[D] Galaxy Editor - Page 17
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WarChimp
Australia943 Posts
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peckham33
United States267 Posts
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. | ||
saltygrapes
181 Posts
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Thratur
Canada917 Posts
On April 25 2010 07:08 Dizmaul wrote: 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
United States695 Posts
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. ![]() 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
Canada1319 Posts
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
United Kingdom707 Posts
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 ! | ||
Slakter
Sweden1947 Posts
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Orly
Belgium28 Posts
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
United States267 Posts
veiw show lighting those are what you want udder | ||
ComradeDover
Bulgaria758 Posts
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. | ||
Snausages
United States529 Posts
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 | ||
KinosJourney2
Sweden1811 Posts
![]() This is my remake of Destination for SC2, check it out ![]() + Show Spoiler [Picture] + ![]() The desert tileset sucks so im aware of the deco being bad ![]() If you want to download it, you can do it [url blocked] | ||
UdderChaos
United Kingdom707 Posts
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 | ||
treason
Germany72 Posts
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] + ![]() 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
Bulgaria758 Posts
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] + ![]() 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. | ||
fabiano
Brazil4644 Posts
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Snausages
United States529 Posts
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? | ||
ghen
United States1356 Posts
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
United States1268 Posts
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 ![]() | ||
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