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[D] Galaxy Editor - Page 25

Forum Index > SC2 General
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Prev 1 23 24 25 26 27 33 Next All
Ladde
Profile Joined April 2010
Sweden70 Posts
April 26 2010 18:01 GMT
#481
About Mirroring.
I hope you guys know that you can Copy-Paste terrain?
And drag a box around terrain and use, Edit - > Flip (Or Rotate) to make More symetrical maps.
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 26 2010 19:19 GMT
#482
On April 27 2010 02:06 CoL_DarkstaR wrote:
Show nested quote +
On April 27 2010 01:24 dimfish wrote:
I'm working on the space tileset and I want floating-in-space continent type terrain, but all around the edges into oblivion I get these visible pieces, even though that's the lowest, unwalkable terrain layer:
+ Show Spoiler +

[image loading]


But in-game it looks fine:
+ Show Spoiler +

[image loading]


The problem is generating nice pics of my map in progress, but these pieces make it look terrible. Anyone know how to get rid of this? Or even seen it?



Simply press "V" for view ingame-settings.


Didn't even consider trying that option, and it gave me exactly what I wanted, thanks!
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-27 06:29:10
April 26 2010 19:29 GMT
#483
On April 27 2010 03:01 Ladde wrote:
About Mirroring.
I hope you guys know that you can Copy-Paste terrain?
And drag a box around terrain and use, Edit - > Flip (Or Rotate) to make More symetrical maps.


sorry about the quality i think youtube doesn't decode some of my stream properly i need to adjust my x264 settings probably.
w1llie
Profile Joined April 2010
United States7 Posts
April 26 2010 21:42 GMT
#484
I'm working on a tower defense map and currently in the process of making all the towers. I am having problems with tower upgrading, however. I copied stuff over from the planetary fortress upgrade for CC's but something is missing. I can get the structure to go through the upgrade stage, but when it completes, it says the unit is the upgraded version (i.e. tower v. 2) but it has no abilities whatsoever and the model stays as tower v. 1. I can place down the tower v. 2 in the editor so there is no problems with the unit itself.

If anyone has any insight or can point me in the right direction it would be greatly appreciated.
Thanks
nomsayin
Profile Blog Joined March 2009
United States124 Posts
April 26 2010 21:49 GMT
#485
I'm working on a version of desti, also in the Map Design thread. It's almost done, I just have one problem with it. I have bridge doodads and the units walk through them instead of over them. I'm not sure what to do. Here's the map, thanks.
[image loading]
mamelouk
Profile Joined April 2010
France135 Posts
April 26 2010 21:57 GMT
#486
On April 26 2010 23:33 MorroW wrote:
Show nested quote +
On April 26 2010 23:31 mamelouk wrote:
On April 26 2010 09:51 MorroW wrote:
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"



Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well

wow
how the hell do u make that kind of stuff anyway. ive looked around in the triggers but ive never found any of that cool stuff :p

btw ORLY can u make first person working?


omg did you said "first person" ?
Will we be able to play UMS map where you control a marine is a crowd (and auto control another unit if it die!) with this new editor ??

ye man, u can just put a camera in front of the face of the marine and make it rotate etc when the unit does
i tried to do this in the editor and all worked except that the camera didnt move when the unit moved, i only got rotate to work. but first person ghost counterstrike style should be possible. i bet orly already could do it xD


omg lol



I chuckled when I saw that
...Uniden
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-26 22:01:30
April 26 2010 22:01 GMT
#487
On April 27 2010 06:49 nomsayin wrote:
I'm working on a version of desti, also in the Map Design thread. It's almost done, I just have one problem with it. I have bridge doodads and the units walk through them instead of over them. I'm not sure what to do.

