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[D] Galaxy Editor - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 33 Next All
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
April 24 2010 22:25 GMT
#321
How do you guys make the map mirror? is it some sort of function or are you guys just good at spotting things that aren't mirrored on the other side, if that made any sense xD
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-04-24 22:29:03
April 24 2010 22:26 GMT
#322
caves? how on earth do you do caves? and my question from above still stands, is anyone else having issues saveing?

lighting is controled under veiw, thats how you make it look like night. there may be a way to link the light with triggers but i have no clue how or if there is.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
saltygrapes
Profile Joined April 2010
181 Posts
April 24 2010 22:33 GMT
#323
omg its a lightning bolt RUN AWAY

[image loading]
sxpointz!
Thratur
Profile Blog Joined June 2008
Canada917 Posts
April 24 2010 22:45 GMT
#324
On April 25 2010 07:08 Dizmaul wrote:
Show nested quote +
On April 25 2010 06:16 Thratur wrote:
On April 25 2010 06:13 Dizmaul wrote:
On April 25 2010 06:08 Thratur wrote:
I'm working on a good old turret defense
[image loading]

All triggers are done, I'm waiting to be able to publish


how did you do a scoreboard??


It's called leaderboard in the triggers


yah i can create one but i cant get it to add players with the add players trigger and i dont see anything for counting kills ect..


Create a LeaderBoard variable, then create a LeaderBoard and set your variable to "last created leaderboard". I count kills using the "Unit dies" trigger with an array. Send me a PM if you need more detailed explanation. I do not use "Add player" because I do not understand it.
hellsan631
Profile Blog Joined March 2010
United States695 Posts
April 24 2010 22:51 GMT
#325
On April 25 2010 07:09 Thundar wrote:
Looking for some general critique on whether this map would work as a 1v1 map. Starting positions are the high grounds not containing the high yield minerals. Hope it's possible to make out the Xel'Naga watchtowers which give sight on the middle lanes and the 2 ramps of the corner expansions.

[image loading]

really nice map. i think it would work decently as a 1v1, taking a 3rd is really hard, and the gold minerals are alot easier to take.

i would actually switch the gold minerals with the 3rd (Assuming you don't start at the gold).

also perhaps putting some high grass near the ramp of the 3rd and the middle area, making those xel'naga watchtowers even better to capture.

however, high ground advantage will play in this map a lot, due to most good defensive spots having a high ground area.

would like to see how it all balances out though.

also, great work on texturing.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 24 2010 22:57 GMT
#326
My work in progress:



Leaderboard is broken, didn't notice the intro message doesn't fade away. For the most part all the triggers are done and all that's left is the balancing (Note that it isn't balanced at all right now).
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
April 24 2010 23:06 GMT
#327
On April 25 2010 07:26 peckham33 wrote:
caves? how on earth do you do caves? and my question from above still stands, is anyone else having issues saveing?

lighting is controled under veiw, thats how you make it look like night. there may be a way to link the light with triggers but i have no clue how or if there is.

I'm not doing caves lol i just mean make it look like caves.

As for the lighting i don't see anything under view about editing lighting, its all show this and show that.

Oh and awesome TD Kantutan !
Nunquam iens addo vos sursum
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 24 2010 23:09 GMT
#328
How do you mirror?
Protoss, can't live with em', can't kill em'.
Orly
Profile Joined March 2010
Belgium28 Posts
April 24 2010 23:12 GMT
#329


Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small.

New map to play vs cpu for now:
Just type "!setmissrate 50" to enable high ground advantage with that miss %
http://www.mediafire.com/?dq3wzmyhynm
peckham33
Profile Joined April 2010
United States267 Posts
April 24 2010 23:14 GMT
#330
veiw: show shader mode
veiw show lighting
those are what you want udder
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 23:32 GMT
#331
On April 25 2010 08:12 ORLY wrote:
http://www.youtube.com/watch?v=uvkj7SPi2d0

Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small.

New map to play vs cpu for now:
Just type "!setmissrate 50" to enable high ground advantage with that miss %
http://www.mediafire.com/?dq3wzmyhynm


Releasing that code anytime soon? I know a guy with a remake of HBR that would love to get his hands on this for the ridges.
Bring back 2v2s!
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 23:35 GMT
#332
On April 25 2010 08:12 ORLY wrote:
http://www.youtube.com/watch?v=uvkj7SPi2d0

Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small.

New map to play vs cpu for now:
Just type "!setmissrate 50" to enable high ground advantage with that miss %
http://www.mediafire.com/?dq3wzmyhynm

I would love to get my hands on this for my remake of HBR
teaaaaaaaa
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
April 24 2010 23:36 GMT
#333
I posted this in a seperate blog post but i thought i'd post it here aswell

This is my remake of Destination for SC2, check it out

+ Show Spoiler [Picture] +
[image loading]


The desert tileset sucks so im aware of the deco being bad

If you want to download it, you can do it [url blocked]
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
April 24 2010 23:43 GMT
#334
On April 25 2010 08:14 peckham33 wrote:
veiw: show shader mode
veiw show lighting
those are what you want udder

unless im being really stupid im pretty sure that just changes the lighting states, dont actually allow me to edit the lighting ie changing it to night time ect
Nunquam iens addo vos sursum
treason
Profile Joined February 2009
Germany72 Posts
April 24 2010 23:53 GMT
#335
On April 25 2010 08:36 KinosJourney2 wrote:
I posted this in a seperate blog post but i thought i'd post it here aswell

This is my remake of Destination for SC2, check it out

+ Show Spoiler [Picture] +
[image loading]


The desert tileset sucks so im aware of the deco being bad

If you want to download it, you can do it [url blocked]

Destination will never be the same without pandabear-guy
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 23:59 GMT
#336
On April 25 2010 08:36 KinosJourney2 wrote:
I posted this in a seperate blog post but i thought i'd post it here aswell

This is my remake of Destination for SC2, check it out

+ Show Spoiler [Picture] +
[image loading]


The desert tileset sucks so im aware of the deco being bad

If you want to download it, you can do it [url blocked]


It's pretty easy to change tilesets if you aren't satisfied with it. Map->Map Textures, and change away to your heart's content.
Bring back 2v2s!
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 25 2010 00:02 GMT
#337
how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around...
"When the geyser died, a probe came out" - SirJolt
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 25 2010 00:04 GMT
#338
On April 25 2010 09:02 fabiano wrote:
how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around...

Use a creep tumor?
teaaaaaaaa
ghen
Profile Blog Joined March 2010
United States1356 Posts
April 25 2010 00:07 GMT
#339
On April 25 2010 09:02 fabiano wrote:
how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around...



Well the quick hack would be a nydus canal next to it. Smaller than a hatch but still produces creep.

Or maybe you can combine the two buildings somehow?
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 25 2010 00:08 GMT
#340
On April 25 2010 07:57 Kantutan wrote:
My work in progress:

http://www.youtube.com/watch?v=Qub0LvA1-tQ

Leaderboard is broken, didn't notice the intro message doesn't fade away. For the most part all the triggers are done and all that's left is the balancing (Note that it isn't balanced at all right now).


That looks really good, can't wait to see it when it's done
Prev 1 15 16 17 18 19 33 Next All
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