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[D] Galaxy Editor - Page 15

Forum Index > SC2 General
Post a Reply
Prev 1 13 14 15 16 17 33 Next All
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
April 24 2010 11:48 GMT
#281
the break dancing ling is that something you made? or is that in the game itself??? cause if u did that, how the hell and thats awesome :D
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
April 24 2010 12:21 GMT
#282
are there any tutorials out yet?
cant figure out anything besides morphing terrain :[
Chuiu
Profile Blog Joined June 2003
3470 Posts
Last Edited: 2010-04-24 13:03:45
April 24 2010 13:03 GMT
#283
On April 24 2010 14:01 DeCoup wrote:
Wow the data editor is complicated... I spend about an hour trying to give Zerglings reaper jump but failed.

I think I've seen that somewhere, its either an ability you need to add or under the movers section for the unit.

Try changing "Movement - Mover" to Cliff Jumper.

EDIT: Anyone know how to make triggers run more often?
♞
Garrl
Profile Blog Joined February 2010
Scotland1978 Posts
Last Edited: 2010-04-24 13:53:20
April 24 2010 13:53 GMT
#284
Anyone have any idea how to make 'fusions' of units (think Uberlisk from Blizzcon 09; they made that effectively an ultralisk with spine crawlers on it's back)?
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
April 24 2010 13:54 GMT
#285
On April 24 2010 21:21 Corvi wrote:
are there any tutorials out yet?
cant figure out anything besides morphing terrain :[


if anyone else was wondering this as well, i found a couple of tutorials here:
http://www.sc2mapster.com/
tyCe
Profile Joined March 2010
Australia2542 Posts
April 24 2010 14:06 GMT
#286
On April 24 2010 10:43 Dizmaul wrote:
Show nested quote +
On April 24 2010 10:36 tyCe wrote:
On April 24 2010 08:24 Dizmaul wrote:
ok ok no more lava hah i added trees and such cleaned up stuff made the chokes all the right space's its looking like its almost done

[image loading]


That's absolutely awesome. However, I think you should make the 4th expansion (the isolated ones out of the main base area) the gold expansion. It gives player more incentive to take map control that way.


and then change the back base to regular?? but then what incentive is there to go for that?? i feel like if you have 3 base plus a little gold mineral patch in the back ur gunna be beasting it macro wise...


The incentive to go for the back mineral-only expansion is that it is easy to take and absolutely safe to do so (if the cliffs are not transcendable by reapers/collossi).
Betrayed by EG.BuK
Drium
Profile Blog Joined December 2008
United States888 Posts
April 24 2010 15:08 GMT
#287
On April 24 2010 12:45 hellsan631 wrote:
[image loading]


Holy shit dude.

Even if this doesn't end being balanced its aesthetically amazing.
KwanROLLLLLLLED
CagedMind
Profile Joined February 2010
United States506 Posts
April 24 2010 16:49 GMT
#288
How the hell can you what the map bounds are and not just camera bounds easily.
your micro has been depleted
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
Last Edited: 2010-04-24 16:56:13
April 24 2010 16:53 GMT
#289
[image loading]

Can anyone help me with this?

I can't place resources/buildings above the red line, i don't know why. I've been told it's map borders but i highly doubt its the problem cause i got minerals on the bottom part of the map.

EDIT: I managed to fix it, it was the map bounds. But fixing it screwed up the map pretty badly ^_^
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Cheree
Profile Joined January 2010
Canada123 Posts
Last Edited: 2010-04-24 16:57:49
April 24 2010 16:57 GMT
#290
On April 25 2010 01:53 KinosJourney2 wrote:
[image loading]

Can anyone help me with this?

I can't place resources/buildings above the red line, i don't know why. I've been told it's map borders but i highly doubt its the problem cause i got minerals on the bottom part of the map.

to check map borders, go..

View -> Show Terran -> Show Bounds

if you're outside the lines, you can't place

And the reason you can at the bottom and not at the top is there is more no-build-zone at the top.



And I had problems with it too, what I did was start a new map and copy paste parts from the old map into the new one. Helped me a lot.
*wants beta*
briann
Profile Joined December 2009
United States121 Posts
April 24 2010 17:00 GMT
#291
how do you guys go about making symetrical maps? is there a reflect type of option or do u use a grid?
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 24 2010 17:03 GMT
#292
On April 25 2010 02:00 briann wrote:
how do you guys go about making symetrical maps? is there a reflect type of option or do u use a grid?

Copy+rotate+paste.
Cheree
Profile Joined January 2010
Canada123 Posts
Last Edited: 2010-04-24 17:10:27
April 24 2010 17:06 GMT
#293
On April 25 2010 02:03 Jyvblamo wrote:
Show nested quote +
On April 25 2010 02:00 briann wrote:
how do you guys go about making symetrical maps? is there a reflect type of option or do u use a grid?

