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[D] Galaxy Editor

Forum Index > SC2 General
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SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 22 2010 21:55 GMT
#1
Well I fired up the Editor and went to work on a map. So far I've noticed that water is very picky about what height terrain it does or does not cover. I can't seem to find any bridges other than Mar Sara (Long) and it doesn't have a walk-way on it? Has anyone found out where to get bridges for placement?

So far I'm liking some of the new features over WC3's editor, I have not looked into triggering yet.
i-bonjwa
CruS
Profile Joined March 2010
Sweden218 Posts
April 22 2010 21:56 GMT
#2
On April 23 2010 06:55 SichuanPanda wrote:
Well I fired up the Editor and went to work on a map. So far I've noticed that water is very picky about what height terrain it does or does not cover. I can't seem to find any bridges other than Mar Sara (Long) and it doesn't have a walk-way on it? Has anyone found out where to get bridges for placement?

So far I'm liking some of the new features over WC3's editor, I have not looked into triggering yet.


Is the editor a tiny version of the real thing, or can you actually do all the stuff they announced and showed was possible? (1st person etc)
Whoever fears suffering, is already suffering from what he fears.
Ynot_Fighting
Profile Blog Joined April 2008
United States216 Posts
April 22 2010 21:57 GMT
#3
Someone should go through and see if the editor has new units designs for old units such as the lurker, dragoon, corsair, medic....
EZjijy
Profile Blog Joined February 2010
United States1039 Posts
April 22 2010 21:57 GMT
#4
It's the actual thing with some features disables or unfinished.
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2010-04-22 21:59:30
April 22 2010 21:59 GMT
#5
On April 23 2010 06:57 UBERtoSS_hV wrote:
Someone should go through and see if the editor has new units designs for old units such as the lurker, dragoon, corsair, medic....

These units don't appear in the editor yet.
CruS
Profile Joined March 2010
Sweden218 Posts
April 22 2010 22:00 GMT
#6
On April 23 2010 06:57 Repok wrote:
It's the actual thing with some features disables or unfinished.


So it's not ? :p
Whoever fears suffering, is already suffering from what he fears.
Ai52487963
Profile Joined March 2010
United Kingdom136 Posts
Last Edited: 2010-04-22 22:04:35
April 22 2010 22:04 GMT
#7
I would imagine the beta version editor is designed more for testing the trigger settings than just unit placement and map making.
Lollersauce
Profile Joined April 2010
United States357 Posts
April 22 2010 22:11 GMT
#8
The beta editor has a lot of shit disabled, otherwise people would already be hard at work making a BW sc2 map.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-22 22:12:25
April 22 2010 22:12 GMT
#9
I can't even find where i can place start location t-t
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
April 22 2010 22:17 GMT
#10
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?
urashimakt
Profile Joined October 2009
United States1591 Posts
April 22 2010 22:20 GMT
#11
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.
Who dat ninja?
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
April 22 2010 22:26 GMT
#12
On April 23 2010 07:20 urashimakt wrote:
Show nested quote +
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...
semantics
Profile Blog Joined November 2009
10040 Posts
April 22 2010 22:30 GMT
#13
mirroring is pretty much = no one will be using their editor for terrain work then that's stupid as hell lol sc was super popular with mirroed maps
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
Last Edited: 2010-04-22 22:53:55
April 22 2010 22:48 GMT
#14
CagedMind
Profile Joined February 2010
United States506 Posts
April 22 2010 22:48 GMT
#15
On April 23 2010 07:20 urashimakt wrote:
Show nested quote +
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.

link?


On April 23 2010 07:26 3clipse wrote:
Show nested quote +
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?
your micro has been depleted
Quixoticism
Profile Joined February 2010
United States80 Posts
April 22 2010 23:02 GMT
#16
I'm pretty sure it won't have any gameplay purposes, but I hope that there will be a way to make a shallow water lever over terrain that you can walk through.

I too wish that they would reconsider their decision about the terrain mirroring. The first StarEdit didn't have it either though so it's not impossible for someone to add it later on.
I was somewhere, thinking something...
Ironclown
Profile Joined October 2009
United States73 Posts
April 22 2010 23:08 GMT
#17
In looking through the units and such I can't even find a lurker, which we know should exist in the editor, they had the coding and model for it so. It is highly likely that they just included what is currently in the beta (in regards to units and terrain and such) to help with spoilers and stuff. For instance new characters in the story line or a "dead Raynor" model sort of thing would obviously give stuff away about the story.
I suck.
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
April 22 2010 23:10 GMT
#18
On April 23 2010 07:48 CagedMind wrote:
Show nested quote +
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.
KevGuy378
Profile Joined April 2010
United States6 Posts
April 22 2010 23:59 GMT
#19
Does anyone get errors when they start up the editor like this?
Warning: Unable to load image from 'Assets\Textures\Wireframe-terran-garage.dds' (Core: a required object could not be found).
Patience is a Virtue
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
April 23 2010 00:00 GMT
#20
Honestly I'm disappointed with the editor's ui. It's messy and disorganized in the data editor, values are all over the place and a ton of space is wasted. Why didn't they look at community tools like Datedit and use that for layout inspiration I don't know, but as it is the editor really isn't an improvement over wc3 in terms of interface. They are both a big mess.

If someone knows how to get cliff tiles to place higher than 2 levels (like sc1, I want moar, like wc3), I'd love for you to share your secrets. As it is I can't find any triggers in the trigger editor at all and I can't get any higher than 2 levels in elevation.

Love the ability to change HDR and such on a per-doodad basis.

[image loading]
SnK.
Profile Joined April 2010
United States18 Posts
April 23 2010 00:02 GMT
#21
you can play maps you create in it anyone make any maps> so i can test out this new patch lol
DannyJ
Profile Joined March 2010
United States5110 Posts
April 23 2010 00:03 GMT
#22

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...
Airsick
Profile Joined March 2010
United States134 Posts
April 23 2010 00:03 GMT
#23
On April 23 2010 06:55 SichuanPanda wrote:
Well I fired up the Editor and went to work on a map. So far I've noticed that water is very picky about what height terrain it does or does not cover. I can't seem to find any bridges other than Mar Sara (Long) and it doesn't have a walk-way on it? Has anyone found out where to get bridges for placement?

So far I'm liking some of the new features over WC3's editor, I have not looked into triggering yet.

I think the closest you can get is using the road editor
Vei
Profile Joined March 2010
United States2845 Posts
April 23 2010 00:06 GMT
#24
On April 23 2010 08:10 3clipse wrote:
Show nested quote +
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.

the one thing is, yeah, there are no start locations :|
www.justin.tv/veisc2 ~ 720p + commentary
semantics
Profile Blog Joined November 2009
10040 Posts
April 23 2010 00:09 GMT
#25
On April 23 2010 09:06 Vei wrote:
Show nested quote +
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.

the one thing is, yeah, there are no start locations :|

it's there but it's wonky you have to be under points layer and it's the second button but it seems you can make the starting location near minerals(which is a pain if i can't turn that off makes placing minerals harder ) you have to have certain layered view else you can't get placement right, ionno if it works becuase can't test maps yet.
SnK.
Profile Joined April 2010
United States18 Posts
April 23 2010 00:09 GMT
#26
can anyone post any amp they made? i cant get the editor to work i but im 100% sure you can play on the maps you make i just wanna see what cosmetic changes they did.
Artisan
Profile Joined February 2010
United States336 Posts
April 23 2010 00:10 GMT
#27
Has anyone figured out how to load up blizzard maps? I would love to see what the new maps look like.
Kurisu
Profile Joined December 2009
United States31 Posts
April 23 2010 00:12 GMT
#28
the one thing is, yeah, there are no start locations :|


Go to the Points Layer, second button.
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
April 23 2010 00:14 GMT
#29
On April 23 2010 09:10 Artisan wrote:
Has anyone figured out how to load up blizzard maps? I would love to see what the new maps look like.


Those maps won't be downloadable until the b.net servers are back up, so even if anyone figured out how to open them in the editor...

(Please ignore me if the servers are up now)
3.
lolnoty
Profile Joined December 2005
United States7166 Posts
Last Edited: 2010-04-23 00:16:01
April 23 2010 00:15 GMT
#30
Looking forward to seeing someone make an exact replica of BGH. With more geysers of course.
"PPD is a very angry guy. He controls us." - Arteezy
Dankmids
Profile Blog Joined March 2010
United States316 Posts
April 23 2010 00:20 GMT
#31
Anyone figure out how to get the AI to work? I can make the starting locations and what not, just the AI does not mine minerals. It does how ever attack if attacked, and run away.
"Alright, Lets poop out a daily" Day9- Daily #203
Artisan
Profile Joined February 2010
United States336 Posts
Last Edited: 2010-04-23 00:22:36
April 23 2010 00:22 GMT
#32
Looking forward to seeing someone make an exact replica of BGH. With more geysers of course.


Tried to use the legacy converter to make it but all it came back with was mineral / gas locations lol oh well. Rest of the map was all black =/
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
April 23 2010 00:22 GMT
#33
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 did not imply this.

On April 23 2010 09:06 Vei wrote:
Show nested quote +
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.
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
April 23 2010 00:23 GMT
#34
On April 23 2010 09:20 Dankmids wrote:
Anyone figure out how to get the AI to work? I can make the starting locations and what not, just the AI does not mine minerals. It does how ever attack if attacked, and run away.

Best guess is it involves the pathing layer.
3.
Vei
Profile Joined March 2010
United States2845 Posts
April 23 2010 00:23 GMT
#35
On April 23 2010 09:09 semantics wrote:
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.

the one thing is, yeah, there are no start locations :|

it's there but it's wonky you have to be under points layer and it's the second button but it seems you can make the starting location near minerals(which is a pain if i can't turn that off makes placing minerals harder ) you have to have certain layered view else you can't get placement right, ionno if it works becuase can't test maps yet.

Thanks! Btw, you can just place a nexus/cc/hatchery from the unit palette. It doesn't let you place it if minerals/gas are too close, that's what I've been doing to make sure the distances work.
www.justin.tv/veisc2 ~ 720p + commentary
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
April 23 2010 00:23 GMT
#36
I'm excited for new, original maps made for SC2 with SC2 balance in mind. I couldn't care less about SC1 remakes.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 00:23 GMT
#37
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.
Bring back 2v2s!
warshop
Profile Joined March 2010
Canada490 Posts
April 23 2010 00:25 GMT
#38
On April 23 2010 09:20 Dankmids wrote:
Anyone figure out how to get the AI to work? I can make the starting locations and what not, just the AI does not mine minerals. It does how ever attack if attacked, and run away.


Set the mode to Melee and the workers should start mining. Although, it didn't seem to create any workers, since it had a script loading error.

As for triggers, it seems an event is required for it to be executed, but I might be mistaken. Anyhow, my Action wouldn't trigger unless I stated an event...
Vei
Profile Joined March 2010
United States2845 Posts
April 23 2010 00:26 GMT
#39
*waits on Twisted Meadows (wc3) to be made for SC*
www.justin.tv/veisc2 ~ 720p + commentary
Artisan
Profile Joined February 2010
United States336 Posts
April 23 2010 00:27 GMT
#40
On April 23 2010 09:26 Vei wrote:
*waits on Twisted Meadows (wc3) to be made for SC*


Loved that map one probably my favorite 4 player map in WC3
SnK.
Profile Joined April 2010
United States18 Posts
April 23 2010 00:28 GMT
#41
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
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
Last Edited: 2010-04-23 00:29:36
April 23 2010 00:29 GMT
#42
Is trigger editing and UMS map style map making something anyone can pick up? Or people who have somewhat of a background behind coding. I'd be interested in starting to make maps like this(and put in the time obviously), but I wouldn't know the first thing about map coding.
Endymion
Profile Blog Joined November 2009
United States3701 Posts
April 23 2010 00:30 GMT
#43
Anyone have any idea how to open up the Blizzard SC2 maps,I thought that I would be productive with my down time. File location and/or name would be helpful, thanks!
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Dankmids
Profile Blog Joined March 2010
United States316 Posts
April 23 2010 00:32 GMT
#44
Ill post some cute things in a bit.

Ive been messing around with it. Made my carrier shoot out mini mother ships, which then shot out battle cruiser attacks.
"Alright, Lets poop out a daily" Day9- Daily #203
Smurfz
Profile Joined May 2008
United States327 Posts
April 23 2010 00:32 GMT
#45
On April 23 2010 09:29 BDF92 wrote:
Is trigger editing and UMS map style map making something anyone can pick up? Or people who have somewhat of a background behind coding. I'd be interested in starting to make maps like this(and put in the time obviously), but I wouldn't know the first thing about map coding.


Nah you can still make great maps without having to use the actual coding. There are some advanced things that you will only be able to do with coding most likely, but for the most part you can still make a ton of things with the GUI.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 23 2010 00:33 GMT
#46
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.

If it was an easy feature to implement, they would have done it.
lolnoty
Profile Joined December 2005
United States7166 Posts
April 23 2010 00:34 GMT
#47
On April 23 2010 09:23 ComradeDover wrote:
Show nested quote +
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.
"PPD is a very angry guy. He controls us." - Arteezy
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-23 00:43:30
April 23 2010 00:42 GMT
#48
On April 23 2010 09:34 lolnoty wrote:
Show nested quote +
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.
Bring back 2v2s!
Vei
Profile Joined March 2010
United States2845 Posts
April 23 2010 00:42 GMT
#49
On April 23 2010 09:27 Artisan wrote:
Show nested quote +
On April 23 2010 09:26 Vei wrote:
*waits on Twisted Meadows (wc3) to be made for SC*


Loved that map one probably my favorite 4 player map in WC3

Mine as well, and my favorite map to 1v1 on by far. I hope someone here will make it, hinthint =xx I lack the skills.
www.justin.tv/veisc2 ~ 720p + commentary
Chuiu
Profile Blog Joined June 2003
3470 Posts
Last Edited: 2010-04-23 00:47:03
April 23 2010 00:46 GMT
#50
Combining tilesets!

[image loading]

Watch out for lava pits in my maps. :eg:
♞
lolnoty
Profile Joined December 2005
United States7166 Posts
Last Edited: 2010-04-23 00:50:37
April 23 2010 00:48 GMT
#51
On April 23 2010 09:42 ComradeDover wrote:
Show nested quote +
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
"PPD is a very angry guy. He controls us." - Arteezy
Vei
Profile Joined March 2010
United States2845 Posts
April 23 2010 00:52 GMT
#52
haha oh lawd, BGH eh... i'm actually curious to play one match. BGH gameplay is always pretty unique, it'd be fun to play good players who don't expect to be left alone to tech to their precious mass dt's+carriers and whatnot.

i love how clean sc2 maps look
www.justin.tv/veisc2 ~ 720p + commentary
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 23 2010 00:54 GMT
#53
On April 23 2010 09:48 lolnoty wrote:
Show nested quote +
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


unless that map is modified for gas to be coming in twice the amount per trip, this is not BGH, in fact all the expansions only have 1 gas geyser which is half of what all current melee maps have in all bases
ModeratorBlame yourself or God
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 00:55 GMT
#54
On April 23 2010 09:48 lolnoty wrote:
Show nested quote +
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.
Bring back 2v2s!
Vei
Profile Joined March 2010
United States2845 Posts
April 23 2010 00:57 GMT
#55
On April 23 2010 09:54 Zelniq 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


unless that map is modified for gas to be coming in twice the amount per trip, this is not BGH, in fact all the expansions only have 1 gas geyser which is half of what all current melee maps have in all bases

There are uhh enriched gas things like gold minerals, but I haven't tested them out to see how much they return per trip. Either way I think you're right.
www.justin.tv/veisc2 ~ 720p + commentary
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-23 00:58:24
April 23 2010 00:57 GMT
#56
On April 23 2010 09:52 Vei wrote:
haha oh lawd, BGH eh... i'm actually curious to play one match. BGH gameplay is always pretty unique, it'd be fun to play good players who don't expect to be left alone to tech to their precious mass dt's+carriers and whatnot.

i love how clean sc2 maps look


TL is going to need to have some low-skill map to play when giving away beta keys for StarCraft III.

On April 23 2010 09:54 Zelniq 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


unless that map is modified for gas to be coming in twice the amount per trip, this is not BGH, in fact all the expansions only have 1 gas geyser which is half of what all current melee maps have in all bases


On April 23 2010 09:42 ComradeDover wrote:
...so most of it I had to do by hand. I still need to double the number of gas geysers and do some...
Bring back 2v2s!
HawaiianPig
Profile Blog Joined July 2008
Canada5155 Posts
Last Edited: 2010-04-23 00:58:26
April 23 2010 00:58 GMT
#57
you can make all terrain accessible to ground units.

hillarity ensues.

[image loading]

[image loading]
AdministratorNot actually Hawaiian.
LazyScout
Profile Joined February 2010
United States223 Posts
April 23 2010 00:59 GMT
#58
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..
BC.KoRn
Profile Joined February 2003
Canada567 Posts
April 23 2010 00:59 GMT
#59
Ya look for possible expansion units!
Vei
Profile Joined March 2010
United States2845 Posts
April 23 2010 00:59 GMT
#60
^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.
www.justin.tv/veisc2 ~ 720p + commentary
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
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
April 23 2010 01:22 GMT
#81
just created an ultralisk that shoot infested terrans =)).... i found some attribute that called "item" and i wonder what they r for, can we actually can hv items in sc2 engine as war3?
Im daed. Follow me @TL_NB
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
April 23 2010 01:23 GMT
#82
On April 23 2010 09:42 ComradeDover wrote:
Show nested quote +
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.



There's a smiley face in the middle of the map
Moderator<:3-/-<
holy_war
Profile Blog Joined July 2007
United States3590 Posts
April 23 2010 01:23 GMT
#83
On April 23 2010 10:21 Adama wrote:
http://www.youtube.com/watch?v=svsQ0kldiGs


Haha that dude's awesome
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
Last Edited: 2010-04-23 01:25:35
April 23 2010 01:25 GMT
#84
On April 23 2010 10:06 DannyJ wrote:
Show nested quote +
On April 23 2010 09:22 3clipse wrote:
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.

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.

Saying that a UI hindrance will make the creation of these advanced maps more difficult is not the same thing as saying "all you need to do to make a premium-quality map is make it symmetrical" in the same way that requiring a liver to survive does not imply that it is the only organ necessary for life. You're jumping to conclusions I'm not making.

As to the comment about an x/y mirror not being easy to implement; I don't see how this could be the case. It was possible with bw editors. The editing system may be much more complex, but it should still be able to function on a limited scale... perhaps just mirroring cliffs and doodads? Full terrain mirroring with so much editing depth could be taxing, but most minor terrain slopes have a negligible effect on gameplay anyway.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-23 01:29:05
April 23 2010 01:25 GMT
#85
+ Show Spoiler +
On April 23 2010 10:21 Adama wrote:
http://www.youtube.com/watch?v=svsQ0kldiGs
OMG. That was a sick marauder dude. How do you assign units spells, and have you figured out how to assign certain units to specific structures?

On April 23 2010 10:23 IntoTheWow wrote:
Show nested quote +
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.



There's a smiley face in the middle of the map

Smilies are slapping me left and right atm.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
LazyScout
Profile Joined February 2010
United States223 Posts
Last Edited: 2010-04-23 01:27:14
April 23 2010 01:26 GMT
#86
I tried remaking Finn's Revenge from Supreme Commander.
I made it a high money map since there aren't a lot of expansions.
The geysers have high gas too.

[image loading]
[image loading]

Here's what I have so far.
I wanted grass so it looks more tropical but the tileset I used only had sand and rock.
Also I couldn't get the foliage editor thing to work.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-23 01:31:33
April 23 2010 01:30 GMT
#87
On April 23 2010 10:15 Elyvilon wrote:
SC2 BGH should have nothing but gold minerals.


There are "rich vespense geysers" in the editor also (hardcoded) that return 6 gas per trip instead of the usual 4.

What do you guys think? Should I replace all the gas/minerals with the high-yield variety?
Bring back 2v2s!
PREWTAHS
Profile Joined March 2010
Armenia24 Posts
April 23 2010 01:32 GMT
#88
How do you modify a unit's attack speed / missle speed? I can't locate anything of the sort for stalkers.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 01:37 GMT
#89
On April 23 2010 10:32 PREWTAHS wrote:
How do you modify a unit's attack speed / missle speed? I can't locate anything of the sort for stalkers.


It should be under the Combat section of properties, but after taking a quick look there I don't see anything of the sort listed. Chances are it's one of those things that just isn't unlocked for the beta (yet?).
Bring back 2v2s!
Chuiu
Profile Blog Joined June 2003
3470 Posts
April 23 2010 01:37 GMT
#90
On April 23 2010 10:32 PREWTAHS wrote:
How do you modify a unit's attack speed / missle speed? I can't locate anything of the sort for stalkers.

That stuff is under Modules -> Data.
♞
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-23 01:46:07
April 23 2010 01:39 GMT
#91
Width+Height Of SC2 Maps.
+ Show Spoiler +
Fuck thats big.[image loading]

I just noticed though that there is a playable size readout to the right of that. For example the readout for a map with "width/height=96x96" is actually "widht/height=76x68". 128x128 didn't readout to 128x128 playable size either.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 01:39 GMT
#92
On April 23 2010 10:37 Chuiu wrote:
Show nested quote +
On April 23 2010 10:32 PREWTAHS wrote:
How do you modify a unit's attack speed / missle speed? I can't locate anything of the sort for stalkers.

That stuff is under Modules -> Data.


Yeah, but look inside. There's no entry to edit Base Attack Time.
Bring back 2v2s!
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
April 23 2010 01:44 GMT
#93
[image loading]

Best guess is "(None) Period" is the time between attacks.
3.
StayPhrosty
Profile Joined August 2009
Canada406 Posts
April 23 2010 01:46 GMT
#94
YAY B.NET IS BACK UP
To be is to do-Socrates To do is to be-Sartre Do Be Do Be Do-Sinatra
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 01:46 GMT
#95
On April 23 2010 10:39 wishbones wrote:
Width+Height Of SC2 Maps.
+ Show Spoiler +
Fuck thats big.[image loading]

I just noticed though that there is a playable size readout to the right of that. For example the readout for a map with "width/height=96x96" is actually "widht/height=76x68". 128x128 didn't readout to 128x128 playable size either.


This is because of the fancy new third dimension that's been added. It's possible for the camera to see off the playable map.
Bring back 2v2s!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 23 2010 01:46 GMT
#96
Nice.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 01:46 GMT
#97
On April 23 2010 10:44 Inschato wrote:
[image loading]

Best guess is "(None) Period" is the time between attacks.


Good find!
Bring back 2v2s!
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
April 23 2010 01:53 GMT
#98
It's kind of annoying messing with changing up buildings etc.. Everything is very "disjointed" in terms of finding what connects what
Warturtle - DOTA 2 is KING
Ballistixz
Profile Joined January 2010
United States1269 Posts
April 23 2010 01:57 GMT
#99
i have a feeling sc2 BGH will be a nightmare for zerg even more so then in sc1.

but im also wondering, are you able to like make little pictures of chars in the middle of the map like in some sc1 maps? for example a yoshi head and eggs in the middle of the map or some flowers/bombs/etc. or a more popular example is the strip xxxx games.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 01:59 GMT
#100
[image loading]

I guess I'm done with BGH. The command centers are obviously just for adjusting mineral/gas distance and will be removed before publishing

Center expo has gold minerals and high-yield gas. All minerals at 20k a stack and all gas at 25k a geyser.
Bring back 2v2s!
Flameberger
Profile Joined March 2010
United States226 Posts
April 23 2010 02:01 GMT
#101
It's going to take some time to get used to this stuff. Has anyone figured out how to make a unit able to gain levels / stats and such? I know they planned to have that in but it's not easily found (for me at least), maybe it's just not in the editor yet.
An engine of annihilating power.
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
April 23 2010 02:04 GMT
#102


Quick video of that image I showed earlier. I'm in the process of making a colossal video showing everything I can and trying to figure out/explain what I know with my limited knowledge of programming (re: none), so it's hit and miss with some stuff but might be something interesting for those without the beta or those curious about the opinions of a guy with huge sc1/wc3 modding (not mapping) experience.
Ballistixz
Profile Joined January 2010
United States1269 Posts
April 23 2010 02:05 GMT
#103
On April 23 2010 10:26 LazyScout wrote:
I tried remaking Finn's Revenge from Supreme Commander.
I made it a high money map since there aren't a lot of expansions.
The geysers have high gas too.

