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[D] Galaxy Editor - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 31 32 33 Next All
lolnoty
Profile Joined December 2005
United States7166 Posts
April 23 2010 01:00 GMT
#61
On April 23 2010 09:55 ComradeDover wrote:
Show nested quote +
On April 23 2010 09:48 lolnoty wrote:
On April 23 2010 09:42 ComradeDover wrote:
On April 23 2010 09:34 lolnoty wrote:
On April 23 2010 09:23 ComradeDover wrote:
On April 23 2010 09:15 lolnoty wrote:
Looking forward to seeing someone make an exact replica of BGH. With more geysers of course.


I was working on a replica of Destination when I had to restart my comp and a ton of my progress was lost. I'll take up this comission for you instead.


Sweet.


How's this?

+ Show Spoiler +
[image loading]


It's a bit rough since the legacy map convert function is less than perfect so most of it I had to do by hand. I still need to double the number of gas gysers and do some texture work.


It's a good start, there's just some chokes that needs to be widened a tad and some land that needs to jut into the water a little differently. Also once you can add terrain it'll be prettier I imagine.

Also apparently we're late already haha http://i44.tinypic.com/2wqd1zq.jpg


I'm not that big of an expert on BGH. Can you show me exactly what needs to be adjusted where, and in which direction?

And we're not too late. The work in that picture is just taking the rough converted map and covering it with water. See how some landmasses almost touch? There are no defined cliffs there at all. That map won't play nearly as well as one that's properly made.


The biggest problem I can see without comparing your first version to BGH side by side is the chokes on the bottom left are much smaller, other than that there's just some small mostly aesthetic juts of land mass into the water in some areas.
"PPD is a very angry guy. He controls us." - Arteezy
SnK.
Profile Joined April 2010
United States18 Posts
April 23 2010 01:00 GMT
#62
just finally tested it made my own shitty map zerg are screwed much slower outside of creep huge nerf imo
Vei
Profile Joined March 2010
United States2845 Posts
Last Edited: 2010-04-23 01:01:35
April 23 2010 01:00 GMT
#63
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.

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.
www.justin.tv/veisc2 ~ 720p + commentary
SnK.
Profile Joined April 2010
United States18 Posts
April 23 2010 01:01 GMT
#64
so no one can post even a crappy map they created to test out the new stuff? please my galaxy editor isnt working but i can load it with lazylaunch
LazyScout
Profile Joined February 2010
United States223 Posts
April 23 2010 01:02 GMT
#65
On April 23 2010 09:59 Vei wrote:
^I don't know if this is what he did, but you can use lava water/all planets' water tiles no matter what tileset you're on.

Ahh, I needed to combine grass and sand textures.
craaaaack
Profile Blog Joined June 2009
479 Posts
April 23 2010 01:03 GMT
#66
How big is the Galaxy Editor file?

And could anyone upload it to rapidshare?
Poor europeans have to wait another 16 hours for the patch and all the mapping fun
▲ I was really thirsty while playing a match. All my teammates were gone, so I drank from the water bottle that was next to me. It was very good. I thank the owner of the bottle.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 01:03 GMT
#67
On April 23 2010 10:00 lolnoty wrote:
Show nested quote +
On April 23 2010 09:55 ComradeDover wrote:
On April 23 2010 09:48 lolnoty wrote:
On April 23 2010 09:42 ComradeDover wrote:
On April 23 2010 09:34 lolnoty wrote:
On April 23 2010 09:23 ComradeDover wrote:
On April 23 2010 09:15 lolnoty wrote:
Looking forward to seeing someone make an exact replica of BGH. With more geysers of course.


I was working on a replica of Destination when I had to restart my comp and a ton of my progress was lost. I'll take up this comission for you instead.


Sweet.


How's this?

+ Show Spoiler +
[image loading]


It's a bit rough since the legacy map convert function is less than perfect so most of it I had to do by hand. I still need to double the number of gas gysers and do some texture work.


It's a good start, there's just some chokes that needs to be widened a tad and some land that needs to jut into the water a little differently. Also once you can add terrain it'll be prettier I imagine.

Also apparently we're late already haha http://i44.tinypic.com/2wqd1zq.jpg


I'm not that big of an expert on BGH. Can you show me exactly what needs to be adjusted where, and in which direction?

And we're not too late. The work in that picture is just taking the rough converted map and covering it with water. See how some landmasses almost touch? There are no defined cliffs there at all. That map won't play nearly as well as one that's properly made.


The biggest problem I can see without comparing your first version to BGH side by side is the chokes on the bottom left are much smaller, other than that there's just some small mostly aesthetic juts of land mass into the water in some areas.


The chokes are smaller in mine? So they need to be bigger?
Bring back 2v2s!
Rickilicious
Profile Joined July 2009
United States220 Posts
April 23 2010 01:05 GMT
#68
I take it no one has played with the Lighting feature?

-AWESOME.