Copy+rotate+paste.

I tried that at first, had trouble.

This is what I use:
1. Use the selection tool (Tools->Selection Mode)
2. Select the area you want to 'copy'
3. Do your rotation/symetry (Edit->Flip/Rotate)
4. Copy
5. Undo rotation/flip of original
6. Paste where desired

basically, select, rotate, copy, undo, paste

Result of my work in progress:
[image loading]
*wants beta*
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
Last Edited: 2010-04-24 17:23:08
April 24 2010 17:21 GMT
#294
Working on a pre-alpha version of helms deep (the popular UMS map):

[image loading]
[image loading]
[image loading]
Nunquam iens addo vos sursum
hellsan631
Profile Blog Joined March 2010
United States695 Posts
April 24 2010 17:35 GMT
#295
On April 24 2010 18:45 Taco-Mental wrote:
Can anyone guide me a little on map size. I made a map but its scrunched up mega bad. I think I did 128 x 128 and it was still tiny. What size maps are you guys making? Anyone know what some of the maps on beta are for reference?

Cheers,
Taco

Here is an overview. This was just done in 30 or so minutes mostly just layout. Its super narrow at most of the chokes but I think i made the map half the size it needs to be. And i didn't spend tiem getting all of hte minerals / gas set totally right at the expansions.

Though its hard to see there are xel naga towers in the middle and bottom & top corners. There is a viel of brush hiding vision between the ruins blocking vision on gold expos and there are shrubs blocking vision next to the wide middle ramps on the lower levels blocking vision into the the side chasms.


Its very much a work in progress and any improvements on flow are welcome.


to re-size the map, go to Map -> Map Bounds...

then you can set the boundary, as well as expand the map in any direction.

There should be a check box that says "modify map bounds"

click on it, and your golden.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-24 18:29:55
April 24 2010 18:29 GMT
#296
On April 25 2010 02:21 UdderChaos wrote:
Working on a pre-alpha version of helms deep (the popular UMS map):
+ Show Spoiler +

[image loading]
[image loading]
[image loading]


Lol before even reading what you posted i was looking at the pictures going omg is that...yeah yeah it is! it's looking great btw.
N3rV[Green]
Profile Blog Joined August 2009
United States1935 Posts
April 24 2010 18:57 GMT
#297
Have I missed a dota clone map yet? I know somebody has one in progress somewhere. xD
Never fear the darkness, Bran. The strongest trees are rooted in the dark places of the earth. Darkness will be your cloak, your shield, your mother's milk. Darkness will make you strong.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 19:04:34
April 24 2010 19:03 GMT
#298
On April 25 2010 02:21 UdderChaos wrote:
+ Show Spoiler +
Working on a pre-alpha version of helms deep (the popular UMS map):

[image loading]
[image loading]
[image loading]


wow u just gave me the goosemump mixed with 2 tears one for each eye lol. Not kidding.... But yeh nice map.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
onisagi
Profile Joined April 2010
United States7 Posts
Last Edited: 2010-04-24 19:52:05
April 24 2010 19:50 GMT
#299
I put land underneath the doodad bridge to allow it to be walkable by units.

[image loading]


Then filled in the floor with the Road brush under Terrain Layer for the bridge sections that are missing the floor. Hopefully this helps some people that just wanted bridges to not look like unnatural land formations.

You can play with the bridge doodad x/y/z scale to hide the land better, as well as move the water level higher and hide the land, if you're concerned about the ridiculousness of having land underneath a bridge. Lots of things you can do to hide the land.

(Note: i dont think anybody has said anything about moving the elevation of water -> when you're adding water to the terrain there's an "Edit Water" button near the bottom allowing "Height" amongst other things to be changed for the particular water brush you've selected.

I've come to the conclusion that blizzard never intended us to have overpasses that allow units to walk over other units. Not unless they start allowing us to adjust pathing by elevation (aka fun with walking in midair).
briann
Profile Joined December 2009
United States121 Posts
April 24 2010 19:55 GMT
#300
+ Show Spoiler +
On April 25 2010 02:06 Cheree wrote:
Show nested quote +
On April 25 2010 02:03 Jyvblamo wrote:
On April 25 2010 02:00 briann wrote:
how do you guys go about making symetrical maps? is there a reflect type of option or do u use a grid?

Copy+rotate+paste.

I tried that at first, had trouble.

This is what I use:
1. Use the selection tool (Tools->Selection Mode)
2. Select the area you want to 'copy'
3. Do your rotation/symetry (Edit->Flip/Rotate)
4. Copy
5. Undo rotation/flip of original
6. Paste where desired

basically, select, rotate, copy, undo, paste

Result of my work in progress:
[image loading]

Thanks just tried that on a simple map and it works great ! i am loving how visually pleasing sc2 maps are
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