[image loading]
[image loading]

Here's what I have so far.
I wanted grass so it looks more tropical but the tileset I used only had sand and rock.
Also I couldn't get the foliage editor thing to work.


not to bash on ur map but ima go ahead and just say ppl will scv rush all day on that map. or PF rush.
chirievalord
Profile Joined May 2009
Costa Rica92 Posts
April 23 2010 02:16 GMT
#104
On April 23 2010 09:00 IskatuMesk wrote:If someone knows how to get cliff tiles to place higher than 2 levels (like sc1, I want moar, like wc3), I'd love for you to share your secrets. As it is I can't find any triggers in the trigger editor at all and I can't get any higher than 2 levels in elevation.


Have you tried making 2 levels and then lowering the rest of the terrain? That worked out for me, kind of lame but hey, I got 3 levels :p
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
April 23 2010 02:21 GMT
#105
Well I couldn't connect ramps to the lowered terrain since it only went by like 3 tiles or something.

I dunno. I think I can't see triggers because of the localization thing I had to use. I probably need to reinstall.
chirievalord
Profile Joined May 2009
Costa Rica92 Posts
April 23 2010 02:27 GMT
#106
Yeah I was looking into that... I guess just use ramp from L3 to L2 and a new ramp from L2 to L1? I haven't tried that though
No_Roo
Profile Joined February 2010
United States905 Posts
April 23 2010 02:29 GMT
#107
2 Billion missiles at once?????

+ Show Spoiler +
[image loading]


Almost

+ Show Spoiler +
[image loading]
(US) NoRoo.fighting
s2pid_loser
Profile Joined March 2010
United States699 Posts
April 23 2010 02:32 GMT
#108
On April 23 2010 10:21 Adama wrote:
http://www.youtube.com/watch?v=svsQ0kldiGs


that thing is bad ass LOL!
Et Ducit Mundum Per Luce
sLiniss
Profile Blog Joined May 2009
United States849 Posts
April 23 2010 02:32 GMT
#109
^HAHA blizzard employees will be amused


I'm really liking the amount of customization in SC2.
Flameberger
Profile Joined March 2010
United States226 Posts
April 23 2010 02:32 GMT
#110
On April 23 2010 11:29 No_Roo wrote:
2 Billion missiles at once?????

+ Show Spoiler +
[image loading]


Almost

+ Show Spoiler +
[image loading]


lol'd irl. I liked your error report, I'm sure that will help them a lot.
An engine of annihilating power.
Haathen
Profile Joined April 2010
Hungary40 Posts
April 23 2010 02:36 GMT
#111
Hey guys, anybody managed to test maps in windowed mode? It seems to ignore that option and always starts up SC in full screen. If SC is already windowed, it just won't play the map :/

If it's been discussed, I'm sorry, I'm new here, don't see how to search in a specific forum topic.
s2pid_loser
Profile Joined March 2010
United States699 Posts
April 23 2010 02:45 GMT
#112
has anyone made a fast custom game on galaxy editor thats got everyone playing now?
Et Ducit Mundum Per Luce
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 02:47 GMT
#113
On April 23 2010 11:45 s2pid_loser wrote:
has anyone made a fast custom game on galaxy editor thats got everyone playing now?


Nope. You can't publish yet. Next patch, hopefully.
Bring back 2v2s!
Vei
Profile Joined March 2010
United States2845 Posts
April 23 2010 02:49 GMT
#114
Jesus. Skilled editors are going to make visually AMAZING maps given all the customization you can do *_____*

I am stoked for retail editor ^__^ And I am actually VERY glad there are no spoiler campaign units in the editor, yet.
www.justin.tv/veisc2 ~ 720p + commentary
Derben
Profile Joined April 2010
Germany9 Posts
April 23 2010 02:52 GMT
#115
this looks already soooo good on day 1
buKe
Profile Joined February 2010
Canada168 Posts
April 23 2010 03:01 GMT
#116
where exactly is the editor ? -.-
Pablols
Profile Joined August 2009
Chile517 Posts
April 23 2010 03:01 GMT
#117
IT IS COOL!
I just made a map where high templars have 2000 mana and regenerate 100/s
i also increased the storm radius by a lot, and i did it in like 5 minutes!
what you do is press f7, search for the unit and then just change the values it's very easy!
buKe
Profile Joined February 2010
Canada168 Posts
April 23 2010 03:06 GMT
#118
found it, its basically wc3 editor with small xtra features. not impressed.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 23 2010 03:11 GMT
#119
remaking HBR, here's what I have so far:

[image loading]
teaaaaaaaa
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 03:43 GMT
#120
On April 23 2010 12:11 Snausages wrote:
remaking HBR, here's what I have so far:

[image loading]


Not bad! Very good, in fact! :D

What textures do you plan on using for the final edition?
Bring back 2v2s!
Pablols
Profile Joined August 2009
Chile517 Posts
April 23 2010 03:47 GMT
#121
On April 23 2010 12:11 Snausages wrote:
remaking HBR, here's what I have so far:



im also doing that
[image loading]

its a little dirty and messy but ill improve it
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-23 04:16:06
April 23 2010 04:06 GMT
#122
Not bad! Very good, in fact! :D

What textures do you plan on using for the final edition?


I'm playing around with tilesets right now, but the tileset I have on that pic is most likely what I'm gonna stick with.

@pablos: nice! did you do any conversions? i'm doing mine from scratch

EDIT: Yeah, I assumed you did, cuz I converted the sc1 HBR and tried playing it, but alot of the map was out of bounds
teaaaaaaaa
NeoScout
Profile Joined April 2010
United States103 Posts
April 23 2010 04:28 GMT
#123
can't wait for future maps ^^
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
Last Edited: 2010-04-23 04:34:39
April 23 2010 04:34 GMT
#124
hey guys just made this video with the editor, enjoy!


No_Roo
Profile Joined February 2010
United States905 Posts
Last Edited: 2010-04-23 04:42:31
April 23 2010 04:42 GMT
#125
On April 23 2010 11:32 Flameberger wrote:
Show nested quote +
On April 23 2010 11:29 No_Roo wrote:
2 Billion missiles at once?????

[image loading]

Almost

[image loading]


lol'd irl. I liked your error report, I'm sure that will help them a lot.


Yeah to be fair I don't think I got anywhere 2billion before the crash.

The physics engine is really fun to play with btw.
(US) NoRoo.fighting
CagedMind
Profile Joined February 2010
United States506 Posts
April 23 2010 05:01 GMT
#126
On April 23 2010 13:42 No_Roo wrote:
Show nested quote +
On April 23 2010 11:32 Flameberger wrote:
On April 23 2010 11:29 No_Roo wrote:
2 Billion missiles at once?????

[image loading]

Almost

[image loading]


lol'd irl. I liked your error report, I'm sure that will help them a lot.


Yeah to be fair I don't think I got anywhere 2billion before the crash.

The physics engine is really fun to play with btw.

Wait you actually tried going for 2billion?
your micro has been depleted
BC.KoRn
Profile Joined February 2003
Canada567 Posts
April 23 2010 05:07 GMT
#127
What folder are pre existing starcraft 2 maps in?
vaporwolf
Profile Joined April 2010
United States8 Posts
April 23 2010 05:16 GMT
#128
Here's a map I've been working on, just getting a hang for how everything works together.

2 tiers of cliffs (with a fake 3rd tier on top) no real choke points and the pit in the center holds two sets of yellow minerals and high output geysers. Don't know if it's any good, but I had fun making it.

+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]
Shnakvoum rikoyoch
Rickilicious
Profile Joined July 2009
United States220 Posts
April 23 2010 05:26 GMT
#129
I cant find my customly made units and buildings =/
Doug Righteous
CagedMind
Profile Joined February 2010
United States506 Posts
April 23 2010 05:30 GMT
#130
How do you delete units besides doing undo.
your micro has been depleted
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 05:34 GMT
#131
On April 23 2010 14:30 CagedMind wrote:
How do you delete units besides doing undo.


Select them and press delete. -.-"
Bring back 2v2s!
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
April 23 2010 05:40 GMT
#132
On April 23 2010 12:47 Pablols wrote:
Show nested quote +
On April 23 2010 12:11 Snausages wrote:
remaking HBR, here's what I have so far:



im also doing that
[image loading]

its a little dirty and messy but ill improve it


This needs more attention, holy shit. The neutral buildings are missing though.

Can you upload this map so i can decorate it with doodads? ^^
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 23 2010 05:48 GMT
#133
Texturing is tedious > <

I'll work on it some more later...

[image loading]
teaaaaaaaa
DrGabriel
Profile Joined January 2010
United States80 Posts
April 23 2010 05:50 GMT
#134
On April 23 2010 12:47 Pablols wrote:
Show nested quote +
On April 23 2010 12:11 Snausages wrote:
remaking HBR, here's what I have so far:



im also doing that
[image loading]

its a little dirty and messy but ill improve it


Seems to me the ridges in HBR are almost useless without that good old high ground advantage.
You cannot just 1a2a3a your way into the vajayjay.
saltygrapes
Profile Joined April 2010
181 Posts
April 23 2010 05:53 GMT
#135
[image loading]

GL killin dis thang
sxpointz!
roark
Profile Joined April 2010
United States187 Posts
April 23 2010 06:08 GMT
#136
How are you guys making new units?

I tried to duplicate a Unit and an Actor in the Modules -> Data

but how do you link them up?
saltygrapes
Profile Joined April 2010
181 Posts
April 23 2010 06:31 GMT
#137
On April 23 2010 15:08 roark wrote:
How are you guys making new units?

I tried to duplicate a Unit and an Actor in the Modules -> Data

but how do you link them up?


its very, very complicated, sadly
sxpointz!
roark
Profile Joined April 2010
United States187 Posts
April 23 2010 06:32 GMT
#138
Can you take a minute and write up a short guide?
ostra
Profile Joined April 2010
Brazil12 Posts
April 23 2010 06:36 GMT
#139
is it possible to make heroes? I don't like too much hero-rts games but I want to see how powerful is the editor in this.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 23 2010 06:46 GMT
#140
I was working on porting Fighting Spirit, but I think i'm going to abandon the cause
if anyone wants to pick up where i left off, here's all the info:
+ Show Spoiler +
I was going to do this, but I have exams and battle.net just went live. I've finished one corner of the map so far.
I started with the conversion tool and have been re-texturing and re-fitting everything to sc2.
If anyone wants to finish what I started, here's a link: Fighting Spirit (SC2)
+ Show Spoiler +

[image loading]


Notes:
-The map is not fully bordered yet, and will need to be so that the camera in-game doesn't look wierd
-The legacy conversion tool messes with the elevation a lot. The "same level" tool is your friend
-The legacy conversion tool also did absolutely nothing to the top 1/3 of the map, as you can see in the screenshot. You can copy terrain, however I do not know if you can rotate it.
-The cliffs around the nats need pathing blockers so ground units can't get on them
-I'm not sure if the rough elevation between the main and the 3rd will block units, but i've placed pathing blockers there anyway
-There is a custom tileset called "Fighting Spirit" which pulls textures from a few of the other tilesets
-Everything outside the blue border is garbage, if I understand the editor correctly
-There are no spawn locations, I couldn't find them
-The vespene geysers disappeared when I tried to place them :/
-It needs details. Badly. :/

If anyone does go ahead and finish this, give some credit to prodiG for getting it started, will ya? ;D


Thread here
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
April 23 2010 06:48 GMT
#141
Is the map editor stuff strictly for messing around right now? Or is there a way for you to host these maps online to play with others?

The part where Blizzard said the map distribution system would be added in a later patch gave me the impression we wouldn't be able to play these for now.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-04-23 07:00:02
April 23 2010 06:59 GMT
#142
On April 23 2010 15:48 Tsagacity wrote:
Is the map editor stuff strictly for messing around right now? Or is there a way for you to host these maps online to play with others?

The part where Blizzard said the map distribution system would be added in a later patch gave me the impression we wouldn't be able to play these for now.

Messing around.

We can't use them on bnet for a while. It kinda makes sense though 'cause I'm willing to bet once custom games get released to bnet like 80% of the people will start playing UMS and fastest money map and BGH-style games and not help balance shit at all x]
sacrife
Profile Joined April 2010
Norway26 Posts
April 23 2010 07:05 GMT
#143
It sucks being European (And on a borrowed sc2 account ) and having to wait for the patch :p.

I have SO many idea's for maps and can't wait to get started. I'm currently studying bachelor in level design and this is going to ruin the summer for me
PRRAAGGUEEAAA
hellsan631
Profile Blog Joined March 2010
United States695 Posts
April 23 2010 07:55 GMT
#144
pretty cool map editor i must say.

just messed around in it for about 2 hours or so, and this is what i came up with.

[image loading]

texture and everything isn't done yet, and a few little things here and there, but for the most part, the layout and everything is set in stone.

a lot of choke points on this map, and it favors defensive play, or air.

i would also like to see the classic Stetons Gulch from supcom . i think that could be made into a really cool map for 4v4 (or perhaps 2v2 and 3v3 versions of it, scaled down.


DrGabriel
Profile Joined January 2010
United States80 Posts
April 23 2010 08:12 GMT
#145
has anyone found a mirror x/y option like in scmdraft?
You cannot just 1a2a3a your way into the vajayjay.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 23 2010 08:45 GMT
#146
On April 23 2010 17:12 DrGabriel wrote:
has anyone found a mirror x/y option like in scmdraft?


no, but there is copy n paste, rotate/flip >_>
teaaaaaaaa
qoolqop
Profile Joined June 2009
Sweden71 Posts
April 23 2010 08:59 GMT
#147
On April 23 2010 17:45 Snausages wrote:
Show nested quote +
On April 23 2010 17:12 DrGabriel wrote:
has anyone found a mirror x/y option like in scmdraft?


no, but there is copy n paste, rotate/flip >_>

so you can copy half the map and then paste it and flip/rotate?
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 23 2010 09:11 GMT
#148
On April 23 2010 17:59 qoolqop wrote:
Show nested quote +
On April 23 2010 17:45 Snausages wrote:
On April 23 2010 17:12 DrGabriel wrote:
has anyone found a mirror x/y option like in scmdraft?


no, but there is copy n paste, rotate/flip >_>

so you can copy half the map and then paste it and flip/rotate?


it's impossible cuz you need to paste the highlighted portion of the map, which overwrites any terrain underneath it, before you can rotate it.
teaaaaaaaa
LazyScout
Profile Joined February 2010
United States223 Posts
Last Edited: 2010-04-23 09:26:15
April 23 2010 09:25 GMT
#149
MatchPoint Lite
I call it MatchPoint Lite because it ended up kind of squished. And the terrain isn't as detailed as the original MatchPoint.

[image loading]

I wish I could play this with someone.
HeyitsClay
Profile Joined April 2008
Canada336 Posts
April 23 2010 09:42 GMT
#150
Looks sexy i cant wait to play these lol
Siid
Profile Joined March 2010
United States6 Posts
April 23 2010 09:54 GMT
#151
On April 23 2010 18:11 Snausages wrote:
Show nested quote +
On April 23 2010 17:59 qoolqop wrote:
On April 23 2010 17:45 Snausages wrote:
On April 23 2010 17:12 DrGabriel wrote:
has anyone found a mirror x/y option like in scmdraft?


no, but there is copy n paste, rotate/flip >_>

so you can copy half the map and then paste it and flip/rotate?


it's impossible cuz you need to paste the highlighted portion of the map, which overwrites any terrain underneath it, before you can rotate it.



You rotate the selection before it's pasted. Drag a selection around something, press ctrl+c, press ctrl+v to get the box showing you where it's going to be pasted, go to edit -> rotate then rotate it however you want and then click where you want it to go.
Reuental
Profile Joined July 2009
United States457 Posts
April 23 2010 09:55 GMT
#152
I can't what for the pro starcraft leagues to make maps. They are already very creative with the limited options they have in brood war. Their SC2 maps should be spectacular.
I'm a Crab made of men.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 23 2010 10:05 GMT
#153
I'd just like to point out that all custom maps are completely unplayable on battle.net, you can only test it by yourself in map editor's test feature. blizzard stated later on in beta they'll allow maps to be published, till then only blizz maps allowed -______________________________________-
ModeratorBlame yourself or God
Taco-Mental
Profile Joined April 2010
United States84 Posts
April 23 2010 10:17 GMT
#154
It recommends that I open one of the pre-existing maps to poke around but I have no idea where that would be. Any help TL?
Zabestrial
Profile Joined June 2009
United States194 Posts
April 23 2010 15:21 GMT
#155
A quick Galaxy editor question
yea its kinda stupid but...

i keep trying to place minerals and such at the edge of the map but it wont let me.
plz help


-Zabestrial
www.YouTube.com/BreakingHaven
GoodCat1
Profile Joined May 2009
Israel266 Posts
April 23 2010 15:31 GMT
#156
On April 23 2010 18:25 LazyScout wrote:
MatchPoint Lite
I call it MatchPoint Lite because it ended up kind of squished. And the terrain isn't as detailed as the original MatchPoint.

[image loading]

I wish I could play this with someone.


wow this is looking really nice
ZerO FAN~!~!~!
BasedSwag
Profile Joined April 2010
Algeria418 Posts
April 23 2010 15:38 GMT
#157
Anyone know how/if it's possible to make it so that lava does damage?
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 23 2010 15:40 GMT
#158
OK, DotA port will be frickin AWESOME!
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-23 15:48:53
April 23 2010 15:44 GMT
#159
ok hi guys, wishbones here. Need help, and heres my current problems that make me not want to push forward.

1) How do you unlock locked maps, I've heard that trying to do that Legacy Map thing you need to unlock the locked maps.

2) I haven't tried any of the Pro League Maps, just old Brood War blizzard maps. All I got though was the minerals in their positions, and a completely black map underneath. How to fix that? What I am doing wrong. What do you do that doesn't make what I'm going through happen?

3) Yet to be decided, I have not attempted anything since I cannot figure out why this is happening, or how to unlock maps. I remember seeing the program in one of the threads, I will go through this one see if it had the link here.

edit - Alright no luck for me on finding it myself. Need some help please guys.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
April 23 2010 15:50 GMT
#160
On April 23 2010 09:33 Mastermind wrote:
Show nested quote +
On April 23 2010 09:22 3clipse wrote:
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.

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.

If it was an easy feature to implement, they would have done it.


Dunno how obfuscated their code is, but assuming there is an underlying grid of some sort like in SC1 and WC3 (I haven't tried the galaxy editor yet), there are a number of trivial solutions to this. Reflections are rather easy to do.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 15:51 GMT
#161
On April 24 2010 00:44 wishbones wrote:
ok hi guys, wishbones here. Need help, and heres my current problems that make me not want to push forward.

1) How do you unlock locked maps, I've heard that trying to do that Legacy Map thing you need to unlock the locked maps.

2) I haven't tried any of the Pro League Maps, just old Brood War blizzard maps. All I got though was the minerals in their positions, and a completely black map underneath. How to fix that? What I am doing wrong. What do you do that doesn't make what I'm going through happen?

3) Yet to be decided, I have not attempted anything since I cannot figure out why this is happening, or how to unlock maps. I remember seeing the program in one of the threads, I will go through this one see if it had the link here.


I'm not sure what you mean by "unlock" maps.

The black-map problem is caused when you import a legacy map because it's converted under the "Aiur (Urban)" tileset, which the editor doesn't include as of this patch. Because those files are missing, the map comes up without textures. To fix this, click on the map tab at the top of th screen and go to "Map Textures". Select a different tileset from the drop down menu and press ok.
Bring back 2v2s!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-23 16:03:06
April 23 2010 15:58 GMT
#162
edit - Thank you very much ComradeDover, great response time, such a nice thread who ever was the starter, I can't see his name at the moment, but kudos to you!

lol, silly me, yes I meant, let me see if maps are even locked then.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 16:02 GMT
#163
<3
Bring back 2v2s!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-04-23 16:51:44
April 23 2010 16:42 GMT
#164
On April 23 2010 15:46 prodiG wrote:
I was working on porting Fighting Spirit, but I think i'm going to abandon the cause
if anyone wants to pick up where i left off, here's all the info:
+ Show Spoiler +
I was going to do this, but I have exams and battle.net just went live. I've finished one corner of the map so far.
I started with the conversion tool and have been re-texturing and re-fitting everything to sc2.
If anyone wants to finish what I started, here's a link: Fighting Spirit (SC2)
+ Show Spoiler +

[image loading]


Notes:
-The map is not fully bordered yet, and will need to be so that the camera in-game doesn't look wierd
-The legacy conversion tool messes with the elevation a lot. The "same level" tool is your friend
-The legacy conversion tool also did absolutely nothing to the top 1/3 of the map, as you can see in the screenshot. You can copy terrain, however I do not know if you can rotate it.
-The cliffs around the nats need pathing blockers so ground units can't get on them
-I'm not sure if the rough elevation between the main and the 3rd will block units, but i've placed pathing blockers there anyway
-There is a custom tileset called "Fighting Spirit" which pulls textures from a few of the other tilesets
-Everything outside the blue border is garbage, if I understand the editor correctly
-There are no spawn locations, I couldn't find them
-The vespene geysers disappeared when I tried to place them :/
-It needs details. Badly. :/
-As per the thread, the water needs to be cliffed

If anyone does go ahead and finish this, give some credit to prodiG for getting it started, will ya? ;D


Thread here

is anyone interested in finishing this
EDIT: i changed my mind. I'm going to try and finish it :3
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 23 2010 17:02 GMT
#165
shameless double post:
how do you rotate terrain?
i've created a hotkey for it but it doesn't work :/
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
tyCe
Profile Joined March 2010
Australia2542 Posts
April 23 2010 17:19 GMT
#166
On April 23 2010 18:25 LazyScout wrote:
MatchPoint Lite
I call it MatchPoint Lite because it ended up kind of squished. And the terrain isn't as detailed as the original MatchPoint.

[image loading]

I wish I could play this with someone.


Nice work. Not to nitpick but isn't it supposed to be rotationally symmetrical?
Betrayed by EG.BuK
masamune00
Profile Joined April 2010
France11 Posts
April 23 2010 17:28 GMT
#167
I've made an unit but how can she have a model ? (I've heard the unit must have a actor.. oO)

How can my unit get a model ? And how do you "upgrade the size", become bigger ?
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 23 2010 17:54 GMT
#168
On April 24 2010 02:28 masamune00 wrote:
I've made an unit but how can she have a model ? (I've heard the unit must have a actor.. oO)

How can my unit get a model ? And how do you "upgrade the size", become bigger ?

This I would like to know as well. ^^ BUMPED with love of course..
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
StormsInJuly
Profile Joined January 2009
Sweden165 Posts
April 23 2010 18:01 GMT
#169
[image loading]
Who's down for 14player ffa?

ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-23 18:04:26
April 23 2010 18:03 GMT
#170
On April 24 2010 03:01 StormsInJuly wrote:
[image loading]
Who's down for 14player ffa?



That actually looks pretty good. :D

EDIT: You've got some map bound issues on the left and right side, though. It looks like some of the minerals on the mid-right base and one of the gases on the mid-left base are unusable. Can you push back the bounds just a smidge on both those sides?
Bring back 2v2s!
Verr82
Profile Joined April 2010
Australia4 Posts
April 23 2010 19:02 GMT
#171
On April 23 2010 15:31 saltygrapes wrote:
Show nested quote +
On April 23 2010 15:08 roark wrote:
How are you guys making new units?

I tried to duplicate a Unit and an Actor in the Modules -> Data

but how do you link them up?


its very, very complicated, sadly

If anyone could shed some more light on this I'd be grateful. Why is making new custom units with this editor so complicated? I'm trying and failing here.
semantics
Profile Blog Joined November 2009
10040 Posts
April 23 2010 19:19 GMT
#172
the UI on the editor hasn't improved sense the first sc editor that's my biggest complaint it's very hotkey heavy if you want to do stuff with any speed what so ever.
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
Last Edited: 2010-04-23 19:36:44
April 23 2010 19:35 GMT
#173
I can't believe it took me so long to find this:
[image loading]


Namely because of the fact that the default test speed is NORMAL :/

(It's in the file menu by the way)

Edit, gahaha it supports tablets for terrain modeling?
3.
Dizmaul
Profile Joined March 2010
United States831 Posts
Last Edited: 2010-04-23 20:39:56
April 23 2010 19:36 GMT
#174
hey ive started to remake medusa

[image loading]

is there anyway to make the map edges just like sc1 and not have that shadow area? And you cant see it cause it cut off but the mineral only patches in the back of the bases is still there. I still have a lot to go but i just wanted to share and get some feedback.

Edit: im thinking about making the mineral only base gold minerals what do you guys think?
It is what it is
Verr82
Profile Joined April 2010
Australia4 Posts
Last Edited: 2010-04-23 21:23:09
April 23 2010 20:03 GMT
#175
Dizmaul
Profile Joined March 2010
United States831 Posts
April 23 2010 20:44 GMT
#176
here it is at an angle

[image loading]
It is what it is
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 20:50 GMT
#177
On April 24 2010 05:44 Dizmaul wrote:
here it is at an angle

[image loading]


Just for the hell of it, you should replace the water with lava. :D
Bring back 2v2s!
Islandsnake
Profile Joined April 2009
United States679 Posts
April 23 2010 20:56 GMT
#178
On April 23 2010 11:04 IskatuMesk wrote:
+ Show Spoiler +
http://www.youtube.com/watch?v=J5G3qelQjOA

Quick video of that image I showed earlier. I'm in the process of making a colossal video showing everything I can and trying to figure out/explain what I know with my limited knowledge of programming (re: none), so it's hit and miss with some stuff but might be something interesting for those without the beta or those curious about the opinions of a guy with huge sc1/wc3 modding (not mapping) experience.


Thanks for your post in this thread thus far, enjoyed the video - going to be some really pretty maps made with the editor
Bang!
Jubuntu
Profile Joined July 2009
United States15 Posts
April 23 2010 20:56 GMT
#179
[B]On April 24 2010 05:50 ComradeDover wrote:

Just for the hell of it, you should replace the water with lava. :D


Yes lava looks much cooler. :D Currently working on map with lava, so much fun...
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 23 2010 21:30 GMT
#180
That map looks great, Dizmaul! I wanna see it with doodads.

Also, do those mineral patches that are blocking the ramps worth 0 mins?
teaaaaaaaa
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 23 2010 21:32 GMT
#181
Does anyone know how to make a unit have multiple weapons(as in fire them all simultaneously?) So maybe have a marine have colossus beam immortal blast and battlecruiser shots, all firing at the same time?
masamune00
Profile Joined April 2010
France11 Posts
April 23 2010 21:33 GMT
#182
yea, I search something for this too ... I can give multiple weapons but don't shoot in the same time xd
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 23 2010 21:35 GMT
#183
On April 24 2010 06:33 masamune00 wrote:
yea, I search something for this too ... I can give multiple weapons but don't shoot in the same time xd


Yeah basically that's my problem... they fire randomly. sometimes Ill get 6 beams in a row, and then one immortal blast or the other way around.
Rogueleader89
Profile Joined April 2010
United States27 Posts
April 23 2010 21:37 GMT
#184
Anyone find a trigger that will issue a move command to the unit? I figured it would be under Issue Orders but its not...
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
April 23 2010 21:39 GMT
#185
On April 24 2010 06:37 Rogueleader89 wrote:
Anyone find a trigger that will issue a move command to the unit? I figured it would be under Issue Orders but its not...

You need to set it up as an order with target. By default the issue order command is a generic issue order, if you click on the blue bracket it will let you change it to an issue order with target. Since the move command needs a destination to move to you have to do this.

It's a little hard to notice that you can click on that blue bracket, it took me awhile before I noticed as well.
twitter: @terrancem
Rogueleader89
Profile Joined April 2010
United States27 Posts
April 23 2010 21:42 GMT
#186
On April 24 2010 06:39 GogoKodo wrote:
Show nested quote +
On April 24 2010 06:37 Rogueleader89 wrote:
Anyone find a trigger that will issue a move command to the unit? I figured it would be under Issue Orders but its not...

You need to set it up as an order with target. By default the issue order command is a generic issue order, if you click on the blue bracket it will let you change it to an issue order with target. Since the move command needs a destination to move to you have to do this.

It's a little hard to notice that you can click on that blue bracket, it took me awhile before I noticed as well.

Ah, much thanks
Dizmaul
Profile Joined March 2010
United States831 Posts
Last Edited: 2010-04-23 21:49:01
April 23 2010 21:44 GMT
#187
im messing with the minerals on the ramp right now what where they set to in bw?? 0?? soon as i finish all the chokes ect ill get into the cosmetics more heh

edit: also you cant see from the pic but i have it set up just like the bw version you cant build in all the same area's
It is what it is
masamune00
Profile Joined April 2010
France11 Posts
April 23 2010 21:45 GMT
#188
Yea BDF92, same..
0neder
Profile Joined July 2009
United States3733 Posts
April 23 2010 21:48 GMT
#189
On April 23 2010 08:10 3clipse wrote:
Show nested quote +
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.

No. The paid-for maps will be custom game stuff. They won't be just standard maps.
Craton
Profile Blog Joined December 2009
United States17249 Posts
April 23 2010 21:52 GMT
#190
In any event it does dissuade amateur map makers from trying their hand. It may not have any effect whatsoever on paid vs free, but it does reduce the overall pool of mapmakers.
twitch.tv/cratonz
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 21:56 GMT
#191
On April 24 2010 06:48 0neder wrote:
Show nested quote +
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.

No. The paid-for maps will be custom game stuff. They won't be just standard maps.


They'll be even more than just custom game stuff. By taking a look at that first-person thing in the custom map preview panel, they'll be the equivilent of whole new games, something I have no problem shelling out a few bucks for.

On April 24 2010 06:52 Craton wrote:
In any event it does dissuade amateur map makers from trying their hand. It may not have any effect whatsoever on paid vs free, but it does reduce the overall pool of mapmakers.


I'd rather have a smaller pool of mapmakers that can make quality maps without mindless auto-mirror tools than a big pool of retards.
Bring back 2v2s!
varkarrus
Profile Joined April 2010
Canada2 Posts
Last Edited: 2010-04-23 22:04:55
April 23 2010 22:04 GMT
#192
Not me. I think anyone should be able to map.
Kekeke.
Dizmaul
Profile Joined March 2010
United States831 Posts
April 23 2010 22:32 GMT
#193
Another update...

i did lava instead of water for the guy who asked heh its starting to come out nice

[image loading]
It is what it is
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-23 22:35:05
April 23 2010 22:34 GMT
#194
On April 24 2010 07:04 varkarrus wrote:
Not me. I think anyone should be able to map.


Anyone can make a map. Not everyone can make a great map. It's just like Blizzard's philosophy with the rest of SC2 -- Easy to pick up, difficult to master.

On April 24 2010 07:32 Dizmaul wrote:
Another update...

i did lava instead of water for the guy who asked heh its starting to come out nice

[image loading]


:D

To be honest, I was being sort of flippant when I suggested that, but that looks pretty good! :D
Bring back 2v2s!
Vei
Profile Joined March 2010
United States2845 Posts
April 23 2010 22:42 GMT
#195
I think that map would look better with water than lava =p
www.justin.tv/veisc2 ~ 720p + commentary
Dizmaul
Profile Joined March 2010
United States831 Posts
April 23 2010 23:24 GMT
#196
ok ok no more lava hah i added trees and such cleaned up stuff made the chokes all the right space's its looking like its almost done

[image loading]
It is what it is
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-23 23:39:15
April 23 2010 23:36 GMT
#197
Where is the button to start adding ground, I am on Layer, and I don't know where it is. Oddly enough the first time I ever opened the editor it was the first thing I did, unfortunately I am not seeing it anymore.

ah found it!
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Blanke
Profile Joined April 2010
Canada180 Posts
April 23 2010 23:36 GMT
#198
hey guys, I seem to be having trouble accessing the Galaxy editor. I know we all downloaded it in the latest patch, but for some reason, I can't find a shortcut to the editor anywhere on my computer. (I'm using Windows 7.) Can anyone help me out?
We avoid risks in life to arrive safely at death.
Dizmaul
Profile Joined March 2010
United States831 Posts
April 23 2010 23:38 GMT
#199
On April 24 2010 08:36 Blanke wrote:
hey guys, I seem to be having trouble accessing the Galaxy editor. I know we all downloaded it in the latest patch, but for some reason, I can't find a shortcut to the editor anywhere on my computer. (I'm using Windows 7.) Can anyone help me out?


just go into you sc2 folder there is no shortcut unless u make1
It is what it is
Ursad0n
Profile Blog Joined April 2010
United States523 Posts
Last Edited: 2010-04-23 23:41:22
April 23 2010 23:40 GMT
#200
On April 24 2010 08:36 Blanke wrote:
hey guys, I seem to be having trouble accessing the Galaxy editor. I know we all downloaded it in the latest patch, but for some reason, I can't find a shortcut to the editor anywhere on my computer. (I'm using Windows 7.) Can anyone help me out?

You have to go to the starcraft2 folder. Mine is located at:
Computer (My computer) -> Local Disk (C -> Program Files -> Starcraft 2 Beta -> Starcraft 2 Editor.

:D

EDIT: Ninjad'
You make it sound like there's a correlation between what should happen and what actually happens. I mean, life is chaotic and it's often unfair. I know it is for me.
Leoj
Profile Joined January 2010
United States396 Posts
April 23 2010 23:41 GMT
#201
On April 24 2010 08:24 Dizmaul wrote:
ok ok no more lava hah i added trees and such cleaned up stuff made the chokes all the right space's its looking like its almost done

[image loading]


That looks killer! I can't wait to be allowed to play custom maps, will be so much fun to test all this stuff out.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-24 00:05:05
April 24 2010 00:04 GMT
#202
you might be able to play custom maps only porb is that you can only choose blizzard maps in the selection so i'm guessing a simple rename sc2maps to s2ma along with just simply placing it in the cache wouldn't work.
G4MR
Profile Blog Joined February 2010
United States371 Posts
April 24 2010 00:14 GMT
#203
How do you rotate the map without actually having to flip it? (I just want to spin everything)
www.G4MR.net personal blog!
Dizmaul
Profile Joined March 2010
United States831 Posts
April 24 2010 00:48 GMT
#204
hey guys started to work on destination.

[image loading]

i had to change up the middle a little cause of size issue's but i think it looks ok still.
It is what it is
Verr82
Profile Joined April 2010
Australia4 Posts
April 24 2010 00:57 GMT
#205
I want to kill the Data Editor.
My god is it user unfriendly. Takes 10 times as long as Warcraft 3's editor to do anything other than change two or three values on default units (such as increasing a unit's scale, which everyone loves so much to do according to all the editor youtube videos).
I guess when people start creating custom editor UIs (very doable according to a Q&A) which could do things like sorting the fields by the most commonly edited fields or just in general helping with the fact that there's 100000 fields to edit - things will become easier.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 24 2010 01:03 GMT
#206
Good stuff so far everyone. I want to properly polish my map before I release it, but I should be done in another couple of days. And I agree Data Editor is like WC2 Data Editor (i.e. BAD BAD BAD).
i-bonjwa
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-04-24 01:06:41
April 24 2010 01:04 GMT
#207
Just finished fighting spirit!
It still needs doodads and some work on the textures, but the layout is done
-Center base has rich geysers which return 6 per trip instead of 4!
-All naturals can be walled in with forge gateway cannon side-by-side
-All gasses in main are facing the 3rd base to maintain orientation
-cannot build on bridge or around it
-cannot walk across the spiky area between main and 3rd.
-cannot walk on the borders of the map
-cannot walk on any of the cliff edges around the naturals or the middle
pics:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
Last Edited: 2010-04-24 01:10:47
April 24 2010 01:09 GMT
#208
how do you set up the start locations? I cant find it...

edit: holy shit, that fighting spirit looks fucking sick dude!! Nice work
"When the geyser died, a probe came out" - SirJolt
BasedSwag
Profile Joined April 2010
Algeria418 Posts
April 24 2010 01:11 GMT
#209
On April 24 2010 10:09 fabiano wrote:
how do you set up the start locations? I cant find it...

edit: holy shit, that fighting spirit looks fucking sick dude!! Nice work


It's in the "points" section.
Bear4188
Profile Joined March 2010
United States1797 Posts
April 24 2010 01:11 GMT
#210
Start locations are in the "points" layer.


Messing around with the editor:

+ Show Spoiler +
[image loading]
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 01:12 GMT
#211
On April 24 2010 10:04 prodiG wrote:
Just finished fighting spirit!
It still needs doodads and some work on the textures, but the layout is done
-Center base has rich geysers which return 6 per trip instead of 4!
-All naturals can be walled in with forge gateway cannon side-by-side
-All gasses in main are facing the 3rd base to maintain orientation
-cannot build on bridge or around it
-cannot walk across the spiky area between main and 3rd.
-cannot walk on the borders of the map
-cannot walk on any of the cliff edges around the naturals or the middle
pics:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



Looks amazing! :D
Once you're satisfied with the doodads and textures and cosmetics and such, upload it here so everyone can enjoy your work! :D
Bring back 2v2s!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2010 01:14 GMT
#212
Thanks guys
i look forward to testing it out with you all when we can actually play together~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
G4MR
Profile Blog Joined February 2010
United States371 Posts
Last Edited: 2010-04-24 01:17:13
April 24 2010 01:15 GMT
#213
On April 24 2010 10:11 Bear4188 wrote:
Start locations are in the "points" layer.


Messing around with the editor:

+ Show Spoiler +
[image loading]

awesome job

Does anyone know if its possible to rotate the whole canvas in a clock/counter clock wise direction? I want to make my map perfect, but I can't tell if the back of this area is correct without looking at it.
www.G4MR.net personal blog!
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 01:15 GMT
#214
On April 24 2010 10:14 prodiG wrote:
Thanks guys
i look forward to testing it out with you all when we can actually play together~


We can now, just not easily. :/
Bring back 2v2s!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2010 01:17 GMT
#215
On April 24 2010 10:15 G4MR wrote:
Show nested quote +
On April 24 2010 10:11 Bear4188 wrote:
Start locations are in the "points" layer.


Messing around with the editor:

+ Show Spoiler +
[image loading]

awesome job

Does anyone know if its possible to rotate the whole canvas in a clock/counter clock wise direction?

I couldn't find it, I spent like two hours looking today before I gave up and started doing it manually...
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
G4MR
Profile Blog Joined February 2010
United States371 Posts
April 24 2010 01:18 GMT
#216
On April 24 2010 10:17 prodiG wrote:
Show nested quote +
On April 24 2010 10:15 G4MR wrote:
On April 24 2010 10:11 Bear4188 wrote:
Start locations are in the "points" layer.


Messing around with the editor:

+ Show Spoiler +
[image loading]

awesome job

Does anyone know if its possible to rotate the whole canvas in a clock/counter clock wise direction?

I couldn't find it, I spent like two hours looking today before I gave up and started doing it manually...


I've attempted using the "flip" vertical feature, but that mean's I'd have to delay adding actual objects to the map before things got out of place.
www.G4MR.net personal blog!
Bear4188
Profile Joined March 2010
United States1797 Posts
April 24 2010 01:18 GMT
#217
You can copy+paste+rotate, if that's what you're looking for. You have to do it layer by layer, though.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 24 2010 01:21 GMT
#218
On April 24 2010 10:11 Bear4188 wrote:
Start locations are in the "points" layer.


Messing around with the editor:

+ Show Spoiler +
[image loading]


Jesus, how did you get it to mirror so well? That looks perfect!
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2010 01:22 GMT
#219
On April 24 2010 10:18 Bear4188 wrote:
You can copy+paste+rotate, if that's what you're looking for. You have to do it layer by layer, though.

wait what?
how do you rotate?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
G4MR
Profile Blog Joined February 2010
United States371 Posts
April 24 2010 01:22 GMT
#220
On April 24 2010 10:18 Bear4188 wrote:
You can copy+paste+rotate, if that's what you're looking for. You have to do it layer by layer, though.


So you can select terrain? Last time I tried it it didn't work.
www.G4MR.net personal blog!
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-04-24 01:24:01
April 24 2010 01:23 GMT
#221
Copy+paste with the provided rotations of 90º increments allow for radial symmetry. Just have to be a little clever about using it.

To select terrain I think you need to be in the cliffs menu.

Rotate is numpad * / it's also under edit.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
G4MR
Profile Blog Joined February 2010
United States371 Posts
April 24 2010 01:23 GMT
#222
On April 24 2010 10:22 prodiG wrote:
Show nested quote +
On April 24 2010 10:18 Bear4188 wrote:
You can copy+paste+rotate, if that's what you're looking for. You have to do it layer by layer, though.

wait what?
how do you rotate?

It's under "EDIT", but that only flips a certain area. Not the whole map.
www.G4MR.net personal blog!
Ursad0n
Profile Blog Joined April 2010
United States523 Posts
April 24 2010 01:33 GMT
#223
Guys i am currently working on Ride of the Valkyries, however i have a couple questions.
Is there any way to rotate the screen so i can see the other side of cliffs?
Is there a way to pick the exact height for a location?
Does it always take forever to smooth out the texture?

THANKS! :D
You make it sound like there's a correlation between what should happen and what actually happens. I mean, life is chaotic and it's often unfair. I know it is for me.
Bear4188
Profile Joined March 2010
United States1797 Posts
April 24 2010 01:35 GMT
#224
To rotate the camera hold RMB, MMB for zoom.

You can fiddle with the smooth brush settings and it should go faster.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
tyCe
Profile Joined March 2010
Australia2542 Posts
April 24 2010 01:36 GMT
#225
On April 24 2010 08:24 Dizmaul wrote:
ok ok no more lava hah i added trees and such cleaned up stuff made the chokes all the right space's its looking like its almost done

[image loading]


That's absolutely awesome. However, I think you should make the 4th expansion (the isolated ones out of the main base area) the gold expansion. It gives player more incentive to take map control that way.
Betrayed by EG.BuK
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 24 2010 01:37 GMT
#226
another noob question: how can i make the minerals minerable??
"When the geyser died, a probe came out" - SirJolt
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 01:38 GMT
#227
On April 24 2010 10:37 fabiano wrote:
another noob question: how can i make the minerals minerable??


...?!
Bring back 2v2s!
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 24 2010 01:43 GMT
#228
ive placed the minerals and geysers, but the workers cant gather resources from them, it says "can't target invulnerable <something>" or "cant gather from this resources", something like that
"When the geyser died, a probe came out" - SirJolt
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 24 2010 01:43 GMT
#229
I am blown away by how many sweet maps have surfaced in the short time since the patch came. I wanna play them all, I seriously can't wait! And the UMS maps... Aaaw yeah I'm excited!
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Dizmaul
Profile Joined March 2010
United States831 Posts
April 24 2010 01:43 GMT
#230
On April 24 2010 10:36 tyCe wrote:
Show nested quote +
On April 24 2010 08:24 Dizmaul wrote:
ok ok no more lava hah i added trees and such cleaned up stuff made the chokes all the right space's its looking like its almost done

[image loading]


That's absolutely awesome. However, I think you should make the 4th expansion (the isolated ones out of the main base area) the gold expansion. It gives player more incentive to take map control that way.


and then change the back base to regular?? but then what incentive is there to go for that?? i feel like if you have 3 base plus a little gold mineral patch in the back ur gunna be beasting it macro wise...
It is what it is
Bear4188
Profile Joined March 2010
United States1797 Posts
April 24 2010 01:43 GMT
#231
Ummm. Delete the ones you have down and replace them with the default minerals I guess. The default behavior is fine.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Ursad0n
Profile Blog Joined April 2010
United States523 Posts
April 24 2010 01:51 GMT
#232
On April 24 2010 10:33 Ursad0n wrote:
Guys i am currently working on Ride of the Valkyries, however i have a couple questions.
Is there any way to rotate the screen so i can see the other side of cliffs?
Is there a way to pick the exact height for a location?
Does it always take forever to smooth out the texture?

THANKS! :D


And is there any way to make any highground a cliff by default because i am having trouble making cliffs without fuckin everything up.
You make it sound like there's a correlation between what should happen and what actually happens. I mean, life is chaotic and it's often unfair. I know it is for me.
SouL)R(MizaR
Profile Joined October 2009
Australia111 Posts
April 24 2010 02:28 GMT
#233
This is a total noob question, how i do i place starting locations?
www.izhere.webs.com Starcraft 2 Clan Website
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 02:30 GMT
#234
On April 24 2010 11:28 SouL)R(MizaR wrote:
This is a total noob question, how i do i place starting locations?

Use the point layer.

And HOLY FUCKING COW, that Fighting Spirit looks awesome as hell! How could I have missed that!? Can't wait to try that one out!
teaaaaaaaa
SouL)R(MizaR
Profile Joined October 2009
Australia111 Posts
Last Edited: 2010-04-24 02:34:29
April 24 2010 02:33 GMT
#235
On April 24 2010 11:30 Snausages wrote:
Show nested quote +
On April 24 2010 11:28 SouL)R(MizaR wrote:
This is a total noob question, how i do i place starting locations?

Use the point layer.

And HOLY FUCKING COW, that Fighting Spirit looks awesome as hell! How could I have missed that!? Can't wait to try that one out!


use point layer after that what do i select, i cant seem to find start location..



ok i found it thankyou!!
www.izhere.webs.com Starcraft 2 Clan Website
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-04-24 02:47:28
April 24 2010 02:34 GMT
#236
Got some progress on a new map. I've called it Fire Peak. SS below.

Edit: More in-depth details in my blog.

[image loading]
i-bonjwa
slowmanrunning
Profile Joined March 2010
Canada285 Posts
April 24 2010 02:40 GMT
#237
On April 23 2010 08:59 KevGuy378 wrote:
Does anyone get errors when they start up the editor like this?
Warning: Unable to load image from 'Assets\Textures\Wireframe-terran-garage.dds' (Core: a required object could not be found).


yep I do every time I load the map editor, I'm just not using that model, it's two models under buildings in the unit layer, I'm pretty sure. They appear as half blue, half red squares.
I aim to become a hydralisk and then stop posting, cause I don't wanna be a queen...
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 02:49 GMT
#238
Does anyone know a more efficient way to make regions of the map unreachable to units than just covering them with pathing blockers?
teaaaaaaaa
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-04-24 02:54:49
April 24 2010 02:54 GMT
#239
On April 24 2010 11:49 Snausages wrote:
Does anyone know a more efficient way to make regions of the map unreachable to units than just covering them with pathing blockers?


