![[image loading]](http://img.photobucket.com/albums/v653/sixbrownsnakes2/Terrain015.jpg)
![[image loading]](http://img.photobucket.com/albums/v653/sixbrownsnakes2/Terrain017.jpg)
no sky yet
 none of them seem to work...
 none of them seem to work...| Forum Index > SC2 General | 
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							saltygrapes
							
							
						 
						181 Posts
						 ![[image loading]](http://img.photobucket.com/albums/v653/sixbrownsnakes2/Terrain015.jpg) ![[image loading]](http://img.photobucket.com/albums/v653/sixbrownsnakes2/Terrain017.jpg) no sky yet  none of them seem to work... | ||
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							ADAM.1
							
							
						 
						United States36 Posts
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							Rickilicious
							
							
						 
						United States220 Posts
						 I want when like 2 zealots enter a region, to create a larger version of the zealot and kill the other two. But I am very frustrated because I've been looking through all the 'conditions', and I just can't find a unit name or anything. + Show Spoiler + What I have: Events Unit - Any Unit Enters BottomLeft-Combination-In Local Variables Conditions Actions Unit - Create 1 Big-Zealot for player (Triggering player) at (Center of BottomLeft-Combination-Out) using default facing (No Options) Unit - Kill (Triggering unit) I figured under "Conditions" what I'd be looking for was something like, triggering unit == 2 zealots or something like that. Any help would be appreciated. | ||
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							ADAM.1
							
							
						 
						United States36 Posts
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							Thratur
							
							
						 
						Canada917 Posts
						 ![[image loading]](http://img213.imageshack.us/img213/6821/screenlj.png) Map made by Morrow, triggers by me. Everything is done and ready for publishing. | ||
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							wishbones
							
							
						 
						Canada2600 Posts
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							Vynakros
							
							
						 
						Slovenia63 Posts
						 On April 28 2010 07:39 wishbones wrote: frig whats that map site for sc2? and how can i play these maps with a friend. I LOVE YOU WHO EVER ANSWERS http://www.sc2mapster.com/ | ||
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							wishbones
							
							
						 
						Canada2600 Posts
						 + Show Spoiler + ![[image loading]](http://www.desicomments.com/graphics/hearts/42.gif) | ||
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							saltygrapes
							
							
						 
						181 Posts
						 On April 28 2010 04:40 Rickilicious wrote: Ok, this is a very fundamental idea of my map, but I've run into a road block. I want when like 2 zealots enter a region, to create a larger version of the zealot and kill the other two. But I am very frustrated because I've been looking through all the 'conditions', and I just can't find a unit name or anything. + Show Spoiler + What I have: Events Unit - Any Unit Enters BottomLeft-Combination-In Local Variables Conditions Actions Unit - Create 1 Big-Zealot for player (Triggering player) at (Center of BottomLeft-Combination-Out) using default facing (No Options) Unit - Kill (Triggering unit) I figured under "Conditions" what I'd be looking for was something like, triggering unit == 2 zealots or something like that. Any help would be appreciated. Ball Sack Events Unit - Any Unit Enters (Empty region) Local Variables Zealot Group = (Empty unit group) <Unit Group> Conditions (Unit type of (Triggering unit)) == Zealot Actions Variable - Set Zealot Group = (Zealot units in (Empty region) owned by player (Owner of (Triggering Unit)) matching Excluded: Missile, Dead, Hidden, with at most 2) General - If (Conditions) then do (Actions) else do (Actions) If (Number of Living units in Zealot Group) > 1 Then Unit - Create 1 Mega-Zealot for player (Owner of (Triggering unit)) at (Center of (Empty region)) using default facing (No Options) Unit Group - Pick each unit in Zealot Group and do (Actions) Actions Unit - Remove (Picked unit) from the game Else Since there should never be more than 2 zealots in the region you're talking about, this should work. If there were 5 zealots there, for example, it might not make the triggering unit a part of the unit group (as the maximum is 2), and I can't really change that since there's no "matching unit" stuff anymore. but this should be fine for what you're looking for | ||
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							MachinimaMat
							
							
						 
						United States6 Posts
						 On April 28 2010 03:28 saltygrapes wrote: no sky yet  none of them seem to work... Has anyone been able to change the sky? | ||
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							Archerofaiur
							
							
						 
						United States4101 Posts
						 One question. Has anyone figured out how to unlock the camera so you can zoom out past normal limits? | ||
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							saltygrapes
							
							
						 
						181 Posts
						 On April 28 2010 07:59 MachinimaMat wrote: Has anyone been able to change the sky? don't think so. they just don't seem to show up. probably bugged | ||
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							ADAM.1
							
							
						 
						United States36 Posts
						 Made a new unit as a caster..say high Templar... Then I saw the actor field..went changed the model to say marine....when I was done editing..the actor field was no longer there and my unit has no model in game or in the editor. Any tutorials out there for making new units or someone feel like writing up a little how to? | ||
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							w1llie
							
							
						 
						United States7 Posts
						 thats a pretty good tut on making units. | ||
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							ADAM.1
							
							
						 
						United States36 Posts
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							Snausages
							
							
						 
						United States529 Posts
						 ![[image loading]](http://j.imagehost.org/0744/wiptop.jpg) ![[image loading]](http://j.imagehost.org/0386/wipangle.jpg) I will have a new topic up with a download link once I finish this. 'Til then, chemistry! | ||
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							Chuiu
							
							
						 
						3470 Posts
						 EDIT: I guess it would be more like this though: :_! EDIT2: Finally they added link to this post buttons, I've been doing it the hard way forever. | ||
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							onisagi
							
							
						 
						United States7 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. Here's the map, thanks. ![[image loading]](http://img255.imageshack.us/img255/1112/destiangled.jpg) Here's a workaround if you're willing to try it: On April 25 2010 04:50 onisagi wrote: I put land underneath the doodad bridge to allow it to be walkable by units. ![[image loading]](http://i3.photobucket.com/albums/y76/onisagi/th_bridge_sample.jpg) 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). | ||
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							Bear4188
							
							
						 
						United States1797 Posts
						  Also, giving the marauder the hellion's attack for a makeshift firebat :D | ||
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							ocho
							
							
						 
						United States172 Posts
						 On April 28 2010 07:29 Thratur wrote: After my awesome turret defense, I made the triggers for Zone Control : Map made by Morrow, triggers by me. Everything is done and ready for publishing. YES! Can't wait for this | ||
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