I have pink tiles and it just has hundreds of thousands of different combinations, my advice is to play with it
Doug Righteous
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
April 23 2010 01:05 GMT
#69
The patch itself is ~505 MB. That's huuuuuuge D: It's posted at the blizzard forums as a mirror.

Here is the link to the post.
DannyJ
Profile Joined March 2010
United States5110 Posts
April 23 2010 01:06 GMT
#70
On April 23 2010 09:22 3clipse 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 did not imply this.

Show nested quote +
On April 23 2010 09:06 Vei wrote:
On April 23 2010 08:10 3clipse wrote:
On April 23 2010 07:48 CagedMind wrote:
On April 23 2010 07:26 3clipse wrote:
On April 23 2010 07:20 urashimakt wrote:
On April 23 2010 07:17 3clipse wrote:
First thing I looked for is the mirror x/y, and I haven't seen it yet. Can anyone point me in the right direction?


They've stated in Q&A they wouldn't be adding that.

That is absurd. Seems like a deliberate hindrance to encourage people to buy premium maps...

How does that encourage people?

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

amateur map makers won't be making high calibre melee maps to begin with. you don't need a mirror feature to make a mostly symmetrical map.

Are you familiar with the bw scene in the slightest? First of all, there have been many, many high quality maps made by amateurs. Secondly, "mostly symmetrical" is generally not good enough for high level play. Positional imbalances are easily created by slight terrain differences.

Maybe my statement was a bit of a premature attack, but I am baffled as to the possible motive behind intentionally retarding the UI and functionality of the editor. Mirror x/y is a pretty basic function which makes functional melee maps easy for the layman to create.


Not having a functional "symmetry" option has absolutely nothing to do with premium maps, like you said it would. Premium maps are not going to be just quality melee maps for competitive SC2. They will need to be very original, 100% authentic games, not just a cool 2v2 map.
lolnoty
Profile Joined December 2005
United States7166 Posts
April 23 2010 01:10 GMT
#71
On April 23 2010 10:03 ComradeDover wrote:
Show nested quote +
On April 23 2010 10:00 lolnoty wrote:
On April 23 2010 09:55 ComradeDover wrote:
On April 23 2010 09:48 lolnoty wrote:
On April 23 2010 09:42 ComradeDover wrote:
On April 23 2010 09:34 lolnoty wrote:
On April 23 2010 09:23 ComradeDover wrote:
On April 23 2010 09:15 lolnoty wrote:
Looking forward to seeing someone make an exact replica of BGH. With more geysers of course.


I was working on a replica of Destination when I had to restart my comp and a ton of my progress was lost. I'll take up this comission for you instead.


Sweet.


How's this?

+ Show Spoiler +
[image loading]


It's a bit rough since the legacy map convert function is less than perfect so most of it I had to do by hand. I still need to double the number of gas gysers and do some texture work.


It's a good start, there's just some chokes that needs to be widened a tad and some land that needs to jut into the water a little differently. Also once you can add terrain it'll be prettier I imagine.

Also apparently we're late already haha http://i44.tinypic.com/2wqd1zq.jpg


I'm not that big of an expert on BGH. Can you show me exactly what needs to be adjusted where, and in which direction?

And we're not too late. The work in that picture is just taking the rough converted map and covering it with water. See how some landmasses almost touch? There are no defined cliffs there at all. That map won't play nearly as well as one that's properly made.


The biggest problem I can see without comparing your first version to BGH side by side is the chokes on the bottom left are much smaller, other than that there's just some small mostly aesthetic juts of land mass into the water in some areas.


The chokes are smaller in mine? So they need to be bigger?

http://wiki.teamliquid.net/starcraft/images/0/0d/BigGameHunters.jpg

The bottom left naturals and their shared chokes on BGH are larger than you one you posted.
"PPD is a very angry guy. He controls us." - Arteezy
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 23 2010 01:13 GMT
#72
On April 23 2010 10:03 ComradeDover wrote:
Show nested quote +
On April 23 2010 10:00 lolnoty wrote:
On April 23 2010 09:55 ComradeDover wrote:
On April 23 2010 09:48 lolnoty wrote:
On April 23 2010 09:42 ComradeDover wrote:
On April 23 2010 09:34 lolnoty wrote:
On April 23 2010 09:23 ComradeDover wrote:
On April 23 2010 09:15 lolnoty wrote:
Looking forward to seeing someone make an exact replica of BGH. With more geysers of course.


I was working on a replica of Destination when I had to restart my comp and a ton of my progress was lost. I'll take up this comission for you instead.


Sweet.


How's this?

+ Show Spoiler +
[image loading]


It's a bit rough since the legacy map convert function is less than perfect so most of it I had to do by hand. I still need to double the number of gas gysers and do some texture work.


It's a good start, there's just some chokes that needs to be widened a tad and some land that needs to jut into the water a little differently. Also once you can add terrain it'll be prettier I imagine.