Yes, use the feature to 'fill' with the blockers, and simply click in somewhere inside the region you want to block. It works like the paint-can in paint or other photo editing programs.
i-bonjwa
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2010 02:55 GMT
#240
On April 24 2010 11:49 Snausages wrote:
Does anyone know a more efficient way to make regions of the map unreachable to units than just covering them with pathing blockers?

press H to get to the pathing layer
you can block units and/or buildings
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FreakinSyco
Profile Joined April 2010
United States8 Posts
April 24 2010 02:56 GMT
#241
I'll stick this in here too. I made it while killing time. I love the floating in space concept.

[image loading]
Abide.
Prem_
Profile Joined April 2010
United States85 Posts
April 24 2010 02:57 GMT
#242
where is the beta editor??
The only good job is a blow job.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-04-24 02:59:33
April 24 2010 02:59 GMT
#243
On April 24 2010 11:56 FreakinSyco wrote:
I'll stick this in here too. I made it while killing time. I love the floating in space concept.

+ Show Spoiler +
[image loading]



Looks interesting, and yea I agree, I've always liked space platform levels myself. In fact once I finish up my 2v2 map I'm doing currently I believe I'll make a 1v1 space map.
i-bonjwa
Prem_
Profile Joined April 2010
United States85 Posts
April 24 2010 03:00 GMT
#244
once again. where is the beta editor??
The only good job is a blow job.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 03:01 GMT
#245
thanks a bunch guys
teaaaaaaaa
s2pid_loser
Profile Joined March 2010
United States699 Posts
April 24 2010 03:02 GMT
#246
On April 24 2010 11:57 Prem_ wrote:
where is the beta editor??


programfiles/starcraft2
Et Ducit Mundum Per Luce
Prem_
Profile Joined April 2010
United States85 Posts
April 24 2010 03:07 GMT
#247
thank you! :D
The only good job is a blow job.
DannyJ
Profile Joined March 2010
United States5110 Posts
April 24 2010 03:10 GMT
#248
The beta doesn't have nearly enough space platform levels. At least we can play around with them on editor!
hellsan631
Profile Blog Joined March 2010
United States695 Posts
Last Edited: 2010-04-24 03:45:41
April 24 2010 03:45 GMT
#249
Finally done with texturing everything.

can't wait to get some actual testing done.

[image loading]

i like all the addition of the classic maps from sc1, and the people remaking them.

however, if they are going to be remade, they should be modified slightly (like blizzard has done with lost temple) to take advantage of the new things in sc2 (like shrubs and watch towers). instead of just being the same map.

By adding the dynamic, the map does have to be rebalanced. but it can create some interesting strategic points on the map, that would otherwise be avoided.

that, or to reinforce some points as well.

don't just go rocking off expansions, or putting gold minerals where ever you please. (thats fine though). instead, look at the layout of the map, attack paths, and the idea the map was trying to convey.

also, make sure everything has a purpose.

just some of my thoughts on map making i guess.

LazyScout
Profile Joined February 2010
United States223 Posts
April 24 2010 03:47 GMT
#250
How do you make floating islands?
Someone please tell me.
Kantuva
Profile Joined April 2010
Uruguay206 Posts
April 24 2010 04:02 GMT
#251
hello, I have many ideas in my head to make maps, but I can not create because I can not find the mirror in the x-axis and y axis, please if someone was kind enough to upload a screenshot to make the maps, thanks in advance.
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
SteveStyle
Profile Joined December 2008
United States27 Posts
April 24 2010 04:08 GMT
#252
Hey guys,

I figured out how to import a sound (a wav file) but I can't figure out how to actually play that sound. When I try the "play sound" trigger, it just lets me select from all of the built in sounds. How do I set up a trigger to play my own sound?
0neder
Profile Joined July 2009
United States3733 Posts
April 24 2010 04:11 GMT
#253
On April 24 2010 12:45 hellsan631 wrote:
[image loading]

Beautiful. Nice composition and layout. I like the in-base xel-nagas-fun new idea.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 24 2010 04:13 GMT
#254
On April 24 2010 13:02 Kantuva wrote:
hello, I have many ideas in my head to make maps, but I can not create because I can not find the mirror in the x-axis and y axis, please if someone was kind enough to upload a screenshot to make the maps, thanks in advance.


There is no mirroring, what you can do is to select an area in the Terrain layer, press CTRL+C, then press CTRL+V and BEFORE clicking to paste, use the / and * key on the numpad to rotate your selection.

Remember that you have to do the same layer by layer.
"When the geyser died, a probe came out" - SirJolt
earky
Profile Joined March 2010
United States87 Posts
April 24 2010 04:23 GMT
#255
Maybe this has already been answered, but I couldn't find it myself. has anyone figured out how to open an existing blizzard map? and where are they located? thanks
I'm a graphic designer, PM me and I'll gladly help you out!
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
April 24 2010 04:28 GMT
#256
On April 23 2010 13:34 BDF92 wrote:
hey guys just made this video with the editor, enjoy!


http://www.youtube.com/watch?v=_lJOla5ZOdE&feature=player_embedded


Woah! I love the giant papa zergling!
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
saltygrapes
Profile Joined April 2010
181 Posts
April 24 2010 04:29 GMT
#257
thought id put my pictures from other thread here too

[image loading]
[image loading]

i have no idea what this will become!
sxpointz!
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
April 24 2010 04:57 GMT
#258
@hellsan: Great work there dude, very nice texturing and visuals. However, I will say that I think you'll have issues with balance in SC2. As single choke that narrow will make siege units and emplacements there mondo powerful. It's like having a main choke that covers three expansions . A few bunkers, spine crawlers or cannons and the only thing that'll be getting through is drops. I'd suggest adding bridges between the islands and mains. - air only movement wasn't nearly as much of a factor in supcom as it is in starcraft, as most attack forces were by nature amphibious or airborne.

Here's a 5 minute strategic shop:

[image loading]

I've added bridges between the islands. The ones with the yellow edging (narrow ones) are raised ground on the bridge, making them easy to hold like a choke. The brown blobs are destructible rocks. I added two watchtowers on the islands as information on if your opponent is trying to break rocks or expand to those areas is crucial. I made the island minerals gold as with the bridges this map is an extremely tense one as both the gold expos provide benefits to both players, neither is a 'natural' per se. an aggressive player can expand along their attack line into the opponent's natural, a defensive one can expand to that same patch to shore up their defences and at the same time pressure the opponent's third expansion.

The small areas of crosshatching are chokepoints, the centre and the narrow bridges due to their high ground nature.
Poisonous Sheep counter Hydras
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 24 2010 05:01 GMT
#259
Wow the data editor is complicated... I spend about an hour trying to give Zerglings reaper jump but failed.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
earky
Profile Joined March 2010
United States87 Posts
April 24 2010 05:08 GMT
#260
this editor is complicated. I can't find out how to add mineral patch/vespene geyser, seriously. stumped. anyone help me out?
I'm a graphic designer, PM me and I'll gladly help you out!
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 05:12 GMT
#261
On April 24 2010 13:57 Thereisnosaurus wrote:
It's like having a main choke that covers three expansions


Like Garden of God?
Bring back 2v2s!
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 24 2010 05:16 GMT
#262
So a question about fog of war... I set structures/units' visibility to 1000, set a trigger on game initialization to set fog's enabled state to false.... but fog of war still doesn't go away Anyone have an idea about that?
Vei
Profile Joined March 2010
United States2845 Posts
April 24 2010 05:19 GMT
#263
k -- anyone know how to make variables? I see stuff on LocalVariables but it's very confusing compared to WC3's variable system. I'm trying to create a variable and set it to 0 to begin with (Integer type), and every time the recurring Timer expries, it adds +1 to it. Any help would be appreciated.
www.justin.tv/veisc2 ~ 720p + commentary
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 05:22 GMT
#264
On April 24 2010 14:08 earky wrote:
this editor is complicated. I can't find out how to add mineral patch/vespene geyser, seriously. stumped. anyone help me out?

Use the Unit Layer to make mins/geysers.

This editor is not at all that complicated. I find it to be intuitive, actually. Learned the basics within minutes.
teaaaaaaaa
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
April 24 2010 05:23 GMT
#265
Like Garden of God?


God's garden doesn't have a choke. It has a huge, wide open bridge that's more or less impossible to cover. This choke looks like you could block it off with 3 defensive structures, total.

God's garden also has an inverted natural with a huge droppable area above it by the looks of it. no such easy harassment placement here. Drops have nowhere to go that isn't vulnerable to instant squishing.
Poisonous Sheep counter Hydras
JohnnySmash
Profile Joined April 2010
United States14 Posts
Last Edited: 2010-04-24 06:19:58
April 24 2010 06:11 GMT
#266
On April 24 2010 14:16 Kantutan wrote:
So a question about fog of war... I set structures/units' visibility to 1000, set a trigger on game initialization to set fog's enabled state to false.... but fog of war still doesn't go away Anyone have an idea about that?


Seriously I can't get this to work either.
Spawkuring
Profile Joined July 2008
United States755 Posts
Last Edited: 2010-04-24 06:18:38
April 24 2010 06:17 GMT
#267
On April 24 2010 14:16 Kantutan wrote:
So a question about fog of war... I set structures/units' visibility to 1000, set a trigger on game initialization to set fog's enabled state to false.... but fog of war still doesn't go away Anyone have an idea about that?


I managed to get rid of it.

Go to Triggers -> Map Initialization -> Create New Action -> Select "Visibility" -> Select "Enable/Disable Visibility" -> "Disable Fog of War"

Also create another action to disable Black Mask if you want.
hellsan631
Profile Blog Joined March 2010
United States695 Posts
Last Edited: 2010-04-24 07:34:30
April 24 2010 07:30 GMT
#268
On April 24 2010 13:57 Thereisnosaurus wrote:
@hellsan: Great work there dude, very nice texturing and visuals. However, I will say that I think you'll have issues with balance in SC2. As single choke that narrow will make siege units and emplacements there mondo powerful. It's like having a main choke that covers three expansions . A few bunkers, spine crawlers or cannons and the only thing that'll be getting through is drops. I'd suggest adding bridges between the islands and mains. - air only movement wasn't nearly as much of a factor in supcom as it is in starcraft, as most attack forces were by nature amphibious or airborne.

Here's a 5 minute strategic shop:

*edited out*

I've added bridges between the islands. The ones with the yellow edging (narrow ones) are raised ground on the bridge, making them easy to hold like a choke. The brown blobs are destructible rocks. I added two watchtowers on the islands as information on if your opponent is trying to break rocks or expand to those areas is crucial. I made the island minerals gold as with the bridges this map is an extremely tense one as both the gold expos provide benefits to both players, neither is a 'natural' per se. an aggressive player can expand along their attack line into the opponent's natural, a defensive one can expand to that same patch to shore up their defences and at the same time pressure the opponent's third expansion.

The small areas of crosshatching are chokepoints, the centre and the narrow bridges due to their high ground nature.


thanks for the great comments. i really like the choke point idea.

however, before i edit anything, i would like to play test it first (once that is implemented).

i've done some single player testing and it is rather hard to get to those islands.

also, i would say about 4 buildings across for total size of the ramp.

the point of having the choke there is that it doesn't give the defender too much advantage. The issue with stationing some siege tanks outside that choke, is that as long as the xel'naga watch tower is taken by the enemy, and they have some sort of anti air, the enemy will have the high ground and sight range. some stem marauders, blink, or zerglings would be able to take out a lot of tanks positioned in that area fairly quickly. If the defense was set up a bit further back, they would be cut in two by the falloff area, since there are two lanes of attack.
also, the attacker would have easy route to the expo.

i do like the idea of putting bridges to the islands with breakable rocks though. Instead of having two connect them, have 1 bridge connect it. That on bridge would be stationed south and north, respectively, as to flank the other player if that expo is taken, giving the attacking army some more advantage against a really defensive player. i also might widen up the ramp a bit as well to allow easier army movement (however this might make the ramp an easier place to defend from as well.

we can also consider how tall grass would effect a moving or defending army. perhaps this can be used to balance the map a bit as well.
G4MR
Profile Blog Joined February 2010
United States371 Posts
April 24 2010 07:41 GMT
#269
On April 24 2010 14:08 earky wrote:
this editor is complicated. I can't find out how to add mineral patch/vespene geyser, seriously. stumped. anyone help me out?


On the top menu click "Layers" then select "units" you'll see a lot of shit popup. Then you'll see Resources at like the 3rd section of stuff.
www.G4MR.net personal blog!
Bruce88
Profile Joined April 2010
United States2 Posts
Last Edited: 2010-04-24 08:00:27
April 24 2010 07:53 GMT
#270
I haven't had a chance to read through everything, but i found a solution to the bridge problem (still testing and messin with it tho). once you've found the long bridge switch to selection mode and select the bridge after placing it where-ever. Then click edit -> Modify Properties. There you can change from the suspension to the actual bridge be changing the variation. you can then stretch to any length and width you want it by modifying the x, y, and z numbers, take of the check that's next to uniform Y and uniform z. z is for height. Putting a check in "ignore placement requirements" might help. there is also a way to move it vertically, pg up and pg down. hope this helps.

i'll post a pic in a few
Orly
Profile Joined March 2010
Belgium28 Posts
Last Edited: 2010-04-24 08:31:05
April 24 2010 08:29 GMT
#271
[image loading]

Working on a UMS laboratory sort of map where you can instantly spawn the units and upgrades you want and quickly repeat those fights. But I can't figure out how to host a custom game on battle.net. Supposedly there is a way with replacing the cache files if you both have the map on your PC.. would be great if someone had some luck hosting so far.

Right now it's playable against the CPU from the galaxy editor. You can choose the cpu's units and let him attack you repeatedly with the same unit matchup. Scoreboard shows you cost effectiveness of both armies.

+ Show Spoiler [Commands & screens] +

Units are spawned by typing command in chat:
- "!spawn # unit": Spawns # of unit. You can chain them together like "!spawn 20 hydra 5 broodlord 3 infestor"
- "!enemyspawn # unit": Same thing, but spawns units for the CPU you're fighting.
- "!kill": Instagibs all units on screen

[image loading]
[image loading]
[image loading]
[image loading]

On the bottomleft of map are 2 switches. One covers arena in creep, other one tells cpu to autorespawn after each fight and attack you.
Bruce88
Profile Joined April 2010
United States2 Posts
April 24 2010 09:04 GMT
#272
well i got the bridge placed but units wont cross it >.<
Taco-Mental
Profile Joined April 2010
United States84 Posts
April 24 2010 09:45 GMT
#273
Can anyone guide me a little on map size. I made a map but its scrunched up mega bad. I think I did 128 x 128 and it was still tiny. What size maps are you guys making? Anyone know what some of the maps on beta are for reference?

Cheers,
Taco

Here is an overview. This was just done in 30 or so minutes mostly just layout. Its super narrow at most of the chokes but I think i made the map half the size it needs to be. And i didn't spend tiem getting all of hte minerals / gas set totally right at the expansions.

Though its hard to see there are xel naga towers in the middle and bottom & top corners. There is a viel of brush hiding vision between the ruins blocking vision on gold expos and there are shrubs blocking vision next to the wide middle ramps on the lower levels blocking vision into the the side chasms.

[image loading]

Its very much a work in progress and any improvements on flow are welcome.
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 24 2010 10:01 GMT
#274
On April 24 2010 17:29 ORLY wrote:
[image loading]

Working on a UMS laboratory sort of map where you can instantly spawn the units and upgrades you want and quickly repeat those fights. But I can't figure out how to host a custom game on battle.net. Supposedly there is a way with replacing the cache files if you both have the map on your PC.. would be great if someone had some luck hosting so far.

Right now it's playable against the CPU from the galaxy editor. You can choose the cpu's units and let him attack you repeatedly with the same unit matchup. Scoreboard shows you cost effectiveness of both armies.

+ Show Spoiler [Commands & screens] +

Units are spawned by typing command in chat:
- "!spawn # unit": Spawns # of unit. You can chain them together like "!spawn 20 hydra 5 broodlord 3 infestor"
- "!enemyspawn # unit": Same thing, but spawns units for the CPU you're fighting.
- "!kill": Instagibs all units on screen

[image loading]
[image loading]
[image loading]
[image loading]

On the bottomleft of map are 2 switches. One covers arena in creep, other one tells cpu to autorespawn after each fight and attack you.

awesome man. keep up the good work because custom micro like this is great for warpup and practice (and fun!)
Progamerpls no copy pasterino
Iceleet
Profile Joined January 2010
Israel46 Posts
April 24 2010 10:04 GMT
#275
+ Show Spoiler +
On April 24 2010 17:29 ORLY wrote:
[image loading]

Working on a UMS laboratory sort of map where you can instantly spawn the units and upgrades you want and quickly repeat those fights. But I can't figure out how to host a custom game on battle.net. Supposedly there is a way with replacing the cache files if you both have the map on your PC.. would be great if someone had some luck hosting so far.

Right now it's playable against the CPU from the galaxy editor. You can choose the cpu's units and let him attack you repeatedly with the same unit matchup. Scoreboard shows you cost effectiveness of both armies.

+ Show Spoiler [Commands & screens] +

Units are spawned by typing command in chat:
- "!spawn # unit": Spawns # of unit. You can chain them together like "!spawn 20 hydra 5 broodlord 3 infestor"
- "!enemyspawn # unit": Same thing, but spawns units for the CPU you're fighting.
- "!kill": Instagibs all units on screen

[image loading]
[image loading]
[image loading]
[image loading]

On the bottomleft of map are 2 switches. One covers arena in creep, other one tells cpu to autorespawn after each fight and attack you.


Wow dude this map looks amazingly well done!

I tried to edit a map from the cache but they fixed it I think (( since every time I try to load it it just redownloads the map I edited... =((( ah man...

would've REALLY fun to play this map with friends and actually try unit compositions :d.
You should make the spawn points a bit further and make a huge ass space in the middle so one can initiate.
You should create scenarios on that map as in "dummy" map, xel'naga watch tower or height advantage or some fun stuff like that :D
Derp the Herp in you.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 24 2010 10:30 GMT
#276
On April 24 2010 15:17 Spawkuring wrote:
Show nested quote +
On April 24 2010 14:16 Kantutan wrote:
So a question about fog of war... I set structures/units' visibility to 1000, set a trigger on game initialization to set fog's enabled state to false.... but fog of war still doesn't go away Anyone have an idea about that?


I managed to get rid of it.

Go to Triggers -> Map Initialization -> Create New Action -> Select "Visibility" -> Select "Enable/Disable Visibility" -> "Disable Fog of War"

Also create another action to disable Black Mask if you want.


Perfect, thanks
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
April 24 2010 10:41 GMT
#277
The laboratory map looks f*cken awesome :D:D:D:D, I really wish Blizzard would just let us test the maps, its kinda a half arse'd job....
cernunnos
Profile Joined April 2010
France32 Posts
April 24 2010 10:41 GMT
#278
Hi,

for those who haven't got a key, is it possible to see the trigger part of the Galaxy Editor please?

Like is it as easy as it was in SC1 : target 1 (location moreover), action, target 2, action etc...

Or is it made in any new way? Well, what's the feel of it, is it easy?

And screens would be appreciated too.

Thanks.
Touch eyeballs to screen for cheap laser surgery.
mamelouk
Profile Joined April 2010
France135 Posts
April 24 2010 11:05 GMT
#279
as someone said, "I just came"



also, lol

...Uniden
KobraKay
Profile Joined March 2010
Portugal4231 Posts
Last Edited: 2010-04-24 11:20:54
April 24 2010 11:20 GMT
#280
On April 24 2010 20:05 mamelouk wrote:
as someone said, "I just came"

http://www.youtube.com/watch?v=aonckqdbRj4&feature=player_embedded

also, lol

http://www.youtube.com/watch?v=eyliG3VJ-a4&feature=player_embedded


break dance ling! And rocket lings..wow they sure are OP dont know why people complain

Its great to see cool things with something like a day of work in the editor! Great work guys (to the above posters maps too!)
CJ Fighting! (--.--)
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
April 24 2010 11:48 GMT
#281
the break dancing ling is that something you made? or is that in the game itself??? cause if u did that, how the hell and thats awesome :D
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
April 24 2010 12:21 GMT
#282
are there any tutorials out yet?
cant figure out anything besides morphing terrain :[
Chuiu
Profile Blog Joined June 2003
3470 Posts
Last Edited: 2010-04-24 13:03:45
April 24 2010 13:03 GMT
#283
On April 24 2010 14:01 DeCoup wrote:
Wow the data editor is complicated... I spend about an hour trying to give Zerglings reaper jump but failed.

I think I've seen that somewhere, its either an ability you need to add or under the movers section for the unit.

Try changing "Movement - Mover" to Cliff Jumper.

EDIT: Anyone know how to make triggers run more often?
♞
Garrl
Profile Blog Joined February 2010
Scotland1972 Posts
Last Edited: 2010-04-24 13:53:20
April 24 2010 13:53 GMT
#284
Anyone have any idea how to make 'fusions' of units (think Uberlisk from Blizzcon 09; they made that effectively an ultralisk with spine crawlers on it's back)?
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
April 24 2010 13:54 GMT
#285
On April 24 2010 21:21 Corvi wrote:
are there any tutorials out yet?
cant figure out anything besides morphing terrain :[


if anyone else was wondering this as well, i found a couple of tutorials here:
http://www.sc2mapster.com/
tyCe
Profile Joined March 2010
Australia2542 Posts
April 24 2010 14:06 GMT
#286
On April 24 2010 10:43 Dizmaul wrote:
Show nested quote +
On April 24 2010 10:36 tyCe wrote:
On April 24 2010 08:24 Dizmaul wrote:
ok ok no more lava hah i added trees and such cleaned up stuff made the chokes all the right space's its looking like its almost done

[image loading]


That's absolutely awesome. However, I think you should make the 4th expansion (the isolated ones out of the main base area) the gold expansion. It gives player more incentive to take map control that way.


and then change the back base to regular?? but then what incentive is there to go for that?? i feel like if you have 3 base plus a little gold mineral patch in the back ur gunna be beasting it macro wise...


The incentive to go for the back mineral-only expansion is that it is easy to take and absolutely safe to do so (if the cliffs are not transcendable by reapers/collossi).
Betrayed by EG.BuK
Drium
Profile Blog Joined December 2008
United States888 Posts
April 24 2010 15:08 GMT
#287
On April 24 2010 12:45 hellsan631 wrote:
[image loading]


Holy shit dude.

Even if this doesn't end being balanced its aesthetically amazing.
KwanROLLLLLLLED
CagedMind
Profile Joined February 2010
United States506 Posts
April 24 2010 16:49 GMT
#288
How the hell can you what the map bounds are and not just camera bounds easily.
your micro has been depleted
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
Last Edited: 2010-04-24 16:56:13
April 24 2010 16:53 GMT
#289
[image loading]

Can anyone help me with this?

I can't place resources/buildings above the red line, i don't know why. I've been told it's map borders but i highly doubt its the problem cause i got minerals on the bottom part of the map.

EDIT: I managed to fix it, it was the map bounds. But fixing it screwed up the map pretty badly ^_^
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Cheree
Profile Joined January 2010
Canada123 Posts
Last Edited: 2010-04-24 16:57:49
April 24 2010 16:57 GMT
#290
On April 25 2010 01:53 KinosJourney2 wrote:
[image loading]

Can anyone help me with this?

