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[D] Galaxy Editor - Page 29

Forum Index > SC2 General
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Prev 1 27 28 29 30 31 33 Next All
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
April 29 2010 12:44 GMT
#561
On April 29 2010 18:02 HyBReD wrote:
Someone already posted version 1 of my Tech Demo a few pages back. Here's version 2 which has been getting much more praise. :p



Any chance you can do some tutorials on some of this cool stuff you do?
Nunquam iens addo vos sursum
Ganondorf
Profile Joined April 2010
Italy600 Posts
April 29 2010 13:09 GMT
#562
On April 29 2010 18:02 HyBReD wrote:
Someone already posted version 1 of my Tech Demo a few pages back. Here's version 2 which has been getting much more praise. :p

http://www.youtube.com/watch?v=ygjkn1HIoPg&feature=channel


That's impressive. Add a shop, some creeps fighting each other and you've got dota :D

Or add some dialogs and quests and you've got a rpg. Really powerful editor.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 29 2010 13:56 GMT
#563
On April 28 2010 11:28 kNyTTyM wrote:
I haven't read through the whole thread but you can turn collision for a unit off thus allowing it to stack. That along with turning move on for the muta while it shoots and you have SC1 mutalisks!

+ Show Spoiler +
[image loading]


Yeah that wouldn't be overpowered as shit with unlimited selection, right?
Qbab
Profile Joined April 2010
Norway5 Posts
Last Edited: 2010-04-29 16:04:11
April 29 2010 15:37 GMT
#564
Try to survive the incoming hordes of the zerg, with your hero marine. Hes armor is weak but hes gun is heavy.
You only have 25 hp so dont get hit. Be smart and outmanouver your enemies with deadly precision, using abilites as Force Field and Blink to your main advantage.

Distract your enemies with the autoturret and if everything goes wrong you can always blow your self up with the force of a nuclear strike. Nothing beats that! Despite the fact that you die and its game over.


Another quality post
Rickilicious
Profile Joined July 2009
United States220 Posts
Last Edited: 2010-04-29 15:51:13
April 29 2010 15:50 GMT
#565
On April 30 2010 00:37 Qbab wrote:
Wow, we will be seeing so much sick shit in the future!

Be sure to check my elite marine out too. A minigame about surviving.
You have only 25 hp so be sure to stay away from the lings, and especially the blings(!).
To stay alive you must micro heavy with forcefield and blink. Its fun and quite hard =)




A minigame about surviving seems really easy when all you'd have to do is spam forcefield
Doug Righteous
BigDatez
Profile Joined April 2010
Canada434 Posts
April 29 2010 15:57 GMT
#566
On April 23 2010 09:03 DannyJ wrote:
Show nested quote +

Because it makes it much, much more tedious for an amateur map-maker to create a symmetrical map.


You won't be a premium map just because your map is symmetrical...


I dont think a human being CAN be a map?... yet alone a premium one
Video games > sex (Proven fact)
BigDatez
Profile Joined April 2010
Canada434 Posts
April 29 2010 16:05 GMT
#567
On April 23 2010 10:00 Vei wrote:
If anyone finds the thing where you can edit models, let us know please =P I'm fairly sure it's NYI, but maybe I'm wrong.

Show nested quote +
On April 23 2010 10:00 SnK. wrote:
just finally tested it made my own shitty map zerg are screwed much slower outside of creep huge nerf imo

Only Queens are slower off of creep. The editor testing by default is on Normal speed, that's why it seems so slow.



Have you played the BETA yet Btw?
Video games > sex (Proven fact)
Qbab
Profile Joined April 2010
Norway5 Posts
April 29 2010 16:06 GMT
#568
On April 30 2010 00:50 Rickilicious wrote:
Show nested quote +
On April 30 2010 00:37 Qbab wrote:
Wow, we will be seeing so much sick shit in the future!

Be sure to check my elite marine out too. A minigame about surviving.
You have only 25 hp so be sure to stay away from the lings, and especially the blings(!).
To stay alive you must micro heavy with forcefield and blink. Its fun and quite hard =)




A minigame about surviving seems really easy when all you'd have to do is spam forcefield


Hehe, you should try it
Its really hard, you only have limited energy and can at a maximum make 3 forcefield in a row before youre depleted. The balance of the game is not nearly complete. So far its wery fun. =)
Another quality post
fly.stat
Profile Blog Joined December 2008
United States449 Posts
April 29 2010 16:41 GMT
#569
On April 30 2010 00:37 Qbab wrote:
Try to survive the incoming hordes of the zerg, with your hero marine. Hes armor is weak but hes gun is heavy.
You only have 25 hp so dont get hit. Be smart and outmanouver your enemies with deadly precision, using abilites as Force Field and Blink to your main advantage.