Also apparently we're late already haha http://i44.tinypic.com/2wqd1zq.jpg


I'm not that big of an expert on BGH. Can you show me exactly what needs to be adjusted where, and in which direction?

And we're not too late. The work in that picture is just taking the rough converted map and covering it with water. See how some landmasses almost touch? There are no defined cliffs there at all. That map won't play nearly as well as one that's properly made.


The biggest problem I can see without comparing your first version to BGH side by side is the chokes on the bottom left are much smaller, other than that there's just some small mostly aesthetic juts of land mass into the water in some areas.


The chokes are smaller in mine? So they need to be bigger?

You really should double the number of geysers at each base because of the slower rate of gas harvesting in sc2. Otherwise there will be a huge excess of minerals.
Smurfz
Profile Joined May 2008
United States327 Posts
April 23 2010 01:14 GMT
#73


The bottom left naturals and their shared chokes on BGH are larger than you one you posted.


But perhaps tighter unit pathing should be taken into account.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-23 01:15:49
April 23 2010 01:15 GMT
#74
On April 23 2010 10:13 Mastermind wrote:
Show nested quote +
On April 23 2010 10:03 ComradeDover wrote:
On April 23 2010 10:00 lolnoty wrote:
On April 23 2010 09:55 ComradeDover wrote:
On April 23 2010 09:48 lolnoty wrote:
On April 23 2010 09:42 ComradeDover wrote:
On April 23 2010 09:34 lolnoty wrote:
On April 23 2010 09:23 ComradeDover wrote:
On April 23 2010 09:15 lolnoty wrote:
Looking forward to seeing someone make an exact replica of BGH. With more geysers of course.


I was working on a replica of Destination when I had to restart my comp and a ton of my progress was lost. I'll take up this comission for you instead.


Sweet.


How's this?

+ Show Spoiler +
[image loading]


It's a bit rough since the legacy map convert function is less than perfect so most of it I had to do by hand. I still need to double the number of gas geysers and do some texture work.


It's a good start, there's just some chokes that needs to be widened a tad and some land that needs to jut into the water a little differently. Also once you can add terrain it'll be prettier I imagine.

Also apparently we're late already haha http://i44.tinypic.com/2wqd1zq.jpg


I'm not that big of an expert on BGH. Can you show me exactly what needs to be adjusted where, and in which direction?

And we're not too late. The work in that picture is just taking the rough converted map and covering it with water. See how some landmasses almost touch? There are no defined cliffs there at all. That map won't play nearly as well as one that's properly made.


The biggest problem I can see without comparing your first version to BGH side by side is the chokes on the bottom left are much smaller, other than that there's just some small mostly aesthetic juts of land mass into the water in some areas.


The chokes are smaller in mine? So they need to be bigger?

You really should double the number of geysers at each base because of the slower rate of gas harvesting in sc2. Otherwise there will be a huge excess of minerals.


It's as if nobody reads...
Bring back 2v2s!
Elyvilon
Profile Joined August 2008
United States13143 Posts
April 23 2010 01:15 GMT
#75
SC2 BGH should have nothing but gold minerals.
Liquipedia
Chuiu
Profile Blog Joined June 2003
3470 Posts
April 23 2010 01:16 GMT
#76
On April 23 2010 09:59 LazyScout wrote:
Show nested quote +
On April 23 2010 09:46 Chuiu wrote:
Combining tilesets!

[image loading]

Watch out for lava pits in my maps. :eg:

Tell me how to combine tile sets..

Actually that was just water. It seems you can use anything but terrain for other tilesets. So water, doodads, lighting, etc, it all goes.
♞
HawaiianPig
Profile Blog Joined July 2008
Canada5155 Posts
April 23 2010 01:18 GMT
#77
The "remakes" posted are just using the import feature, which doesn't really convert high ground and low ground properly. It just makes it all one flat level that's bumpy (meaning you can path directly to opposing bases). Remakes will take a lot more work than that :X
AdministratorNot actually Hawaiian.
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 23 2010 01:20 GMT
#78
Anyone know how to make a building be able to train a specific unit? Also, how do you adjust the minerals/gas/time cost?(ive looked through the unit data fields)
TrueRedemption
Profile Blog Joined September 2009
United States313 Posts
Last Edited: 2010-04-23 01:25:11
April 23 2010 01:20 GMT
#79
I'm not positive I completely understand the argument about symmetry, never saw this info about premium features, but I think the premium only comment is completely false. I am able to select any terrain or unit area (literally drag a box size), ctrl+c, move my cursor, ctrl+v and it replicates the area i selected. You can even rotate this selection before pasting it back down using the options under Edit: Rotate/Flip. If that isn't easy enough for you to have perfect symmetry, I'm not sure what is...

edit for clarity: in order to be able to select/draw a box, press spacebar. When the terrain module is up you will only select terrain, when the unit module is up you will only select the units.
Writer
Adama
Profile Joined March 2010
Spain18 Posts
April 23 2010 01:21 GMT
#80
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