I can't place resources/buildings above the red line, i don't know why. I've been told it's map borders but i highly doubt its the problem cause i got minerals on the bottom part of the map.

to check map borders, go..

View -> Show Terran -> Show Bounds

if you're outside the lines, you can't place

And the reason you can at the bottom and not at the top is there is more no-build-zone at the top.



And I had problems with it too, what I did was start a new map and copy paste parts from the old map into the new one. Helped me a lot.
*wants beta*
briann
Profile Joined December 2009
United States121 Posts
April 24 2010 17:00 GMT
#291
how do you guys go about making symetrical maps? is there a reflect type of option or do u use a grid?
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 24 2010 17:03 GMT
#292
On April 25 2010 02:00 briann wrote:
how do you guys go about making symetrical maps? is there a reflect type of option or do u use a grid?

Copy+rotate+paste.
Cheree
Profile Joined January 2010
Canada123 Posts
Last Edited: 2010-04-24 17:10:27
April 24 2010 17:06 GMT
#293
On April 25 2010 02:03 Jyvblamo wrote:
Show nested quote +
On April 25 2010 02:00 briann wrote:
how do you guys go about making symetrical maps? is there a reflect type of option or do u use a grid?

Copy+rotate+paste.

I tried that at first, had trouble.

This is what I use:
1. Use the selection tool (Tools->Selection Mode)
2. Select the area you want to 'copy'
3. Do your rotation/symetry (Edit->Flip/Rotate)
4. Copy
5. Undo rotation/flip of original
6. Paste where desired

basically, select, rotate, copy, undo, paste

Result of my work in progress:
[image loading]
*wants beta*
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
Last Edited: 2010-04-24 17:23:08
April 24 2010 17:21 GMT
#294
Working on a pre-alpha version of helms deep (the popular UMS map):

[image loading]
[image loading]
[image loading]
Nunquam iens addo vos sursum
hellsan631
Profile Blog Joined March 2010
United States695 Posts
April 24 2010 17:35 GMT
#295
On April 24 2010 18:45 Taco-Mental wrote:
Can anyone guide me a little on map size. I made a map but its scrunched up mega bad. I think I did 128 x 128 and it was still tiny. What size maps are you guys making? Anyone know what some of the maps on beta are for reference?

Cheers,
Taco

Here is an overview. This was just done in 30 or so minutes mostly just layout. Its super narrow at most of the chokes but I think i made the map half the size it needs to be. And i didn't spend tiem getting all of hte minerals / gas set totally right at the expansions.

Though its hard to see there are xel naga towers in the middle and bottom & top corners. There is a viel of brush hiding vision between the ruins blocking vision on gold expos and there are shrubs blocking vision next to the wide middle ramps on the lower levels blocking vision into the the side chasms.


Its very much a work in progress and any improvements on flow are welcome.


to re-size the map, go to Map -> Map Bounds...

then you can set the boundary, as well as expand the map in any direction.

There should be a check box that says "modify map bounds"

click on it, and your golden.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-24 18:29:55
April 24 2010 18:29 GMT
#296
On April 25 2010 02:21 UdderChaos wrote:
Working on a pre-alpha version of helms deep (the popular UMS map):
+ Show Spoiler +

[image loading]
[image loading]
[image loading]


Lol before even reading what you posted i was looking at the pictures going omg is that...yeah yeah it is! it's looking great btw.
N3rV[Green]
Profile Blog Joined August 2009
United States1935 Posts
April 24 2010 18:57 GMT
#297
Have I missed a dota clone map yet? I know somebody has one in progress somewhere. xD
Never fear the darkness, Bran. The strongest trees are rooted in the dark places of the earth. Darkness will be your cloak, your shield, your mother's milk. Darkness will make you strong.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 19:04:34
April 24 2010 19:03 GMT
#298
On April 25 2010 02:21 UdderChaos wrote:
+ Show Spoiler +
Working on a pre-alpha version of helms deep (the popular UMS map):

[image loading]
[image loading]
[image loading]


wow u just gave me the goosemump mixed with 2 tears one for each eye lol. Not kidding.... But yeh nice map.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
onisagi
Profile Joined April 2010
United States7 Posts
Last Edited: 2010-04-24 19:52:05
April 24 2010 19:50 GMT
#299
I put land underneath the doodad bridge to allow it to be walkable by units.

[image loading]


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).
briann
Profile Joined December 2009
United States121 Posts
April 24 2010 19:55 GMT
#300
+ Show Spoiler +
On April 25 2010 02:06 Cheree wrote:
Show nested quote +
On April 25 2010 02:03 Jyvblamo wrote:
On April 25 2010 02:00 briann wrote:
how do you guys go about making symetrical maps? is there a reflect type of option or do u use a grid?

Copy+rotate+paste.

I tried that at first, had trouble.

This is what I use:
1. Use the selection tool (Tools->Selection Mode)
2. Select the area you want to 'copy'
3. Do your rotation/symetry (Edit->Flip/Rotate)
4. Copy
5. Undo rotation/flip of original
6. Paste where desired

basically, select, rotate, copy, undo, paste

Result of my work in progress:
[image loading]

Thanks just tried that on a simple map and it works great ! i am loving how visually pleasing sc2 maps are
prototype.
Profile Blog Joined July 2009
Canada4200 Posts
April 24 2010 20:00 GMT
#301
On April 25 2010 02:21 UdderChaos wrote:
+ Show Spoiler +
Working on a pre-alpha version of helms deep (the popular UMS map):

[image loading]
[image loading]
[image loading]


Wow, this looks exactly like the helms deep map i played in counterstrike. Nicely done.
( ・´ー・`)
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
April 24 2010 20:23 GMT
#302
i played helms deep on l4d it was awesome xD
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 20:27 GMT
#303
On April 25 2010 02:21 UdderChaos wrote:
Working on a pre-alpha version of helms deep (the popular UMS map):

[image loading]
[image loading]
[image loading]


wow wow wow wow!
Bring back 2v2s!
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-04-24 20:42:59
April 24 2010 20:42 GMT
#304
if thats WIP, i can't wait to see the finished product.

and can someone PM me how to get pics on here.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
LazyScout
Profile Joined February 2010
United States223 Posts
April 24 2010 20:43 GMT
#305
Meh, another random map.

[image loading]
hellsan631
Profile Blog Joined March 2010
United States695 Posts
April 24 2010 20:45 GMT
#306
just finished another map.

havnt done all the texture yet though.

[image loading]

Phantom
Profile Joined September 2004
Canada2151 Posts
Last Edited: 2010-04-24 20:55:46
April 24 2010 20:51 GMT
#307
Here's my version of Rush Hour for SC2. I've removed 3 expansions and made the platforms that the high yield minerals on to be easier to access from two different positions. There are also 3 Xel'naga watch towers at the base of the high-yield platform.

[image loading]
http://www.gosugamers.net/starcraft2/members/Phantom
Dizmaul
Profile Joined March 2010
United States831 Posts
April 24 2010 20:56 GMT
#308
has any1 been able to figer out how to get the leader board working and counting a score of any kind??
It is what it is
Pape
Profile Blog Joined July 2007
Serbia419 Posts
April 24 2010 21:00 GMT
#309
Blood Bath anyone? :D It had to be done! I added a Xal Naga Tower in the middle that reveals about 1/3 of every base, just to ensure constant action in the middle of the map.

[image loading]
[image loading]
good luck have fun!
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 24 2010 21:02 GMT
#310
On April 25 2010 05:45 hellsan631 wrote:
just finished another map.

havnt done all the texture yet though.

[image loading]



Pretty small, but looks like a lot of fun
Thratur
Profile Blog Joined June 2008
Canada917 Posts
Last Edited: 2010-04-24 21:08:38
April 24 2010 21:08 GMT
#311
I'm working on a good old turret defense
[image loading]

All triggers are done, I'm waiting to be able to publish
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 24 2010 21:11 GMT
#312
On April 25 2010 06:08 Thratur wrote:
I'm working on a good old turret defense
+ Show Spoiler +
[image loading]


All triggers are done, I'm waiting to be able to publish

Awesome stuff.
Dizmaul
Profile Joined March 2010
United States831 Posts
April 24 2010 21:13 GMT
#313
On April 25 2010 06:08 Thratur wrote:
I'm working on a good old turret defense
[image loading]

All triggers are done, I'm waiting to be able to publish


how did you do a scoreboard??
It is what it is
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
April 24 2010 21:13 GMT
#314
On April 25 2010 06:00 Pape wrote:
Blood Bath anyone? :D It had to be done! I added a Xal Naga Tower in the middle that reveals about 1/3 of every base, just to ensure constant action in the middle of the map.

[image loading]
[image loading]


YES BLOOD BATH AHAHAAHAH :D
Thratur
Profile Blog Joined June 2008
Canada917 Posts
April 24 2010 21:16 GMT
#315
On April 25 2010 06:13 Dizmaul wrote:
Show nested quote +
On April 25 2010 06:08 Thratur wrote:
I'm working on a good old turret defense
[image loading]

All triggers are done, I'm waiting to be able to publish


how did you do a scoreboard??


It's called leaderboard in the triggers
peckham33
Profile Joined April 2010
United States267 Posts
April 24 2010 21:35 GMT
#316
is anyone else haveing an issue with line 267 of the save script?
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
Dizmaul
Profile Joined March 2010
United States831 Posts
April 24 2010 22:08 GMT
#317
On April 25 2010 06:16 Thratur wrote:
Show nested quote +
On April 25 2010 06:13 Dizmaul wrote:
On April 25 2010 06:08 Thratur wrote:
I'm working on a good old turret defense
[image loading]

All triggers are done, I'm waiting to be able to publish


how did you do a scoreboard??


It's called leaderboard in the triggers


yah i can create one but i cant get it to add players with the add players trigger and i dont see anything for counting kills ect..
It is what it is
Thundar
Profile Joined April 2010
Netherlands1 Post
April 24 2010 22:09 GMT
#318
Looking for some general critique on whether this map would work as a 1v1 map. Starting positions are the high grounds not containing the high yield minerals. Hope it's possible to make out the Xel'Naga watchtowers which give sight on the middle lanes and the 2 ramps of the corner expansions.

[image loading]
Westy
Profile Blog Joined April 2010
England808 Posts
April 24 2010 22:16 GMT
#319
Some nice maps here. I have designed a really nice map that i think could work really well, but i dont have the time or the skills to make it, If anyone would be up for looking at it and creating it please let me know!
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
April 24 2010 22:19 GMT
#320
Did some more to helms:
+ Show Spoiler +

[image loading]
[image loading]

I haven't even started any of the triggers yet!I want to get the terrain perfect, also there is a lot of space behind the castle for caves of some sort if its too short.

Anyone figured out how to make a day/night cycle yet? or at least make your map night?
Nunquam iens addo vos sursum
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
April 24 2010 22:25 GMT
#321
How do you guys make the map mirror? is it some sort of function or are you guys just good at spotting things that aren't mirrored on the other side, if that made any sense xD
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-04-24 22:29:03
April 24 2010 22:26 GMT
#322
caves? how on earth do you do caves? and my question from above still stands, is anyone else having issues saveing?

lighting is controled under veiw, thats how you make it look like night. there may be a way to link the light with triggers but i have no clue how or if there is.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
saltygrapes
Profile Joined April 2010
181 Posts
April 24 2010 22:33 GMT
#323
omg its a lightning bolt RUN AWAY

[image loading]
sxpointz!
Thratur
Profile Blog Joined June 2008
Canada917 Posts
April 24 2010 22:45 GMT
#324
On April 25 2010 07:08 Dizmaul wrote:
Show nested quote +
On April 25 2010 06:16 Thratur wrote:
On April 25 2010 06:13 Dizmaul wrote:
On April 25 2010 06:08 Thratur wrote:
I'm working on a good old turret defense
[image loading]

All triggers are done, I'm waiting to be able to publish


how did you do a scoreboard??


It's called leaderboard in the triggers


yah i can create one but i cant get it to add players with the add players trigger and i dont see anything for counting kills ect..


Create a LeaderBoard variable, then create a LeaderBoard and set your variable to "last created leaderboard". I count kills using the "Unit dies" trigger with an array. Send me a PM if you need more detailed explanation. I do not use "Add player" because I do not understand it.
hellsan631
Profile Blog Joined March 2010
United States695 Posts
April 24 2010 22:51 GMT
#325
On April 25 2010 07:09 Thundar wrote:
Looking for some general critique on whether this map would work as a 1v1 map. Starting positions are the high grounds not containing the high yield minerals. Hope it's possible to make out the Xel'Naga watchtowers which give sight on the middle lanes and the 2 ramps of the corner expansions.

[image loading]

really nice map. i think it would work decently as a 1v1, taking a 3rd is really hard, and the gold minerals are alot easier to take.

i would actually switch the gold minerals with the 3rd (Assuming you don't start at the gold).

also perhaps putting some high grass near the ramp of the 3rd and the middle area, making those xel'naga watchtowers even better to capture.

however, high ground advantage will play in this map a lot, due to most good defensive spots having a high ground area.

would like to see how it all balances out though.

also, great work on texturing.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 24 2010 22:57 GMT
#326
My work in progress:



Leaderboard is broken, didn't notice the intro message doesn't fade away. For the most part all the triggers are done and all that's left is the balancing (Note that it isn't balanced at all right now).
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
April 24 2010 23:06 GMT
#327
On April 25 2010 07:26 peckham33 wrote:
caves? how on earth do you do caves? and my question from above still stands, is anyone else having issues saveing?

lighting is controled under veiw, thats how you make it look like night. there may be a way to link the light with triggers but i have no clue how or if there is.

I'm not doing caves lol i just mean make it look like caves.

As for the lighting i don't see anything under view about editing lighting, its all show this and show that.

Oh and awesome TD Kantutan !
Nunquam iens addo vos sursum
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 24 2010 23:09 GMT
#328
How do you mirror?
Protoss, can't live with em', can't kill em'.
Orly
Profile Joined March 2010
Belgium28 Posts
April 24 2010 23:12 GMT
#329


Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small.

New map to play vs cpu for now:
Just type "!setmissrate 50" to enable high ground advantage with that miss %
http://www.mediafire.com/?dq3wzmyhynm
peckham33
Profile Joined April 2010
United States267 Posts
April 24 2010 23:14 GMT
#330
veiw: show shader mode
veiw show lighting
those are what you want udder
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 23:32 GMT
#331
On April 25 2010 08:12 ORLY wrote:
http://www.youtube.com/watch?v=uvkj7SPi2d0

Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small.

New map to play vs cpu for now:
Just type "!setmissrate 50" to enable high ground advantage with that miss %
http://www.mediafire.com/?dq3wzmyhynm


Releasing that code anytime soon? I know a guy with a remake of HBR that would love to get his hands on this for the ridges.
Bring back 2v2s!
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 23:35 GMT
#332
On April 25 2010 08:12 ORLY wrote:
http://www.youtube.com/watch?v=uvkj7SPi2d0

Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small.

New map to play vs cpu for now:
Just type "!setmissrate 50" to enable high ground advantage with that miss %
http://www.mediafire.com/?dq3wzmyhynm

I would love to get my hands on this for my remake of HBR
teaaaaaaaa
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
April 24 2010 23:36 GMT
#333
I posted this in a seperate blog post but i thought i'd post it here aswell

This is my remake of Destination for SC2, check it out

+ Show Spoiler [Picture] +
[image loading]


The desert tileset sucks so im aware of the deco being bad

If you want to download it, you can do it [url blocked]
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
April 24 2010 23:43 GMT
#334
On April 25 2010 08:14 peckham33 wrote:
veiw: show shader mode
veiw show lighting
those are what you want udder

unless im being really stupid im pretty sure that just changes the lighting states, dont actually allow me to edit the lighting ie changing it to night time ect
Nunquam iens addo vos sursum
treason
Profile Joined February 2009
Germany72 Posts
April 24 2010 23:53 GMT
#335
On April 25 2010 08:36 KinosJourney2 wrote:
I posted this in a seperate blog post but i thought i'd post it here aswell

This is my remake of Destination for SC2, check it out

+ Show Spoiler [Picture] +
[image loading]


The desert tileset sucks so im aware of the deco being bad

If you want to download it, you can do it [url blocked]

Destination will never be the same without pandabear-guy
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 23:59 GMT
#336
On April 25 2010 08:36 KinosJourney2 wrote:
I posted this in a seperate blog post but i thought i'd post it here aswell

This is my remake of Destination for SC2, check it out

+ Show Spoiler [Picture] +
[image loading]


The desert tileset sucks so im aware of the deco being bad

If you want to download it, you can do it [url blocked]


It's pretty easy to change tilesets if you aren't satisfied with it. Map->Map Textures, and change away to your heart's content.
Bring back 2v2s!
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 25 2010 00:02 GMT
#337
how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around...
"When the geyser died, a probe came out" - SirJolt
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 25 2010 00:04 GMT
#338
On April 25 2010 09:02 fabiano wrote:
how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around...

Use a creep tumor?
teaaaaaaaa
ghen
Profile Blog Joined March 2010
United States1356 Posts
April 25 2010 00:07 GMT
#339
On April 25 2010 09:02 fabiano wrote:
how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around...



Well the quick hack would be a nydus canal next to it. Smaller than a hatch but still produces creep.

Or maybe you can combine the two buildings somehow?
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 25 2010 00:08 GMT
#340
On April 25 2010 07:57 Kantutan wrote:
My work in progress:

http://www.youtube.com/watch?v=Qub0LvA1-tQ

Leaderboard is broken, didn't notice the intro message doesn't fade away. For the most part all the triggers are done and all that's left is the balancing (Note that it isn't balanced at all right now).


That looks really good, can't wait to see it when it's done
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
Last Edited: 2010-04-25 00:09:59
April 25 2010 00:08 GMT
#341
On April 25 2010 09:02 fabiano wrote:
how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around...


Edit the spine crawler so it doesn't need to be placed on creep. Under behavior, delete 'On Creep' and 'Zerg- Building Not On Creep'.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 25 2010 00:15 GMT
#342
Hey I made my first map, editor is pretty easy to use... Moving on to number 2
[image loading]

One thing, I designed the map edges to be the yellow line instead of the blue, is there any way to shrink the map bounds to the yellow line with the current map? (shrink blue line to where yellow is now)
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
ShaperofDreams
Profile Blog Joined December 2008
Canada2492 Posts
April 25 2010 00:24 GMT
#343
The amount of fun that I will have for the rest of my life is not even quantifiable.
Bitches don't know about my overlord. FUCK OFF ALDARIS I HAVE ENOUGH PYLONS. My Balls are as smooth as Eggs.
saltygrapes
Profile Joined April 2010
181 Posts
April 25 2010 00:24 GMT
#344
ruined town wip

[image loading]
sxpointz!
Cheree
Profile Joined January 2010
Canada123 Posts
Last Edited: 2010-04-25 00:27:53
April 25 2010 00:27 GMT
#345
On April 25 2010 09:15 sob3k wrote:
Hey I made my first map, editor is pretty easy to use... Moving on to number 2
+ Show Spoiler +
[image loading]


One thing, I designed the map edges to be the yellow line instead of the blue, is there any way to shrink the map bounds to the yellow line with the current map? (shrink blue line to where yellow is now)

Yes, Menu Map -> Map Bounds.
*wants beta*
IaniAniaN
Profile Joined September 2007
Canada555 Posts
April 25 2010 00:29 GMT
#346
On April 25 2010 09:15 sob3k wrote:
Hey I made my first map, editor is pretty easy to use... Moving on to number 2
[image loading]

One thing, I designed the map edges to be the yellow line instead of the blue, is there any way to shrink the map bounds to the yellow line with the current map? (shrink blue line to where yellow is now)

Excellent map
Snowfield
Profile Blog Joined April 2010
1289 Posts
April 25 2010 00:31 GMT
#347
Wow, you guys sure are productive little ants :D
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 25 2010 00:37 GMT
#348
On April 25 2010 09:08 Kantutan wrote:
Show nested quote +
On April 25 2010 09:02 fabiano wrote:
how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around...


Edit the spine crawler so it doesn't need to be placed on creep. Under behavior, delete 'On Creep' and 'Zerg- Building Not On Creep'.


oh, thanks for the tip, but where do i find Behavior?
"When the geyser died, a probe came out" - SirJolt
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
Last Edited: 2010-04-25 00:40:53
April 25 2010 00:39 GMT
#349
On April 25 2010 08:59 ComradeDover wrote:
Show nested quote +
On April 25 2010 08:36 KinosJourney2 wrote:
I posted this in a seperate blog post but i thought i'd post it here aswell

This is my remake of Destination for SC2, check it out

+ Show Spoiler [Picture] +
[image loading]


The desert tileset sucks so im aware of the deco being bad

If you want to download it, you can do it [url blocked]


It's pretty easy to change tilesets if you aren't satisfied with it. Map->Map Textures, and change away to your heart's content.


Thanks, but Desert are the only good tileset for Destination.

Imagine how wrong it would be with Jungle Tileset T_T

I was also finishing a remake of Outsider but then my fucking map maker decided to crash, didn't save it either. Good timing, Blizzard
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 25 2010 00:40 GMT
#350
On April 25 2010 09:37 fabiano wrote:
Show nested quote +
On April 25 2010 09:08 Kantutan wrote:
On April 25 2010 09:02 fabiano wrote:
how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around...


Edit the spine crawler so it doesn't need to be placed on creep. Under behavior, delete 'On Creep' and 'Zerg- Building Not On Creep'.


oh, thanks for the tip, but where do i find Behavior?


http://i.imgur.com/8DyR7.jpg

I'm assuming that's all that needs to be editted. Still learning the editor myself :p
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 25 2010 00:50 GMT
#351
thanks a lot kankutan! that did the job :D
"When the geyser died, a probe came out" - SirJolt
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 25 2010 00:53 GMT
#352
On April 25 2010 09:50 fabiano wrote:
thanks a lot kankutan! that did the job :D


No problem
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
April 25 2010 01:06 GMT
#353
Where can you change the attack speed for units? i Found switching attack animations but cant modify the speed.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 25 2010 01:08 GMT
#354
On April 24 2010 17:29 ORLY wrote:
[image loading]

Working on a UMS laboratory sort of map where you can instantly spawn the units and upgrades you want and quickly repeat those fights. But I can't figure out how to host a custom game on battle.net. Supposedly there is a way with replacing the cache files if you both have the map on your PC.. would be great if someone had some luck hosting so far.

Right now it's playable against the CPU from the galaxy editor. You can choose the cpu's units and let him attack you repeatedly with the same unit matchup. Scoreboard shows you cost effectiveness of both armies.

+ Show Spoiler [Commands & screens] +

Units are spawned by typing command in chat:
- "!spawn # unit": Spawns # of unit. You can chain them together like "!spawn 20 hydra 5 broodlord 3 infestor"
- "!enemyspawn # unit": Same thing, but spawns units for the CPU you're fighting.
- "!kill": Instagibs all units on screen

[image loading]
[image loading]
[image loading]
[image loading]

On the bottomleft of map are 2 switches. One covers arena in creep, other one tells cpu to autorespawn after each fight and attack you.



thanks for this, just spent a good 2 hours playing around on it :D
Chronopolis
Profile Joined April 2009
Canada1484 Posts
April 25 2010 01:12 GMT
#355
Stupid question, but how do you make your map symmetrical? Do you have to manually do it, or is there a "mirror x" or "mirror y" option/.
saltygrapes
Profile Joined April 2010
181 Posts
Last Edited: 2010-04-25 01:13:59
April 25 2010 01:13 GMT
#356
On April 25 2010 10:06 SC2Phoenix wrote:
Where can you change the attack speed for units? i Found switching attack animations but cant modify the speed.