Distract your enemies with the autoturret and if everything goes wrong you can always blow your self up with the force of a nuclear strike. Nothing beats that! Despite the fact that you die and its game over.


http://www.youtube.com/watch?v=jKzfYJI_yrM


looks sick sick sick

Can't wait to play it, make sure it's hard enough >
Until I write you again, take care of your precious person.
masamune00
Profile Joined April 2010
France11 Posts
April 29 2010 16:44 GMT
#570
How can we do an unit who uses more than 1 weapon in SAME time?
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-04-29 17:08:03
April 29 2010 16:52 GMT
#571
I've got a concept for a UMS survival map I'm calling simply Marines. It will be a standard survival / overrun outpost type game, with a wide range of upgrades weapons and mercenaries available to the players. There will be (up to) 8 players (for each player less all remaining players will get more starting money - up from 0 starting money with full 8 ppl). I have Basic Upgrades, Weapons, Weapon Attachments, Special Upgrades, Mercenaries and Team-Based special abilities already planned for version one. Players will be allowed one weapon upgrade and one attachment at any given time, but they may obtain as many of the other upgrades simultaneously. Once you purchase a weapon or attachment it will be placed in an inventory and players can select which one they wish to use in between attack waves. Kills will award both Gas and Minerals, Minerals will cover certain purchases, and gas other purchases. In addition to this the Team as a whole acquires something I'm calling 'Team Points' at the moment. After each wave of enemies is defeated the team acquires Team Points. The team leader (player one if player one is available player two otherwise, and so on for all players until a filled slot is found), is the only one that can use Special Team Abilities, and these will be very powerful and cost team points to use, given that you have a limited number of team points, the key to passing the later waves of the game will be using the right special abilities at the right time. I'm also considering perhaps allowing people to vote on team leader. Currently I have 35 waves with 3 boss waves planned. I'll post a full list of upgrades etc. soon.

Edit: I figured I should clarify something. I will not be having hero inventories. My solution for 'inventories' is basically thus, players pay x amount to unlock x attachment/weapon then they can select that attachment/weapon again at anytime from a secondary building for free, as they have already unlocked it. It will take 20 seconds to equip the weapon and then your units attack will change accordingly. However, since each weapon and attachment has multiple levels it is probably best to focus on one upgrade path. Also a clarification on mercenaries - you will have marines, marauders, siege tanks (siege mode only, artillery type defense), medevacs, and SCVs, SCVs will build the siege tanks, as well as defensive turrets, bunkers, and anti-air. Essentially what I have in mind is a play style where a few players focus purely on mercs/defenses while other players focus purely on strong 'hero' marines.

i-bonjwa
Rokk
Profile Joined March 2010
United States425 Posts
April 29 2010 17:42 GMT
#572
The stuff people are making looks absolutely amazing. I can't wait to try some of this stuff out.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 29 2010 17:45 GMT
#573
Anyone got a balanced working version of Big Game Hunters yet?

I imagine Blizzard would make one anyways though
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 29 2010 17:49 GMT
#574
On April 30 2010 02:45 PanzerDragoon wrote:
Anyone got a balanced working version of Big Game Hunters yet?

I imagine Blizzard would make one anyways though


nibbits.com map section has a few versions, I have not tried them though.
i-bonjwa
DrGabriel
Profile Joined January 2010
United States80 Posts
April 29 2010 18:12 GMT
#575
I hope this hasn't already been answered in this thread but I've spent 4 or 5 hours on this thing and I still can't figure out how to edit the size of units. HALP!
You cannot just 1a2a3a your way into the vajayjay.
InRaged
Profile Joined February 2007
1047 Posts
Last Edited: 2010-04-29 18:32:15
April 29 2010 18:30 GMT
#576
On April 30 2010 01:44 masamune00 wrote:
How can we do an unit who uses more than 1 weapon in SAME time?

In effect's tab in data editor you should make a 'set' and put desirable weapon effects in this set (look for launch missile and persistent effects, not for damage ones). Then you should make your unit's weapon use this 'set' instead of whatever effect it was using before. Your unit will end up with only one weapon, but in practice it will act as a set of different weapons

On April 30 2010 03:12 DrGabriel wrote:
I hope this hasn't already been answered in this thread but I've spent 4 or 5 hours on this thing and I still can't figure out how to edit the size of units. HALP!

look for "scale" field in your unit and in your unit's models. Worked for me.

Qbab, awesome stuff! =))
DrGabriel
Profile Joined January 2010
United States80 Posts
April 29 2010 18:39 GMT
#577
Thanks!
You cannot just 1a2a3a your way into the vajayjay.
zeox
Profile Joined November 2007
Norway314 Posts
April 29 2010 21:11 GMT
#578
this has probably been explained before in this thread, but all of the models are gone on the map. I cannot for the life of me seem to find out how to make them visable again. anyone? thanks
themineralpatch.com -- twitter.com/inged
Cloak
Profile Joined October 2009
United States816 Posts
April 29 2010 22:25 GMT
#579
On April 30 2010 00:57 BigDates wrote:
Show nested quote +
On April 23 2010 09:03 DannyJ wrote:

Because it makes it much, much more tedious for an amateur map-maker to create a symmetrical map.


You won't be a premium map just because your map is symmetrical...


I dont think a human being CAN be a map?... yet alone a premium one


http://en.wikipedia.org/wiki/Metonymy
The more you know, the less you understand.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
April 30 2010 01:41 GMT
#580
On April 29 2010 21:18 CharlieMurphy wrote:
Can someone help me with my map, it's 64x64 blood bath remake but for some reason it won't let me place minerals outside of this green area (only able to see it from the pathing grid on).

here is the map
[image loading]
[image loading]

and here is me using the legacy converter on the BW map, which placed minerals outside the green area

[image loading]
[image loading]

Problem is though, that the BW map doesn't really convert well into an sc2 map design so I had to modify it a bit and the minerals are all off. Not to mention the gasses need to be doubled.

So how do i place outside the green box?


My guess is that the green area is the playable area of the map. You made the map 64x64 but not all of that is playable map area. You will either have to change map bounds or make it a larger map to make the playable area 64x64.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
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