Use the road tool under Terrain instead
teaaaaaaaa
Falling
Profile Blog Joined June 2009
Canada11573 Posts
April 27 2010 06:09 GMT
#488
Ok, insanely dumb question, but where do you find the galaxy editor? I have the Beta, but I don't see where it is. (Must be blind or something.)
ModeratorDavid Duke, Richard Spencer, Nick Fuentes, Daily Stormer... "Some very fine people on both sides"
semantics
Profile Blog Joined November 2009
10040 Posts
April 27 2010 06:23 GMT
#489
It's in your sc2 folder it isn't auto added to your start menu as a short cut, it's the same area as your sc2 laucher.

program files/starcraft II/
Tossi83
Profile Joined April 2010
Poland24 Posts
Last Edited: 2010-04-27 06:44:02
April 27 2010 06:42 GMT
#490
I have a couple of questions:

1. When you select terrain is there a way to make editor show your selection in map editing window? I can see what terrain I selected in minimap only. Is it that way for everyone?

2. When you paste terrain is there a way to make editor show the preview of the terrain being pasted? Unlike units and doodads when I paste terrain I can only see a blue rectangle box representing edges of pasted terrain.

3. How do you use timers in editor? I am able to display a timer but it only shows 0:00:00 and I am unable to make it run.

4. I am making a melee map and it has a graphical glitch. The glitch is visible in-game and it looks like that:
[image loading]

It is not visible after I press V to switch to editor view settings.
... lurking in the shadows.
saltygrapes
Profile Joined April 2010
181 Posts
April 27 2010 08:37 GMT
#491
what terrains look like before their finished sexiness:

[image loading]
[image loading]

keke lolplz :D
sxpointz!
saltygrapes
Profile Joined April 2010
181 Posts
Last Edited: 2010-04-27 08:42:18
April 27 2010 08:41 GMT
#492
On April 27 2010 15:42 Tossi83 wrote:
I have a couple of questions:

1. When you select terrain is there a way to make editor show your selection in map editing window? I can see what terrain I selected in minimap only. Is it that way for everyone?


Yea, i dont think u can yet.

2. When you paste terrain is there a way to make editor show the preview of the terrain being pasted? Unlike units and doodads when I paste terrain I can only see a blue rectangle box representing edges of pasted terrain.


Again, don't think so

3. How do you use timers in editor? I am able to display a timer but it only shows 0:00:00 and I am unable to make it run.


You're gonna have to be more specific than that. What do you want it to do?

4. I am making a melee map and it has a graphical glitch. The glitch is visible in-game and it looks like that:
[image loading]


Try using the smooth tool on it, usually if there are graphical glitches like that (also happens a lot with roads), using a height modifier will "reset" it.

It is not visible after I press V to switch to editor view settings.


Thats weird O_O
sxpointz!
Tossi83
Profile Joined April 2010
Poland24 Posts
Last Edited: 2010-04-27 11:39:15
April 27 2010 09:39 GMT
#493

Show nested quote +
3. How do you use timers in editor? I am able to display a timer but it only shows 0:00:00 and I am unable to make it run.

You're gonna have to be more specific than that. What do you want it to do?


For now I just want it to run. Like going from 0:00:00 to 0:00:01 to 0:00:02 and so on. My idea was to make an in-game clock that would show how much game time elapsed.


Show nested quote +
4. I am making a melee map and it has a graphical glitch. The glitch is visible in-game and it looks like that:
[image loading]

Try using the smooth tool on it, usually if there are graphical glitches like that (also happens a lot with roads), using a height modifier will "reset" it.
Show nested quote +

It is not visible after I press V to switch to editor view settings.

Thats weird O_O

It's indeed weird and I am not sure which tools exactly you meant but I managed to fix it with "Same Cliff Level" tool under "Cliff" brush from terrain layer.

Also don't you ppl think that having mapmaking section of the forum would be nice? I feel like editor related topics spammed the general SC2 forum since the editor release.

Oh, and I have yet another question:
I somehow removed the fog from the very bottom parts of the map, how can I bring it back?
... lurking in the shadows.
ADAM.1
Profile Joined March 2010
United States36 Posts
Last Edited: 2010-04-27 13:36:06
April 27 2010 13:35 GMT
#494
I love this Galaxy Editor Topic and figured it needed a bump. The custom units and melee maps people have been creating are just wonderful. It inspired me to get my map making skills back up and running.