You must modify their weapon, in the Data Editor -> Weapons section, with the "Period" field :D
sxpointz!
Bear4188
Profile Joined March 2010
United States1797 Posts
April 25 2010 01:13 GMT
#357
On April 25 2010 09:15 sob3k wrote:
Hey I made my first map, editor is pretty easy to use... Moving on to number 2
[image loading]

One thing, I designed the map edges to be the yellow line instead of the blue, is there any way to shrink the map bounds to the yellow line with the current map? (shrink blue line to where yellow is now)


Copy+paste it onto a smaller "new" map.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Cheree
Profile Joined January 2010
Canada123 Posts
April 25 2010 01:15 GMT
#358
On April 25 2010 10:12 Chronopolis wrote:
Stupid question, but how do you make your map symmetrical? Do you have to manually do it, or is there a "mirror x" or "mirror y" option/.

- Select Area
- Copy
- Paste
- Rotate/Flip
- Click where you want to paste
*wants beta*
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
April 25 2010 01:25 GMT
#359
Is anybody else having troubles with the editor crashing when trying to boot? D:
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 25 2010 01:29 GMT
#360
Thanks guys, here is the final, fixed the bounds, filled in some annoying areas, fixed unminable center vespene. I think it turned out pretty good, very playable. I tried to give the map some very open areas so you can actually flank and do some positioning .

Try it out and let me know how it works!
[image loading]
(picture cut off the sides, sry)...also doesn't show foliage....

DL here:
http://www7.zippyshare.com/v/58168176/file.html
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
Last Edited: 2010-04-25 01:35:49
April 25 2010 01:35 GMT
#361
Collosseum II

+ Show Spoiler +
[image loading]


Lava on ultra is so hot! Too bad I cant play on ultra, my pc almost died when i took this pic....
"When the geyser died, a probe came out" - SirJolt
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 25 2010 01:37 GMT
#362
How do you add water? Every time I do the add water thing, all I get is the shiny square boxes.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 25 2010 01:42 GMT
#363
On April 25 2010 10:37 BDF92 wrote:
How do you add water? Every time I do the add water thing, all I get is the shiny square boxes.


Thats the water.
"When the geyser died, a probe came out" - SirJolt
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 25 2010 01:45 GMT
#364
On April 25 2010 10:42 fabiano wrote:
Show nested quote +
On April 25 2010 10:37 BDF92 wrote:
How do you add water? Every time I do the add water thing, all I get is the shiny square boxes.


Thats the water.


it's supposed to look like this?
[image loading]
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
Last Edited: 2010-04-25 01:50:24
April 25 2010 01:49 GMT
#365
Go on edit water and lower the height of the water below your map, also there's some other options on there too.

Still stuck on trying to find out how to change day/night myself
Nunquam iens addo vos sursum
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 25 2010 01:50 GMT
#366
Yeah, but the quality is odd. I use low settings but the water looks like water, not just a blue square like yours... thats weird.

Yours is too high, you might wanna change its height clicking in Edit Water button
"When the geyser died, a probe came out" - SirJolt
saltygrapes
Profile Joined April 2010
181 Posts
April 25 2010 01:53 GMT
#367
On April 25 2010 10:49 UdderChaos wrote:
Go on edit water and lower the height of the water below your map, also there's some other options on there too.

Still stuck on trying to find out how to change day/night myself


Use the "Lights" section of the Data Editor :D

Each Light catalog that you create has its own options for night/day and what light to show at any given time.
sxpointz!
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
April 25 2010 02:18 GMT
#368
On April 25 2010 10:53 saltygrapes wrote:
Show nested quote +
On April 25 2010 10:49 UdderChaos wrote:
Go on edit water and lower the height of the water below your map, also there's some other options on there too.

Still stuck on trying to find out how to change day/night myself


Use the "Lights" section of the Data Editor :D

Each Light catalog that you create has its own options for night/day and what light to show at any given time.

Thanks

Unfortunately it seems the editor has corrupted my helms deep i hope i haven't lost the last 12 hours on it.
Nunquam iens addo vos sursum
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 25 2010 02:29 GMT
#369
On April 25 2010 09:39 KinosJourney2 wrote:
Show nested quote +
On April 25 2010 08:59 ComradeDover wrote:
On April 25 2010 08:36 KinosJourney2 wrote:
I posted this in a seperate blog post but i thought i'd post it here aswell

This is my remake of Destination for SC2, check it out

+ Show Spoiler [Picture] +
[image loading]


The desert tileset sucks so im aware of the deco being bad

If you want to download it, you can do it [url blocked]


It's pretty easy to change tilesets if you aren't satisfied with it. Map->Map Textures, and change away to your heart's content.


Thanks, but Desert are the only good tileset for Destination.

Imagine how wrong it would be with Jungle Tileset T_T

I was also finishing a remake of Outsider but then my fucking map maker decided to crash, didn't save it either. Good timing, Blizzard


When I was trying my hand at Destination, I was using the Mar Sara tileset. Is that what you're using? Try dirt instead of sand...
Bring back 2v2s!
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 25 2010 02:46 GMT
#370
Hey guys, just finished making my map, tell me what you think
[image loading]

-infinite-
Profile Blog Joined April 2010
United States44 Posts
Last Edited: 2010-04-25 03:32:13
April 25 2010 03:00 GMT
#371
Hey all. I wanted to ping this thread as well as the Map Design Thread to get some more feedback!

I thought I'd share my First map, Inundation. This is a prototype/wip until I get the clear signal from users that it rocks (I rather not pollute the space with garbage).

I would like to get this as a Really good 1v1 map requiring good use of micro (from all the obstacles) and macro (from back door aTtacK routes).

[image loading]
(right-click view image to see a larger image)

You can Only get so much out of a picture. So I thought I would take a crack at recording. I tossed up a HD version of it so you can see more details, so be sure to flip the switch to 1080p.



Thanks all!

p.s. How do you get the forum to embed a Youtube clip?
One shot, one kill. Ready to die but never will.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 25 2010 03:12 GMT
#372
On April 25 2010 12:00 -infinite- wrote:
Hey all. I wanted to ping this thread as well as the Map Design ThreadMap Design Thread to get some more feedback!

I thought I'd share my First map, Inundation. This is a prototype/wip until I get the clear signal from users that it rocks (I rather not pollute the space with garbage).

I would like to get this as a Really good 1v1 map requiring good use of micro (from all the obstacles) and macro (from back door aTtacK routes).

[image loading]
(right-click view image to see a larger image)

You can Only get so much out of a picture. So I thought I would take a crack at recording. I tossed up a HD version of it so you can see more details, so be sure to flip the switch to 1080p.

View map fly-through on YouTube

Thanks all!

p.s. How do you get the forum to embed a Youtube clip?


Straight up copy/pasting the url into your message without using the 'add link' script will do it.
Pape
Profile Blog Joined July 2007
Serbia419 Posts
April 25 2010 03:17 GMT
#373
On April 25 2010 12:00 -infinite- wrote:
Hey all. I wanted to ping this thread as well as the Map Design ThreadMap Design Thread to get some more feedback!

I thought I'd share my First map, Inundation. This is a prototype/wip until I get the clear signal from users that it rocks (I rather not pollute the space with garbage).

I would like to get this as a Really good 1v1 map requiring good use of micro (from all the obstacles) and macro (from back door aTtacK routes).
+ Show Spoiler +

[image loading]
(right-click view image to see a larger image)


You can Only get so much out of a picture. So I thought I would take a crack at recording. I tossed up a HD version of it so you can see more details, so be sure to flip the switch to 1080p.

View map fly-through on YouTube

Thanks all!

p.s. How do you get the forum to embed a Youtube clip?


Wow, I don't know how well that thing will play but that is one beautiful looking map. I would love to play it, the details are amazing and its so well planned out. I will give it a 10/10 for beauty, but I would hate the long distance for a 1v1 ladder match!
good luck have fun!
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 25 2010 03:23 GMT
#374
remaking Blue Storm right now, this'll be my last remake before I try something original:

[image loading]
teaaaaaaaa
-infinite-
Profile Blog Joined April 2010
United States44 Posts
April 25 2010 03:31 GMT
#375
On April 25 2010 12:12 Kantutan wrote:
Straight up copy/pasting the url into your message without using the 'add link' script will do it.


Ah-hah! I should have gave that a shot. Thanks.
One shot, one kill. Ready to die but never will.
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
April 25 2010 04:37 GMT
#376
the blue storm one is looking alruight needs alot of work still, good luck for it
semantics
Profile Blog Joined November 2009
10040 Posts
April 25 2010 04:40 GMT
#377
On April 25 2010 12:23 Snausages wrote:
remaking Blue Storm right now, this'll be my last remake before I try something original:

[image loading]

I'ts impressive how well you able to copy these maps how are you going about doing it because i imange things don't line up exactly the same to just counter blocks and copy it.
semantics
Profile Blog Joined November 2009
10040 Posts
April 25 2010 04:42 GMT
#378
On April 25 2010 10:12 Chronopolis wrote:
Stupid question, but how do you make your map symmetrical? Do you have to manually do it, or is there a "mirror x" or "mirror y" option/.


this is how i go about making symmetry
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 25 2010 04:48 GMT
#379
On April 24 2010 22:03 Chuiu wrote:
Show nested quote +
On April 24 2010 14:01 DeCoup wrote:
Wow the data editor is complicated... I spend about an hour trying to give Zerglings reaper jump but failed.

I think I've seen that somewhere, its either an ability you need to add or under the movers section for the unit.

Try changing "Movement - Mover" to Cliff Jumper.

I tried both movement and behavior but in game there was no difference at all. It should not be this hard to make such a small change. The only conclusion I can come up with is that it is very easy to do and that I am just not aware of how.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Cheree
Profile Joined January 2010
Canada123 Posts
April 25 2010 04:50 GMT
#380
On April 25 2010 13:42 semantics wrote:
Show nested quote +
On April 25 2010 10:12 Chronopolis wrote:
Stupid question, but how do you make your map symmetrical? Do you have to manually do it, or is there a "mirror x" or "mirror y" option/.

http://www.youtube.com/watch?v=IG-6yCfH0S8
this is how i go about making symmetry

Oh nice, thanks. G'job. I'll switch to doing that from now on.
*wants beta*
semantics
Profile Blog Joined November 2009
10040 Posts
April 25 2010 04:50 GMT
#381
Lol want to give zerglings imba powers eh.
http://forums.sc2mapster.com/development/tutorials/428-misc-beginner-video-tutorial/
in the vid it looked so easy.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 25 2010 04:52 GMT
#382
On April 25 2010 13:48 DeCoup wrote:
Show nested quote +
On April 24 2010 22:03 Chuiu wrote:
On April 24 2010 14:01 DeCoup wrote:
Wow the data editor is complicated... I spend about an hour trying to give Zerglings reaper jump but failed.

I think I've seen that somewhere, its either an ability you need to add or under the movers section for the unit.

Try changing "Movement - Mover" to Cliff Jumper.

I tried both movement and behavior but in game there was no difference at all. It should not be this hard to make such a small change. The only conclusion I can come up with is that it is very easy to do and that I am just not aware of how.


Take the reaper and edit all appropriate zergling attributes on top of him.
Bring back 2v2s!
Verr82
Profile Joined April 2010
Australia4 Posts
Last Edited: 2010-04-25 05:25:14
April 25 2010 05:22 GMT
#383
Wrote a small tutorial about forcing the Actor to reference default models and sounds so you don't need to duplicate them pointlessly when creating new custom units.
http://starcraft.incgamers.com/forums/showthread.php?p=31860
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 25 2010 05:39 GMT
#384
On April 23 2010 10:46 ComradeDover wrote:
Show nested quote +
On April 23 2010 10:39 wishbones wrote:
Width+Height Of SC2 Maps.
+ Show Spoiler +
Fuck thats big.[image loading]

I just noticed though that there is a playable size readout to the right of that. For example the readout for a map with "width/height=96x96" is actually "widht/height=76x68". 128x128 didn't readout to 128x128 playable size either.


This is because of the fancy new third dimension that's been added. It's possible for the camera to see off the playable map.

So when Blizzard says its 128x128 on their ladder maps that means less of that is playable area


no wonder maps seem smaller than the brood war ones
Pablols
Profile Joined August 2009
Chile517 Posts
April 25 2010 05:41 GMT
#385
i made this
[image loading]
pzea469
Profile Blog Joined September 2008
United States1520 Posts
April 25 2010 05:43 GMT
#386
On April 25 2010 14:41 Pablols wrote:
i made this
[image loading]


fuck yeah :D
Kill the Deathball
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-04-25 05:54:16
April 25 2010 05:54 GMT
#387
Got a *little* carried away and this one ended up ginormous, oh well. I'm thinking I could make it into a shared base 2v2 if I want it to be actually playable.

[image loading]
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
peckham33
Profile Joined April 2010
United States267 Posts
April 25 2010 06:11 GMT
#388
On April 25 2010 14:54 Bear4188 wrote:
Got a *little* carried away and this one ended up ginormous, oh well. I'm thinking I could make it into a shared base 2v2 if I want it to be actually playable.

[image loading]


looks like a 1v1 map to me (and if you could put this up for download that would rock [if it's finished that is]) as it is it looks fair and balanced and more of a mid to late game map. long rush. in short, it look great and just make it 1v1.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-04-25 06:16:29
April 25 2010 06:13 GMT
#389
It's essentially finished, at least until it's possible to balance test it (though I'm not sure SC2 is balanced for huge macro games yet anyway). Need to go through the pathfinding layer to make sure there aren't any shenanigans, I might upload it tomorrow.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
peckham33
Profile Joined April 2010
United States267 Posts
April 25 2010 06:26 GMT
#390
On April 25 2010 15:13 Bear4188 wrote:
..., I might upload it tomorrow.


great to hear(read). just wondering where you will post the uploaded file. might i suggest you post this map on the Map Design Thread.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
TopHat
Profile Joined February 2010
United States12 Posts
April 25 2010 06:32 GMT
#391
Has anyone had success using player groups with triggers?

I create a player group from the Map/Game Attributes menu, and attach players to it.
Then I attempt to create a trigger that sets all players in a player group to ally one another at map initialization, but the player group I previously created will not show in the trigger list.
saltygrapes
Profile Joined April 2010
181 Posts
Last Edited: 2010-04-25 06:41:34
April 25 2010 06:41 GMT
#392
On April 25 2010 15:32 TopHat wrote:
Has anyone had success using player groups with triggers?

I create a player group from the Map/Game Attributes menu, and attach players to it.
Then I attempt to create a trigger that sets all players in a player group to ally one another at map initialization, but the player group I previously created will not show in the trigger list.


why dont you just create the player group you want through triggers? And why are you trying to get those players to ally each other at map init? You can just set that up through player properties. :D
sxpointz!
-infinite-
Profile Blog Joined April 2010
United States44 Posts
April 25 2010 06:46 GMT
#393
1v1 - Closure Prototype [WIP]

Right-click to blow this puppy up.

[image loading]

Messed around a bit tonight. I wanted to whip something up more desert themed. I also wanted to make it smooth sailing toward harassing your opponent, and I wanted to get rid of small ramps.
One shot, one kill. Ready to die but never will.
-infinite-
Profile Blog Joined April 2010
United States44 Posts
Last Edited: 2010-04-25 06:50:10
April 25 2010 06:47 GMT
#394
On April 25 2010 14:41 Pablols wrote:
[image loading]


That's pretty hot. Literally. Good texture on that beast.

On April 25 2010 14:54 Bear4188 wrote:
[image loading]


Slick dude. I like this.
One shot, one kill. Ready to die but never will.
TopHat
Profile Joined February 2010
United States12 Posts
Last Edited: 2010-04-25 07:17:02
April 25 2010 06:54 GMT
#395
On April 25 2010 15:41 saltygrapes wrote:
Show nested quote +
On April 25 2010 15:32 TopHat wrote:
Has anyone had success using player groups with triggers?

I create a player group from the Map/Game Attributes menu, and attach players to it.
Then I attempt to create a trigger that sets all players in a player group to ally one another at map initialization, but the player group I previously created will not show in the trigger list.


why dont you just create the player group you want through triggers? And why are you trying to get those players to ally each other at map init? You can just set that up through player properties. :D


The options under player properties are only for team placement I believe.
Basically they control where each team spawns so you can avoid cross positions on four player maps, etc. It doesn't actually ally players.

Edit: I can make player groups in the trigger editor, and add players in, didn't realize you could make groups as variables in there. :x
InRaged
Profile Joined February 2007
1047 Posts
April 25 2010 07:07 GMT
#396
On April 25 2010 13:48 DeCoup wrote:
Show nested quote +
On April 24 2010 22:03 Chuiu wrote:
On April 24 2010 14:01 DeCoup wrote:
Wow the data editor is complicated... I spend about an hour trying to give Zerglings reaper jump but failed.

I think I've seen that somewhere, its either an ability you need to add or under the movers section for the unit.

Try changing "Movement - Mover" to Cliff Jumper.

I tried both movement and behavior but in game there was no difference at all. It should not be this hard to make such a small change. The only conclusion I can come up with is that it is very easy to do and that I am just not aware of how.

You're doing something wrong, cause all it takes is changing Zergling's (unit data type) behavior to "reaper - cliff jumping" and mover to "cliff jumper"
BUT instead
you can just change zerglings mover to "colossus" then go in "movers" data type and change colossus' "height map" property to "ground" and that will look totally badass on zerglings

+ Show Spoiler +
[image loading]
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
April 25 2010 07:14 GMT
#397
Try changing "Movement - Mover" to Cliff Jumper.[/QUOTE]
I tried both movement and behavior but in game there was no difference at all. It should not be this hard to make such a small change. The only conclusion I can come up with is that it is very easy to do and that I am just not aware of how.[/QUOTE]
+ Show Spoiler +
[image loading]
[/QUOTE]

Damn does this make anyone else nostalgia about Alien, Aliens, Alien 3, Alien Resurrection?
Whyx
Profile Joined April 2010
United States73 Posts
April 25 2010 07:50 GMT
#398
Anyone know how to change a spell's graphic? Im trying to change 'snipe' to have the hit graphic of 'force field'.

Reason: looks more like a blizzard spell than anything else =]

Help is appriciated!
The Golden Sun will rise again...
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 25 2010 07:52 GMT
#399
Someone needs to figure out how to get all of this stuff working:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=118286
Bring back 2v2s!
keV.
Profile Blog Joined February 2009
United States3214 Posts
Last Edited: 2010-04-25 07:57:36
April 25 2010 07:55 GMT
#400
So, I was playing with the editor yesterday and all was well, then it locked up and i had to kill the task. Since then I've gotten this weird texture tearing going on and I can't seem to stop it, restarting it did nothing and my video card is in tip top shape. Any ideas?

[image loading]

Any help would be appreciated...

edit: CTRL + T fixes this, thanks Bear4188
"brevity is the soul of wit" - William Shakesman
Bear4188
Profile Joined March 2010
United States1797 Posts
April 25 2010 07:56 GMT
#401
Try hitting CTRL+T

I know I've hit it a few times and it gives me something that looks like that.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
keV.
Profile Blog Joined February 2009
United States3214 Posts
April 25 2010 07:57 GMT
#402
On April 25 2010 16:56 Bear4188 wrote:
Try hitting CTRL+T

I know I've hit it a few times and it gives me something that looks like that.


Ah, yea i figured it was some toggle, couldn't find it though. Thanks a ton all good!
"brevity is the soul of wit" - William Shakesman
saltygrapes
Profile Joined April 2010
181 Posts
Last Edited: 2010-04-25 08:01:38
April 25 2010 08:00 GMT
#403
On April 25 2010 16:50 Whyx wrote:
Anyone know how to change a spell's graphic? Im trying to change 'snipe' to have the hit graphic of 'force field'.

Reason: looks more like a blizzard spell than anything else =]

Help is appriciated!


go to Data Editor -> Actors -> Create New Object. Make it a Model -> ModelAnimationStyleOneShot and set the Model value to Force Field. You then have to create the events for when the Actor will play, so go to Events+.

Create a new Event with these properties:
Msg Type: Ability
Source Name: Ghost - Sniper
Sub Name: TargetCastStart
Then for the action, do "Create"

I don't know how the animation for force field works, so you may have to create a timer that when it expires, the actor is destroyed, else it might never go away

You can set whether you want to attach the actor to the target unit as well, and to what attachment point. But thats the jist :D
sxpointz!
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
April 25 2010 08:34 GMT
#404
wow iam loving this map editor you can do so much stuff already O.O
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 25 2010 08:48 GMT
#405
I'm trying to figure out how to make it so other units/structures show the radius of their attack range like siege tanks do, any ideas?
Bear4188
Profile Joined March 2010
United States1797 Posts
April 25 2010 08:50 GMT
#406
On April 25 2010 17:48 Kantutan wrote:
I'm trying to figure out how to make it so other units/structures show the radius of their attack range like siege tanks do, any ideas?


View -> Show Terrain -> Show Range

Then select the sieged tank.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 25 2010 08:57 GMT
#407
On April 25 2010 17:50 Bear4188 wrote:
Show nested quote +
On April 25 2010 17:48 Kantutan wrote:
I'm trying to figure out how to make it so other units/structures show the radius of their attack range like siege tanks do, any ideas?


View -> Show Terrain -> Show Range

Then select the sieged tank.


I mean in-game for other units. So if you clicked on a spine crawler it will show the range for it like the siege tank.
Orly
Profile Joined March 2010
Belgium28 Posts
April 25 2010 09:20 GMT
#408
On April 25 2010 08:32 ComradeDover wrote:
Show nested quote +
On April 25 2010 08:12 ORLY wrote:
http://www.youtube.com/watch?v=uvkj7SPi2d0

Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small.

New map to play vs cpu for now:
Just type "!setmissrate 50" to enable high ground advantage with that miss %
http://www.mediafire.com/?dq3wzmyhynm


Releasing that code anytime soon? I know a guy with a remake of HBR that would love to get his hands on this for the ridges.

Sure, would love to see a game of HBR in sc2. Code is in the triggers, copy paste the triggers under "--- HIGH GROUND ADVANTAGE" comment. Then copy the global intMissChance variable and set it to the miss % you'd want for highground.

Let me know if there are any issues, some notes:
- Colossus has 100% hit always
- Special abilities like Ghost snipe, templar storm always hit. can be changed but seems most logical
- Reaper & marauder startattack events are fired too late so the first shot they take to highground is sometimes unaffected by miss.

Also, is anyone else getting odd ramp behaviour when launching a galaxy editor map? Units keep doing these jerky movements when crossing ramps
saltygrapes
Profile Joined April 2010
181 Posts
April 25 2010 09:53 GMT
#409
all you guys maps would look so much better if you took the time to properly texture them ><

last wip of this ill post here since its not really a melee map anymore lolplz
[image loading]

sxpointz!
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-04-25 10:10:54
April 25 2010 10:09 GMT
#410
On April 25 2010 17:57 Kantutan wrote:
Show nested quote +
On April 25 2010 17:50 Bear4188 wrote:
On April 25 2010 17:48 Kantutan wrote:
I'm trying to figure out how to make it so other units/structures show the radius of their attack range like siege tanks do, any ideas?


View -> Show Terrain -> Show Range

Then select the sieged tank.


I mean in-game for other units. So if you clicked on a spine crawler it will show the range for it like the siege tank.


Is it possible to make custom spell graphics yet? You could make an ability that pretty much just draws a circle on the map with their range.

