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.
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Ladde
Sweden70 Posts
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
United States663 Posts
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 + But in-game it looks fine: + Show Spoiler + 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
10040 Posts
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
United States7 Posts
If anyone has any insight or can point me in the right direction it would be greatly appreciated. Thanks ![]() | ||
nomsayin
United States124 Posts
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mamelouk
France135 Posts
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 | ||
Snausages
United States529 Posts
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 | ||
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Falling
Canada11258 Posts
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semantics
10040 Posts
program files/starcraft II/ | ||
Tossi83
Poland24 Posts
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: ![]() It is not visible after I press V to switch to editor view settings. | ||
saltygrapes
181 Posts
![]() ![]() keke lolplz :D | ||
saltygrapes
181 Posts
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: ![]() 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 | ||
Tossi83
Poland24 Posts
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. 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. 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? | ||
ADAM.1
United States36 Posts
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. | ||
Snausages
United States529 Posts
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. | ||
oolon
United States27 Posts
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
10040 Posts
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
United States1797 Posts
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ADAM.1
United States36 Posts
Anyone else come up with new map ideas? or New unit they have video footage of?! I'm dying for new stuff :D | ||
-infinite-
United States44 Posts
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. | ||
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