Just a thought; I see a lot of remakes of old sc1 maps (which I like) - but am slightly worried due to small reasons, eg: new high ground mechanic. People use High ground to make a "barrier" feel around bases,natural expos.. when doing so you are making it easy for someone to abuse this. I think with this new VERY powerful editor and new SC2 mechanics, new kinds of maps should be created.
Terran Lifestyle
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-27 15:19:26
April 27 2010 15:18 GMT
#495
On April 27 2010 22:35 ADAM.1 wrote:
People use High ground to make a "barrier" feel around bases,natural expos.. when doing so you are making it easy for someone to abuse this.

I prevent this by having the barriers go beyond the map boundaries + pathing. Easy to fix.
teaaaaaaaa
oolon
Profile Joined August 2009
United States27 Posts
April 27 2010 16:36 GMT
#496
On April 27 2010 22:35 ADAM.1 wrote:
I love this Galaxy Editor Topic and figured it needed a bump. The custom units and melee maps people have been creating are just wonderful. It inspired me to get my map making skills back up and running.

Just a thought; I see a lot of remakes of old sc1 maps (which I like) - but am slightly worried due to small reasons, eg: new high ground mechanic. People use High ground to make a "barrier" feel around bases,natural expos.. when doing so you are making it easy for someone to abuse this. I think with this new VERY powerful editor and new SC2 mechanics, new kinds of maps should be created.


There are a lot of options here. I've been using double-high cliffs and pits (bottomed out cliffs) as protection from reaper/colossus, but I have also been designing narrow backdoor cliffs into mains to allow for that kind of play. I've also been including small ledges near kill zones for those units and others to use during battles to promote use of the high ground LOS advantages, which I feel can still be important, especially as the mid game approaches.

The biggest concern I've had when making maps is Blink abuse, but there are plenty of mains in current ladder maps that could be Blinked into and never are, for whatever reason, so I'm not going to worry about it too much for now.

What map-makers should look for in old maps are traffic patterns and kill zones. I've done a very liberal remake of Heartbreak ridge that follows the same expansion flow and should theoretically force conflicts in the same areas the original map was known for. For me, that's the most important thing to take from the tournament maps, and use it to inspire new, original maps.

semantics
Profile Blog Joined November 2009
10040 Posts
April 27 2010 16:41 GMT
#497
On April 28 2010 00:18 Snausages wrote:
Show nested quote +
On April 27 2010 22:35 ADAM.1 wrote:
People use High ground to make a "barrier" feel around bases,natural expos.. when doing so you are making it easy for someone to abuse this.

I prevent this by having the barriers go beyond the map boundaries + pathing. Easy to fix.

Yup just put no pathing up there. I also made my maps without cliffs to abuse although i'm thinking of making rev lt lol i just can see a ton of abuse on that map with cliff jumpers.
Bear4188
Profile Joined March 2010
United States1797 Posts
April 27 2010 16:50 GMT
#498
I try to keep all the mechanics of SC2 in my mind when I place any kind of elevation. I like all bases to be defensible and harassable through different playstyles. I'm really not a fan of huge super turtle macro maps, the early game is a fucking snoozefest on those, they are a plague. Maps should provide as many strategic options at every stage of the game as possible.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
ADAM.1
Profile Joined March 2010
United States36 Posts
April 27 2010 17:54 GMT
#499
I'm glad people are keeping that in mind. It'd be sad to see a very beautiful and well desgined map have certain flaws such as so.

Anyone else come up with new map ideas? or New unit they have video footage of?! I'm dying for new stuff :D
Terran Lifestyle
-infinite-
Profile Blog Joined April 2010
United States44 Posts
April 27 2010 17:59 GMT
#500
On April 28 2010 02:54 ADAM.1 wrote:
Anyone else come up with new map ideas? or New unit they have video footage of?! I'm dying for new stuff :D


I wish I could stay home and work on maps. Damn the real life! I started something last night and am at the point of adding final details to the map. Hope to post it tonight.
One shot, one kill. Ready to die but never will.
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