Otherwise check out the data on Xel'naga WTs, Sentry Towers, and Tanks to see if there's something there.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
April 25 2010 10:17 GMT
#411
Also, is anyone else getting odd ramp behaviour when launching a galaxy editor map? Units keep doing these jerky movements when crossing ramps

yea i have been getting that also, any 1 know if they can fix this? or is a problem that blizzard did
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
KobraKay
Profile Joined March 2010
Portugal4231 Posts
April 25 2010 10:23 GMT
#412
On April 25 2010 18:53 saltygrapes wrote:
all you guys maps would look so much better if you took the time to properly texture them ><

last wip of this ill post here since its not really a melee map anymore lolplz
[image loading]



wow that looks great! I was really happy for making a viking with the immortal's shield and now im sad again because i could never make such a good looking map!

GJ keep posting
CJ Fighting! (--.--)
Stormzors
Profile Joined April 2010
Australia41 Posts
Last Edited: 2010-04-25 11:18:21
April 25 2010 11:17 GMT
#413
Man don't think this has been posted here but check this out!



Can't wait till some crazy maps are get made!
Flameberger
Profile Joined March 2010
United States226 Posts
April 25 2010 11:28 GMT
#414
If anyone figures out how to make units unpushable I'de love to know.
An engine of annihilating power.
keV.
Profile Blog Joined February 2009
United States3214 Posts
April 25 2010 11:45 GMT
#415
First attempt at a map. GE is a very nice tool.

[image loading]

[image loading]

Some of these look really great, wish I could play them.
"brevity is the soul of wit" - William Shakesman
jtype
Profile Blog Joined April 2009
England2167 Posts
April 25 2010 11:54 GMT
#416
Wow! Loving all the ideas and maps in this thread so far. I really have to get a bit better with the editor.

Can't wait till we can see some of these maps being used.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 25 2010 15:15 GMT
#417
What dimensions are you guy using to get the feel of BW or SC2 official maps? They list them as 128x128 for most of them except Kulas, but that's not the playable area; the playable area is a bit smaller.
CagedMind
Profile Joined February 2010
United States506 Posts
April 25 2010 15:32 GMT
#418
Is stuff done in data editor fine for melee? Does anyone know how I put down storms on map?

On April 25 2010 08:12 ORLY wrote:
http://www.youtube.com/watch?v=uvkj7SPi2d0

Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small.

New map to play vs cpu for now:
Just type "!setmissrate 50" to enable high ground advantage with that miss %
http://www.mediafire.com/?dq3wzmyhynm


I was looking through the triggers and I gotta say I don't understand triggers one bit lol. Didn't see anything that resembled 50% in the high ground advantage trigger group. 50% is too high and 25% is a better number. Stuff like "0 = <interger>" really make no sense to me. How do you know what the hell that does in editor lol. It's not possible in melee is it?
your micro has been depleted
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 15:43:09
April 25 2010 15:41 GMT
#419
How can i reduce the lag in the editor,

2gig ram, 2gig proccessor, 256mb video card. atm. not upgrading either, but yeah how?

edit: I've just tested to see one thing, i clicked file> new> and made the smallest size, so it seems the smaller the map i make the less lag, atm on the smallest possible selection there is no lag whatsoever, wow thats actually a word, chrome didn't correct me lol
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Bear4188
Profile Joined March 2010
United States1797 Posts
April 25 2010 15:48 GMT
#420
File -> Preferences will let you alter the editor graphics settings.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 15:50:06
April 25 2010 15:48 GMT
#421
yeah i just did this
After setting everything to low in the preferences and restarting the editor it all seems to be fine now.
copy pasted from the Map Design Thread.
edit its cus i had set everything to a lower quality, but didn't no a restart of the editor was necessary for it to take effect

thanks for the help.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 25 2010 15:53 GMT
#422
Can someone post the proper width/height to pick in order to create maps, like so far according to you the replier, what is your most commonly used width/heights atm. I will then write these down for later use for myself.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
tchackie
Profile Joined April 2010
Germany2 Posts
April 25 2010 15:59 GMT
#423
Does anyone know if its possible to make several water heights? so if wanna make some kind of river on one level and then a waterfall to a lower area, but so far i cant make a seperate layer of water on the lower level.
Chuiu
Profile Blog Joined June 2003
3470 Posts
April 25 2010 16:09 GMT
#424
Tchackie you can have as many water heights as you want, but I don't think you can stack them on top of each other if thats what you mean.
♞
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 25 2010 16:50 GMT
#425
Hey guys me again, wondering how was it that we are able to play these maps with a friend, and is it illegal in any way to do that? If not I want to start playing with some friends because I know some who will definitely be up for it. Thanks!
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-04-25 17:19:33
April 25 2010 17:15 GMT
#426
Did anybody found the options to add a new "collider", you got ground,structure, air, colossus etc. Where can you add a new one?

And, increasing(or decreasing) terrain level by abilities? This would allow for some nifty terramorphing games.
Wut
tchackie
Profile Joined April 2010
Germany2 Posts
April 25 2010 17:18 GMT
#427
On April 26 2010 01:09 Chuiu wrote:
Tchackie you can have as many water heights as you want, but I don't think you can stack them on top of each other if thats what you mean.


the problem is, it seems i can only switch between them, not select an area of water and link it to one water state and then select another area of water and link it to another state
Pape
Profile Blog Joined July 2007
Serbia419 Posts
April 25 2010 18:28 GMT
#428
Where do you guys find starting positions for each player? It's silly but I can't seem to find it anywhere and it feels like I'm overlooking it.
good luck have fun!
Badred
Profile Joined August 2009
Canada129 Posts
April 25 2010 18:28 GMT
#429
On April 26 2010 03:28 Pape wrote:
Where do you guys find starting positions for each player? It's silly but I can't seem to find it anywhere and it feels like I'm overlooking it.

It's in "Points" mode. The 2nd button from the left in that mode.
AyJay
Profile Joined April 2010
1515 Posts
April 25 2010 18:55 GMT
#430
I am sooo looking forward when map publishing is available
Skee
Profile Joined March 2010
Canada702 Posts
April 25 2010 19:01 GMT
#431
So, how long until someone remakes Bluestorm. My Favorite SC1 map.
KobraKay
Profile Joined March 2010
Portugal4231 Posts
April 25 2010 19:05 GMT
#432
On April 26 2010 02:18 tchackie wrote:
Show nested quote +
On April 26 2010 01:09 Chuiu wrote:
Tchackie you can have as many water heights as you want, but I don't think you can stack them on top of each other if thats what you mean.


the problem is, it seems i can only switch between them, not select an area of water and link it to one water state and then select another area of water and link it to another state


You can if you select different "types" of water. As long as they arent the same you can move up and down independently.

Im sorry my english is really bad today im having trouble explaining myself but i'll try giving an example! If you're building a map you can select Zhakul'Das water and Tarsonis just as an example. When you select the first one (ZD) and then edit you'll edit all areas with that type and if after that you switch, then you can edit the other type (T) without affecting the first one (ZD).

If this wasnt your problem im sorry
CJ Fighting! (--.--)
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 25 2010 19:08 GMT
#433
On April 25 2010 20:28 Flameberger wrote:
If anyone figures out how to make units unpushable I'de love to know.


Issue a hold position command.

On April 26 2010 00:59 tchackie wrote:
Does anyone know if its possible to make several water heights? so if wanna make some kind of river on one level and then a waterfall to a lower area, but so far i cant make a seperate layer of water on the lower level.


Each different water type is treated as it's own layer. There are several that look similar (identical?) to each other. I'm not sure how a waterfall would work though.

On April 26 2010 04:01 mity wrote:
So, how long until someone remakes Bluestorm. My Favorite SC1 map.


Someone's already started on it. I can't be bothered to find where it is, but there's a mostly-complete catalog of maps being made on TL in this thread.
Bring back 2v2s!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 19:42:55
April 25 2010 19:37 GMT
#434
lololol gogogo 45 speed boost zerglings on creep ftw!
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 25 2010 19:41 GMT
#435
On April 26 2010 04:05 KobraKay wrote:
Show nested quote +
On April 26 2010 02:18 tchackie wrote:
On April 26 2010 01:09 Chuiu wrote:
Tchackie you can have as many water heights as you want, but I don't think you can stack them on top of each other if thats what you mean.


the problem is, it seems i can only switch between them, not select an area of water and link it to one water state and then select another area of water and link it to another state


You can if you select different "types" of water. As long as they arent the same you can move up and down independently.

Im sorry my english is really bad today im having trouble explaining myself but i'll try giving an example! If you're building a map you can select Zhakul'Das water and Tarsonis just as an example. When you select the first one (ZD) and then edit you'll edit all areas with that type and if after that you switch, then you can edit the other type (T) without affecting the first one (ZD).

If this wasnt your problem im sorry


I thought your English was better than a lot of people who use it as their first language actually. I knew exactly what you meant by 'types' - Blizzard doesn't really give them a designation, but basically you can spawn as many layers of water as there is different want tile sets. Each type of water exists independently of another.
i-bonjwa
Tergeron
Profile Joined February 2010
United States66 Posts
Last Edited: 2010-04-25 23:32:33
April 25 2010 20:53 GMT
#436
A lot of great melee maps in the work, I hope you guys don't mind if I borrow some of your features for inspiration.
“Before you embark on a journey of revenge, dig two graves.” -Confucius
Tuke
Profile Joined January 2009
Finland1666 Posts
April 25 2010 21:06 GMT
#437
So far I have been just playing around with galaxy editor and getting used to it. Now I'm getting hang of it and I'll try to make some sort of map soon.
TeamLiquid CJ Entusman #42
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
April 25 2010 23:27 GMT
#438
I've started working on a simple TD, and so far have the worker unit (which is invulnerable) able to create a basic tower (a Marine that can't move). I've added the salvage ability to the Marine, but the marine just doesn't die. I even made the ability deal damage, and it STILL won't die.

What am I doing wrong? (And yes, I did create a brand new salvage ability, rather than just using the Salvage - Bunker ability; it has the same specs, though).
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 26 2010 00:08 GMT
#439
Im thinking some of the faults or impossibilities could come from an incomplete editor, but i may be wrong someone in one of the first few pages cudnt get a Reaper like zergling (zerglings who hop cliffs)

but i succeeded very easily at that, and it jumped across a 250x250 map with void ray beams coming out the two front paws/legs/w.e lol kinda fun. But yeah again it cud be the incomplete editor causing lack of succession in some areas. or just not enuff findings.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Orly
Profile Joined March 2010
Belgium28 Posts
April 26 2010 00:18 GMT
#440
On April 25 2010 07:57 Kantutan wrote:
My work in progress:

http://www.youtube.com/watch?v=Qub0LvA1-tQ

Leaderboard is broken, didn't notice the intro message doesn't fade away. For the most part all the triggers are done and all that's left is the balancing (Note that it isn't balanced at all right now).

Looks great, is it up for download yet?
Orly
Profile Joined March 2010
Belgium28 Posts
April 26 2010 00:21 GMT
#441
Working on physics "engine"



Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well
CagedMind
Profile Joined February 2010
United States506 Posts
April 26 2010 00:36 GMT
#442
Lol holy crap
your micro has been depleted
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
April 26 2010 00:41 GMT
#443
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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



hahah oh wow
Wut
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 26 2010 00:48 GMT
#444
Hey guys, just whipped this up!

+ Show Spoiler +
[image loading]

starleague forever
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 26 2010 00:51 GMT
#445
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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?
Progamerpls no copy pasterino
Thratur
Profile Blog Joined June 2008
Canada917 Posts
Last Edited: 2010-04-26 01:01:43
April 26 2010 00:51 GMT
#446
I got some trouble making infinite upgrades. Anyone succeeded at that yet?

EDIT : Nevermind
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
April 26 2010 01:21 GMT
#447
Ha how do you find out this stufff ORLY?
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
Last Edited: 2010-04-26 04:24:43
April 26 2010 01:30 GMT
#448
Also how do you upload a picture of your map?
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
imamwhat5
Profile Joined April 2010
11 Posts
April 26 2010 01:32 GMT
#449
i have to say some of these maps are looking preety nice and that video is sweet
peace love and kittens for all
Badred
Profile Joined August 2009
Canada129 Posts
April 26 2010 01:58 GMT
#450
After playing around for a while and throwing out some other ideas, here's a map I whipped up using some ideas from Outsider in a moderately sized 1v1 map:

+ Show Spoiler +
[image loading]
theqat
Profile Blog Joined March 2008
United States2856 Posts
April 26 2010 02:26 GMT
#451
Any way to change the origination point of an attack? Say I wanted Hydras to shoot Colossus lasers out of their eyes
Fropper
Profile Joined April 2010
Germany2 Posts
April 26 2010 02:41 GMT
#452
That's my first map, it's for 2on2
[image loading]
[image loading]
[image loading]sc
Chuiu
Profile Blog Joined June 2003
3470 Posts
April 26 2010 02:58 GMT
#453
On April 26 2010 11:26 theqat wrote:
Any way to change the origination point of an attack? Say I wanted Hydras to shoot Colossus lasers out of their eyes

Sounds like you would have to edit the model for this. I have no idea how to do that.
♞
semantics
Profile Blog Joined November 2009
10040 Posts
April 26 2010 02:59 GMT
#454
On April 26 2010 09:51 MorroW wrote:
Show nested quote +
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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?

Yeah that shit is great ionno how to mess around with trigger etc without a fully done map where i can see how other things are done and go from there haha i should prob download some of the custom maps already made and learn how shit works in the map editor.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 26 2010 04:13 GMT
#455
On April 26 2010 09:18 ORLY wrote:
Show nested quote +
On April 25 2010 07:57 Kantutan wrote:
My work in progress:

http://www.youtube.com/watch?v=Qub0LvA1-tQ

Leaderboard is broken, didn't notice the intro message doesn't fade away. For the most part all the triggers are done and all that's left is the balancing (Note that it isn't balanced at all right now).

Looks great, is it up for download yet?


Not yet, got lazy and also trying to figure out how I want to balance the towers/waves
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 26 2010 04:18 GMT
#456
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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


Fucking awesome! I cant wait to play Baneling Sliders UMS!
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Bentie
Profile Joined April 2010
Australia18 Posts
April 26 2010 04:25 GMT
#457
Damm, I seriously hyped up for the editor. The UMS are going be amazing.

There are so many possibilities. I haven't actually got the editor but I believe it will possible to change ownership of a building by clicking on it, can someone verify this?
MachinimaMat
Profile Joined April 2010
United States6 Posts
April 26 2010 04:31 GMT
#458
I used the map editor to create this using the Cinematics function.

decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
April 26 2010 04:38 GMT
#459
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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

AMAZING. I have faith people will be able to make aircraft pilotable after seeing this O.O
Darkren
Profile Blog Joined February 2010
Canada1841 Posts
April 26 2010 04:40 GMT
#460
On April 26 2010 13:31 MachinimaMat wrote:
I used the map editor to create this using the Cinematics function.

http://www.youtube.com/watch?v=DGTho4x5Ueg


wow i didnt know u could make that
"Yeah, I send (hopefully) helpful PM's quite frequently. You don't have to warn/ban everything" - KadaverBB
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 26 2010 04:45 GMT
#461
On April 26 2010 13:31 MachinimaMat wrote:
I used the map editor to create this using the Cinematics function.

http://www.youtube.com/watch?v=DGTho4x5Ueg

dude omg that is absolutely fucking hilarious if i didnt have work in 6 hours i wud stay up for 6 more hours to figure out how that is done. 5/5 STARS GREAT 1st post imo.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-04-26 05:04:54
April 26 2010 05:04 GMT
#462
On April 26 2010 13:38 decemberscalm wrote:
Show nested quote +
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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

AMAZING. I have faith people will be able to make aircraft pilotable after seeing this O.O

They had pilotable aircraft maps in wc3 but the controls sucked. Also they had maps with physics in them such as grenades that bounces against the ground and walls realistically.

Whats new in sc2 is that everything is a ton smoother.
On April 26 2010 09:51 MorroW wrote:
Show nested quote +
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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?

You got to code the physics yourself, at least that was what you did in wc3. It is not about finding the right button but about learning how to code in their new language.

Also I can guranatee you that the popular maps early on will all be based on wc3 maps and not starcraft maps since this is basically the wc3 editor made a ton smoother and more powerful.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 26 2010 05:10 GMT
#463
On April 26 2010 14:04 Klockan3 wrote:
They had pilotable aircraft maps in wc3 but the controls sucked. Also they had maps with physics in them such as grenades that bounces against the ground and walls realistically.

Whats new in sc2 is that everything is a ton smoother.


Considering the system reqs for WC3 was something in the ballpark of a 400mhz PII, I would hope so.
Bring back 2v2s!
SheepKiller
Profile Joined February 2010
United States74 Posts
April 26 2010 05:26 GMT
#464
On April 25 2010 20:17 Stormzors wrote:
Man don't think this has been posted here but check this out!

http://www.youtube.com/watch?v=7PrvZ_9AO3I

Can't wait till some crazy maps are get made!


I was able to get 3rd person camera, and key movements working as well. I'm wondering how to do mouseaim
Orly
Profile Joined March 2010
Belgium28 Posts
April 26 2010 06:24 GMT
#465
On April 26 2010 14:04 Klockan3 wrote:
Show nested quote +
On April 26 2010 13:38 decemberscalm wrote:
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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

AMAZING. I have faith people will be able to make aircraft pilotable after seeing this O.O

They had pilotable aircraft maps in wc3 but the controls sucked. Also they had maps with physics in them such as grenades that bounces against the ground and walls realistically.

Whats new in sc2 is that everything is a ton smoother.
Show nested quote +
On April 26 2010 09:51 MorroW wrote:
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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?

You got to code the physics yourself, at least that was what you did in wc3. It is not about finding the right button but about learning how to code in their new language.

This basically. One thing I'm worried about though is how well online games will handle high frequency triggers. I'm running the physics and drawing code 50 times per game second to use absolute unit placement. If sc2 relies heavily on prediction this might ruin it.. I'm not familiar with wc3 mapping, any idea if it was a problem there?

You could use the built-in move commands to tween between points and cut down on the required frequency a lot, but they're pretty cumbersome for this kind of thing and you can't tween between air points.

morrow:There's some videos floating around of third person working, so I imagine first person is doable as well. No idea how you would go around doing projectiles tho
saltygrapes
Profile Joined April 2010
181 Posts
April 26 2010 07:31 GMT
#466
On April 26 2010 15:24 ORLY wrote:This basically. One thing I'm worried about though is how well online games will handle high frequency triggers. I'm running the physics and drawing code 50 times per game second to use absolute unit placement. If sc2 relies heavily on prediction this might ruin it.. I'm not familiar with wc3 mapping, any idea if it was a problem there?

You could use the built-in move commands to tween between points and cut down on the required frequency a lot, but they're pretty cumbersome for this kind of thing and you can't tween between air points.

morrow:There's some videos floating around of third person working, so I imagine first person is doable as well. No idea how you would go around doing projectiles tho


certain WC3 spells and systems were way more traumatic than that. so I doubt you'll have any trouble with it. then again, nobody knows anything with BNet 2.0

good job btw :D
sxpointz!
JaspluR
Profile Joined April 2010
Australia174 Posts
April 26 2010 07:33 GMT
#467
noob question how do you add starting locations ?
semantics
Profile Blog Joined November 2009
10040 Posts
April 26 2010 07:35 GMT
#468
On April 26 2010 16:33 JaspluR wrote:
noob question how do you add starting locations ?

This question has come up so much lol blizzard l2 make a ui.

It's under points and it's the 2nd button listed from left to right.

you get to points though the menu you know how you get to doodads and terrain and units etc it's that menu just find it in the top part it's there! gl~
JaspluR
Profile Joined April 2010
Australia174 Posts
Last Edited: 2010-04-26 08:55:11
April 26 2010 07:42 GMT
#469
haha thanks
yeah the ui is kinda sucky
ill be trying to make some new maps and a website to host my maps haha
edit; i read through half of the pages so far but is there an easier way to mirror?
lol im new to this and with triggers and stuff, are there guides or how do most people learn it? do you need programming skills?
also, anyone having trouble with water? it looks weird, does it have to be placed on certain leveled ground?
one moe thing; how would i adjust the los xel naga towers give?

cheers
onisagi
Profile Joined April 2010
United States7 Posts
April 26 2010 11:52 GMT
#470
On April 26 2010 02:18 tchackie wrote:
Show nested quote +
On April 26 2010 01:09 Chuiu wrote:
Tchackie you can have as many water heights as you want, but I don't think you can stack them on top of each other if thats what you mean.


the problem is, it seems i can only switch between them, not select an area of water and link it to one water state and then select another area of water and link it to another state


To allow the same looking water tiles in different elevations, you can go to data module and look under "Water" for Data Type. Then duplicate the specific water tile you want, modify name, etc to your liking and it'll appear in the Water brush along with the originals. Now you should know what to do next.
mamelouk
Profile Joined April 2010
France135 Posts
April 26 2010 14:31 GMT
#471
On April 26 2010 09:51 MorroW wrote:
Show nested quote +
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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 ??
...Uniden
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 26 2010 14:33 GMT
#472
On April 26 2010 23:31 mamelouk wrote:
Show nested quote +
On April 26 2010 09:51 MorroW wrote:
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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
Progamerpls no copy pasterino
sushiman
Profile Joined September 2003
Sweden2691 Posts
April 26 2010 14:45 GMT
#473
On April 26 2010 09:21 ORLY wrote:
Working on physics "engine"

http://www.youtube.com/watch?v=TVi-c1flZzg

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

That's awesome. Can't wait to see some Monkey Ball-like UMS made from it. ^^
1000 at least.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 26 2010 14:46 GMT
#474
Tony Hawk Pro Skater mod, anyone?
teaaaaaaaa
Tom Phoenix
Profile Blog Joined January 2009
1114 Posts
April 26 2010 14:59 GMT
#475
I must say, I am really impressed. People have had the editor for mere days, yet some preety incredible stuff has already been made. One can only imagine what they will be able to do once they have gotten a good grasp on the tool.

Looking forward to the publishing patch. =)
You and your "5 years of competitive RTS experience" can take a hike. - FrozenArbiter
CoL_DarkstaR
Profile Joined January 2009
Germany649 Posts
Last Edited: 2010-04-26 15:01:56
April 26 2010 15:01 GMT
#476
First custom melee map for me:

Starting positions at 8' and 2'
[image loading]
Double
Profile Joined March 2010
Germany22 Posts
April 26 2010 15:56 GMT
#477
Cant figure out how to change an ability in detail, like making guardian shield bigger and increase its protection value or make stim give additional damage etc :/
SmoKim
Profile Joined March 2010
Denmark10304 Posts
April 26 2010 16:21 GMT
#478
On April 26 2010 13:31 MachinimaMat wrote:
I used the map editor to create this using the Cinematics function.

http://www.youtube.com/watch?v=DGTho4x5Ueg


I demand that you make more of Bob the Zergling

Poor little guy
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 26 2010 16:24 GMT
#479
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?
CoL_DarkstaR
Profile Joined January 2009
Germany649 Posts
April 26 2010 17:06 GMT
#480
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.
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"

http://www.youtube.com/watch?v=TVi-c1flZzg

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
Canada11349 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.)
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
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.
saltygrapes
Profile Joined April 2010
181 Posts
April 27 2010 18:28 GMT
#501
this will probably end up being part of a cinematic/campaign i put together:

[image loading]

[image loading]

no sky yet none of them seem to work...
sxpointz!
ADAM.1
Profile Joined March 2010
United States36 Posts
April 27 2010 18:34 GMT
#502
nice bro - that has a really nice/legendary/eerie feel to it.
Terran Lifestyle
Rickilicious
Profile Joined July 2009
United States220 Posts
April 27 2010 19:40 GMT
#503
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.
Doug Righteous
ADAM.1
Profile Joined March 2010
United States36 Posts
April 27 2010 21:59 GMT
#504
I haven't messed eith triggered since wc3 but...I'm going to assume your event is unit enters region..then in your condition is where you define x amount of units.
Terran Lifestyle
Thratur
Profile Blog Joined June 2008
Canada917 Posts
April 27 2010 22:29 GMT
#505
After my awesome turret defense, I made the triggers for Zone Control :
[image loading]

Map made by Morrow, triggers by me. Everything is done and ready for publishing.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 27 2010 22:39 GMT
#506
frig whats that map site for sc2? and how can i play these maps with a friend. I LOVE YOU WHO EVER ANSWERS
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Vynakros
Profile Joined March 2010
Slovenia63 Posts
April 27 2010 22:41 GMT
#507
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/
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-27 22:43:32
April 27 2010 22:43 GMT
#508
FOR YOU, I GIVE BEDAZZLED.

