existing blizzard map? and where are they located? thanks
I'm a graphic designer, PM me and I'll gladly help you out!
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
April 24 2010 04:28 GMT
#256
On April 23 2010 13:34 BDF92 wrote:
hey guys just made this video with the editor, enjoy!




Woah! I love the giant papa zergling!
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
saltygrapes
Profile Joined April 2010
181 Posts
April 24 2010 04:29 GMT
#257
thought id put my pictures from other thread here too

[image loading]
[image loading]

i have no idea what this will become!
sxpointz!
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
April 24 2010 04:57 GMT
#258
@hellsan: Great work there dude, very nice texturing and visuals. However, I will say that I think you'll have issues with balance in SC2. As single choke that narrow will make siege units and emplacements there mondo powerful. It's like having a main choke that covers three expansions . A few bunkers, spine crawlers or cannons and the only thing that'll be getting through is drops. I'd suggest adding bridges between the islands and mains. - air only movement wasn't nearly as much of a factor in supcom as it is in starcraft, as most attack forces were by nature amphibious or airborne.

Here's a 5 minute strategic shop:

[image loading]

I've added bridges between the islands. The ones with the yellow edging (narrow ones) are raised ground on the bridge, making them easy to hold like a choke. The brown blobs are destructible rocks. I added two watchtowers on the islands as information on if your opponent is trying to break rocks or expand to those areas is crucial. I made the island minerals gold as with the bridges this map is an extremely tense one as both the gold expos provide benefits to both players, neither is a 'natural' per se. an aggressive player can expand along their attack line into the opponent's natural, a defensive one can expand to that same patch to shore up their defences and at the same time pressure the opponent's third expansion.

The small areas of crosshatching are chokepoints, the centre and the narrow bridges due to their high ground nature.
Poisonous Sheep counter Hydras
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 24 2010 05:01 GMT
#259
Wow the data editor is complicated... I spend about an hour trying to give Zerglings reaper jump but failed.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
earky
Profile Joined March 2010
United States87 Posts
April 24 2010 05:08 GMT
#260
this editor is complicated. I can't find out how to add mineral patch/vespene geyser, seriously. stumped. anyone help me out?
I'm a graphic designer, PM me and I'll gladly help you out!
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