+ Show Spoiler +
[image loading]
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
saltygrapes
Profile Joined April 2010
181 Posts
Last Edited: 2010-04-27 22:57:58
April 27 2010 22:56 GMT
#509
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
sxpointz!
MachinimaMat
Profile Joined April 2010
United States6 Posts
April 27 2010 22:59 GMT
#510
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?
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-27 23:03:19
April 27 2010 23:02 GMT
#511
This thread is reason number 967 why I love TL.


One question. Has anyone figured out how to unlock the camera so you can zoom out past normal limits?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
saltygrapes
Profile Joined April 2010
181 Posts
April 27 2010 23:19 GMT
#512
On April 28 2010 07:59 MachinimaMat wrote:
Show nested quote +
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?


don't think so. they just don't seem to show up. probably bugged
sxpointz!
ADAM.1
Profile Joined March 2010
United States36 Posts
April 27 2010 23:36 GMT
#513
What is the deal with "actor"? I'm use to making new units like in wc3 but don't see a model field. What I did:
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?
Terran Lifestyle
w1llie
Profile Joined April 2010
United States7 Posts
April 27 2010 23:44 GMT
#514
http://www.sc2mapster.com/api-docs/getting-started-with-galaxy-edit/creating-your/

thats a pretty good tut on making units.
ADAM.1
Profile Joined March 2010
United States36 Posts
April 27 2010 23:47 GMT
#515
Apparently I should have went to that site earlier . Much thanks bro
Terran Lifestyle
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 27 2010 23:52 GMT
#516
[image loading]

[image loading]

I will have a new topic up with a download link once I finish this. 'Til then, chemistry!
teaaaaaaaa
Chuiu
Profile Blog Joined June 2003
3470 Posts
Last Edited: 2010-04-28 00:50:07
April 28 2010 00:48 GMT
#517
Lol, ok, your gray raised ground areas look like this face: o_0

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.
♞
onisagi
Profile Joined April 2010
United States7 Posts
April 28 2010 00:52 GMT
#518
In response to this:

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]


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]


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).

Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-04-28 01:00:04
April 28 2010 00:58 GMT
#519
I'm working on a remake of the "Test of Terran/Survival" series from BW, if any of you are familiar with it. I didn't do any mapping in WC3 so I'm still mostly wrapping my head around all this editor can do. Should be pretty awesome with heroes and zerglings/roaches that crawl on walls

Also, giving the marauder the hellion's attack for a makeshift firebat :D
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
ocho
Profile Joined June 2009
United States172 Posts
April 28 2010 01:14 GMT
#520
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
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
April 28 2010 01:19 GMT
#521
Working on a big map atm

Has collision for missiles done by adding behaviors to them
WASD movement (top down style)
some custom buildings
Actor Tints, Animations triggered in data from abilities, basically went through and learned how everything worked.

Working on a jetpack system, sucks though becaues they designed "morphs" to be done as abilities and not effects so you have to use triggers to call them from other events
Warturtle - DOTA 2 is KING
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 28 2010 01:19 GMT
#522
More nifty stuff:
Flameberger
Profile Joined March 2010
United States226 Posts
April 28 2010 01:31 GMT
#523
Could someone explain how to change where attack projectiles are launched from (attached to)? I'm pretty sure you need to use Action Actors but I'm having a tough time figuring out what fields I need to work with.
An engine of annihilating power.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 28 2010 01:37 GMT
#524
On April 28 2010 10:19 Jyvblamo wrote:
More nifty stuff:
http://www.youtube.com/watch?v=EH96gzxf908



WTB new archon attack
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
April 28 2010 01:48 GMT
#525
I can't add a fancy video of it, cause I'm a failure with a lot of technology stuff, BUT I found this very interesting.

I posted it in the "micro where art thou", but it got lost in all the BS and such.

There is an option for every attack called "Allowed movement" with the options None, Slowing, and Moving. This is what is causing the loss of move attack with the archon's attack as well as a lot of air units, like mutas and phoenix's. Along with a few other options like backswing and possibly random delay. I have little experience with map editors, but I was able to recreate a corsair feeling phoenix in just a short while.
Orly
Profile Joined March 2010
Belgium28 Posts
April 28 2010 02:17 GMT
#526

Got the third person working well, just the free look while moving at the same time is shaky.. Game blocks your camera control while panning so you have to pan instantly, look around, pan instantly again. Any ideas?
moshmoshmosh
Profile Blog Joined April 2010
United States18 Posts
April 28 2010 02:22 GMT
#527
I installed latest patch, and I have the shortcut to the editor, but whenever I try to open it it says it's not installed. Is there some way I can reinstall the patch or something along those lines?
mosh says to mosh more
knyttym
Profile Blog Joined December 2006
United States5797 Posts
April 28 2010 02:28 GMT
#528
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]

ADAM.1
Profile Joined March 2010
United States36 Posts
April 28 2010 03:44 GMT
#529
On April 28 2010 11:17 ORLY wrote:
http://www.youtube.com/watch?v=DL_EyyNOCn0
Got the third person working well, just the free look while moving at the same time is shaky.. Game blocks your camera control while panning so you have to pan instantly, look around, pan instantly again. Any ideas?



Dude... That is great
Terran Lifestyle
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
April 28 2010 03:51 GMT
#530
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]


How many mutas is that?
wwww
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
April 28 2010 04:47 GMT
#531


Warturtle - DOTA 2 is KING
X3N0N
Profile Joined December 2008
United States78 Posts
April 28 2010 04:53 GMT
#532
On April 24 2010 03:01 StormsInJuly wrote:
[image loading]
Who's down for 14player ffa?



Can you do 14 players in SC2?
thebluehawk
Profile Joined April 2010
7 Posts
April 28 2010 06:17 GMT
#533
Hey guys, after reading this thread and seeing people asking the same questions over and over (like how to add start locations) I decided to make a wiki.

It's thrown together pretty quickly, there are still some theme issues, and it's still pretty empty. Feel free to contribute!

http://starcraft2editor.com/wiki/Main_Page
Cloak
Profile Joined October 2009
United States816 Posts
April 28 2010 06:18 GMT
#534
On April 28 2010 15:17 thebluehawk wrote:
Hey guys, after reading this thread and seeing people asking the same questions over and over (like how to add start locations) I decided to make a wiki.

It's thrown together pretty quickly, there are still some theme issues, and it's still pretty empty. Feel free to contribute!

http://starcraft2editor.com/wiki/Main_Page


Thank you. That is awesome.
The more you know, the less you understand.
One.two
Profile Joined April 2010
Canada116 Posts
April 28 2010 06:23 GMT
#535
On April 28 2010 15:18 Cloak wrote:
Show nested quote +
On April 28 2010 15:17 thebluehawk wrote:
Hey guys, after reading this thread and seeing people asking the same questions over and over (like how to add start locations) I decided to make a wiki.

It's thrown together pretty quickly, there are still some theme issues, and it's still pretty empty. Feel free to contribute!

http://starcraft2editor.com/wiki/Main_Page


Thank you. That is awesome.


Well now that he mentions something... I guess I will (I posted this on Bnet forums too):

I made some video tutorials making a simple tower defense (and I try and walk through the bugs I accidently make etc.)...



FYI it's 6 parts. I think it's good help for new mappers :D Make sure to watch in 720p in a new window.
SC2 Editor tutorials: http://www.youtube.com/onetwosc
pzea469
Profile Blog Joined September 2008
United States1520 Posts
April 28 2010 06:26 GMT
#536
On April 28 2010 10:19 Jyvblamo wrote:
More nifty stuff:
http://www.youtube.com/watch?v=EH96gzxf908



wow, blizzard pay attention! lol. Seriously though, archon could use something like this.
Kill the Deathball
thebluehawk
Profile Joined April 2010
7 Posts
April 28 2010 06:27 GMT
#537

I made some video tutorials making a simple tower defense (and I try and walk through the bugs I accidently make etc.)...


Feel free to make a page with links to those 6 videos on the wiki. I plan on making a category for tutorial/videos on external sites if enough get added to the wiki.
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 28 2010 09:16 GMT
#538
Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems.

If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So,

1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away:

Notice the slightly off-to-the-south placement of the start location:
+ Show Spoiler +

[image loading]


And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts:
+ Show Spoiler +
[image loading]



2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports.

Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location):
+ Show Spoiler +
[image loading]


The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone:
+ Show Spoiler +
[image loading]


And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated:
+ Show Spoiler +
[image loading]


Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems.
Tossi83
Profile Joined April 2010
Poland24 Posts
Last Edited: 2010-04-28 10:09:07
April 28 2010 10:07 GMT
#539
+ Show Spoiler +
On April 28 2010 18:16 dimfish wrote:
Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems.

If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So,

1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away:

Notice the slightly off-to-the-south placement of the start location:
+ Show Spoiler +

[image loading]


And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts:
+ Show Spoiler +
[image loading]



2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports.

Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location):
+ Show Spoiler +
[image loading]


The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone:
+ Show Spoiler +
[image loading]


And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated:
+ Show Spoiler +
[image loading]


Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems.


I have no such problem, but I may know a quick fix to this for you. Try to adjust your start locations manually. Select each of them, press enter key, and edit position X and Y so it ends with ".5"

Also try to check if the problem persists in the newly created map. If it doesn't then you messed something up with the map you are making.
... lurking in the shadows.
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 28 2010 16:09 GMT
#540
On April 28 2010 19:07 Tossi83 wrote:
Show nested quote +
+ Show Spoiler +
On April 28 2010 18:16 dimfish wrote:
Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems.

If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So,

1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away:

Notice the slightly off-to-the-south placement of the start location:
+ Show Spoiler +

[image loading]


And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts:
+ Show Spoiler +
[image loading]



2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports.

Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location):
+ Show Spoiler +
[image loading]


The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone:
+ Show Spoiler +
[image loading]


And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated:
+ Show Spoiler +
[image loading]


Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems.


I have no such problem, but I may know a quick fix to this for you. Try to adjust your start locations manually. Select each of them, press enter key, and edit position X and Y so it ends with ".5"

Also try to check if the problem persists in the newly created map. If it doesn't then you messed something up with the map you are making.


Ok, so when I check the properties like you suggested, the X, Y positions already end in ".5" so I guess it's fine. Yeah, I really don't know what's up here.
peckham33
Profile Joined April 2010
United States267 Posts
April 28 2010 16:20 GMT
#541
that .5 means it is shifted, change them to a solid value and you will be fine
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
InRaged
Profile Joined February 2007
1047 Posts
April 28 2010 16:21 GMT
#542
Check it out:


Now that's a Protoss unit and not war of the worlds rip off! =)
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
April 28 2010 16:24 GMT
#543
On April 29 2010 01:09 dimfish wrote:
Show nested quote +
On April 28 2010 19:07 Tossi83 wrote:
+ Show Spoiler +
On April 28 2010 18:16 dimfish wrote:
Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems.

If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So,

1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away:

Notice the slightly off-to-the-south placement of the start location:
+ Show Spoiler +

[image loading]


And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts:
+ Show Spoiler +
[image loading]



2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports.

Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location):
+ Show Spoiler +
[image loading]


The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone:
+ Show Spoiler +
[image loading]


And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated:
+ Show Spoiler +
[image loading]


Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems.


I have no such problem, but I may know a quick fix to this for you. Try to adjust your start locations manually. Select each of them, press enter key, and edit position X and Y so it ends with ".5"

Also try to check if the problem persists in the newly created map. If it doesn't then you messed something up with the map you are making.


Ok, so when I check the properties like you suggested, the X, Y positions already end in ".5" so I guess it's fine. Yeah, I really don't know what's up here.

So far I'm testing the relation to minerals by placing a command center at the location I want the starting point later. It prohibits ressources to be moved closer to the command center than it would be possible ingame. So first I place the minerals, then a command center
that covers the starting location and then I move the ressources so they fit well.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 28 2010 16:46 GMT
#544
I remember the collosus bomb idea from way back when.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
InRaged
Profile Joined February 2007
1047 Posts
April 28 2010 16:56 GMT
#545
On April 29 2010 01:46 Archerofaiur wrote:
I remember the collosus bomb idea from way back when.

My mind hadn't changed since then, I still think it's much cooler =)
And you can't imagine how revealing it was when I finally made it playable haha New Data editor is a huuuuge mess at the moment
Tossi83
Profile Joined April 2010
Poland24 Posts
Last Edited: 2010-04-28 17:18:35
April 28 2010 17:14 GMT
#546
On April 29 2010 01:09 dimfish wrote:
Show nested quote +
On April 28 2010 19:07 Tossi83 wrote:
+ Show Spoiler +
On April 28 2010 18:16 dimfish wrote:
Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems.

If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So,

1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away:

Notice the slightly off-to-the-south placement of the start location:
+ Show Spoiler +

[image loading]


And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts:
+ Show Spoiler +
[image loading]



2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports.

Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location):
+ Show Spoiler +
[image loading]


The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone:
+ Show Spoiler +
[image loading]


And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated:
+ Show Spoiler +
[image loading]


Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems.


I have no such problem, but I may know a quick fix to this for you. Try to adjust your start locations manually. Select each of them, press enter key, and edit position X and Y so it ends with ".5"

Also try to check if the problem persists in the newly created map. If it doesn't then you messed something up with the map you are making.


Ok, so when I check the properties like you suggested, the X, Y positions already end in ".5" so I guess it's fine. Yeah, I really don't know what's up here.


Does the problem exists in newly created maps too?

Try to rotate the camera (Ctrl + hold Right Mouse Button). Does it look like the start location move into different position(Is it in the air maybe)? If for some strange reason it ended up in the air try to use "Main menu bar -> Data -> Modify Height Field..." tool. Maybe it will fix the problem.

Also if it will not help try to put map on some server so maybe if I can download it and mess around with it I will be able to locate the problem better.

On April 29 2010 01:20 peckham33 wrote:
that .5 means it is shifted, change them to a solid value and you will be fine


You are wrong, .5 is proper end of coordinate number for properly placed start location. Dont spread missinformation. Check something before you state it as truth, please.
... lurking in the shadows.
saltygrapes
Profile Joined April 2010
181 Posts
April 28 2010 19:30 GMT
#547
[image loading]

WIP from my laser tag map ^_^
sxpointz!
w1llie
Profile Joined April 2010
United States7 Posts
April 28 2010 21:14 GMT
#548
Has anyone got building morphing to work? Been trying the last few days and I still can't get it to work. I got the models and everything to show up correctly but the new unit has no abilities or weapons. If I place the new unit with the editor it works fine, though.
Jokey665
Profile Joined April 2010
United States138 Posts
April 28 2010 21:24 GMT
#549
How do you play these maps in multi? I know you can't do it officially, but I heard there's a workaround. What is it?
InRaged
Profile Joined February 2007
1047 Posts
Last Edited: 2010-04-28 21:31:43
April 28 2010 21:31 GMT
#550
Jokey665, both of the players should replace one of the official maps with it and play custom game on it.
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
April 29 2010 01:02 GMT
#551
Hey guys I got two questions that I'm not really able to find, the first one is probably easiest:
Is it possible to make a pretty generic unit that can be upgraded that heavily uses triggers/scripting? The idea is to have two upgrades that counter each other, for example 'if upgrade 1 is taken, the unit gets a speedbuff but its size is also increased' and the other upgrade the complete opposite of that.

The other question whether it is possible to deform the terrain? To make a hill or valley by an ability? I'm sure blizz would add this as it would be weird if they didnt.. well imo

Thanks
Wut
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
April 29 2010 02:07 GMT
#552
The other question whether it is possible to deform the terrain? To make a hill or valley by an ability? I'm sure blizz would add this as it would be weird if they didnt.. well imo

This isnt in the editor atm but it will be in at the launch i would imagine
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Whyx
Profile Joined April 2010
United States73 Posts
April 29 2010 05:42 GMT
#553
I told a friend of mine to give me an idea for an UMS. He said to make a platformer...anyone think this is possible with the right triggers?
The Golden Sun will rise again...
HyBReD
Profile Joined April 2010
United States21 Posts
April 29 2010 09:02 GMT
#554
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

Arrogantly Elitist
dyren
Profile Joined December 2009
United States260 Posts
April 29 2010 09:16 GMT
#555
Wow... I don't even know what to say that is so amazing.
(╬ ಠ益ಠ)
Orly
Profile Joined March 2010
Belgium28 Posts
April 29 2010 12:07 GMT
#556
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

Haha, very awesome stuff!

Is that a render to texture channel for the inventory model? I can't for the life of me figure out how to bind a camera to a RTT channel
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 29 2010 12:18 GMT
#557
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?
..and then I would, ya know, check em'. (Aka SpoR)
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
April 29 2010 12:20 GMT
#558
Probably map boundaries
Wut
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-04-29 12:31:41
April 29 2010 12:23 GMT
#559
On April 25 2010 06:00 Pape wrote:
Blood Bath anyone? :D It had to be done! I added a Xal Naga Tower in the middle that reveals about 1/3 of every base, just to ensure constant action in the middle of the map.

[image loading]
[image loading]

that's not a 64x64 map and it's not very true to the original

upload to mediafire.com plz
..and then I would, ya know, check em'. (Aka SpoR)
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 29 2010 12:30 GMT
#560
Still looks fun though.

Which you know is what a map is supposed to be.

This is going to sound stupid but how do you actually get to the editor? I can't work out how to open the thing. -.-
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
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

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


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
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 30 2010 02:52 GMT
#581
phyvo , how do I do that.
..and then I would, ya know, check em'. (Aka SpoR)
CagedMind
Profile Joined February 2010
United States506 Posts
April 30 2010 03:37 GMT
#582
I think it's something like map> map bounds
your micro has been depleted
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 30 2010 03:51 GMT
#583
Alright so I finished up my initial concept and wave / upgrades list for my WIP UMS map. At this point in time I would like to ask if anyone else would like to assist me in developing the map. If so just send me a PM and I will get back to you as soon as possible.

Marines UMS Map
8 Marines, 1 Primary Base, supply drops frequently come in and marines must venture out of the relative saftey of the base to claim them, or lose out on the much needed minerals. Every 10 level kill values go up by 100 minerals. base kill value is 50 minerals. Supply drops are the key to being able to pass level 25, unless everyone is very very good. Team points are awarded - 250 for passing each round. You will need to spend these widely as they are shared among the entire team and using them at the wrong time could cost the game.
Player one is always the team leader. Gas is accumulated on a timer every 30 seconds, I will have to do some testing to figure out the correct amount to give. If player one is not present player two takes over and so on. Team leaders control Special ability call-downs.

Version 1
Players will face 35 waves of various Zerg and Protoss forces.
Waves:
+ Show Spoiler +
1 - Zergling -50
2- Roaches -50
3 - Banelings and Roaches - 30 / 30
4 - Zerglings and Banelings - 40 / 30
5 - Hydralisk - 50
6 - Hydralisk and Zergling - 40 / 40
7 - Hydralisk and Zergling and Banelings - 30 / 30 / 30
8 - Hydralisk and Infested Terrans and Banelings - 40 / 80 / 40
9 - Mutalisk - 50
10 - Ultralisk - 15
11 - Ultras and Mutalisk - 10 / 45
12 - Ultras and Mutalisk and Hydralisk - 10 / 45 / 40
13 - Ultras and Mutalisk and Hydralisk and Banelings - 10 / 45 / 40 / 40
14 - Boss. 1 Massive Hydralisk. Simply highly buffed. - 1
15 - Zealots - 50
16 - Stalkers - 50
17 - Sentries and Stalkers - 40 / 50
18 - Sentries and Stalkers and Zealots - 30 / 40 / 40
19 - Immortals - 30
20 - Immortals and Stalkers - 20 / 40
21 - Immortals and Stalkers and Sentries - 20 / 40 / 30
22 - Collosus - 30
23- Collosus and Immortals - 30 / 40
24 - Void Rays - 40
25 - Carriers - 30
26 - Carries and Immortals - 20 / 30
27 - Archons - 45
28 - Carries and Archons and Void Rays - 20 / 30 / 30
29 - Boss, Archon with a long attack range and large AOE. Will devestate Mercs. - 1
30 - Brood Lords - 30
31 - Brood Lords and Stalkers and Immortals - 30 / 30 / 40
32 - Carriers and Hydralisk and Mutalisk - 20 / 60 / 60
33 - Void Rays and Roches and Zerglings and Banelings and Zealots - 15 / 30 / 60 / 40 / 30
34 - Collosus and Ultralisk - 50 / 40
35 - Final Boss - Uberlisk - Details on this boss to come - 1


Upgrades Available

Basic - gas
+ Show Spoiler +
Armor / Weapon up to level 40 - 50 per level per upgrade
+Life - Unlimited upgrades, 200 cost each time, +150 hp each time.
Shields up to level 20 (increases amount of shields not actual 'shield ' point value) +100 shields with each level. - 200 cost every time
Plasma Shield Research - Equips a plasma shield, recharge shields at a shield station. adds +350 shield. - 500 cost 1 time


Weapons - You may only carry one weapon at a time - minerals

+ Show Spoiler +
Improved Weapon / Flame Thrower - Level 5 - Range +2 - +35 Dmg Large AOE - 1500

Improved Weapon / Sniper (give an improved ghost snipe) - Level 5 - Range + 6 / +100 dmg Ghost snipe, 40 energy. -1500

Improved Weapon / Shotgun - Level 4 Range +1 + 45 Dmg Small AOE - 1000

Improved Weapon / SMG - Level 3 - Range +3 Flat +35 Dmg - 1000

Improved Weapon / Desert Eagle - Level 2 - Range +2 Flat +20 dmg - 800

Improved Weapon / Standard Issue Combat Pistol - Level 1 - Range +1 Flat+10 dmg - 400

Weapon Base / Standard Issue Personal Sidearm - Level 0 - 0


Weapon Attachments - You may attach one attachment at a time - gas

+ Show Spoiler +
Supressor - Has no effect on your weapon damage, makes your weapon sound like the ghost's canister rifle no matter what one you are using. - 100

Grenade Launcher - Lets you fire a concussive grenade for 30 energy (deals no dmg) - 400

Improved Sniper Scope - Allows the sniper to fire sniper rounds at all times at the cost of hit points. - 1000

Electronic Trigger Level 1 - Increased attack period .30 - 400
Electronic Trigger 2 - period -.60 - 400
Electronic Trigger 3 - period - .90 - 400
Electronic Trigger 4 -period - .120 - 400

Flamethrower Upgrade - Increases the aoe dmg +80 - 1000
FT 2 - +80 more

Shotgun 1 - +2 aoe +50 dmg - 350
Shotgun 2 - + 2 aoe +50 dmg - 350

SMG 1 - Attacks two targets - 300
SMG 2 - Attacks three targets - 300

Deagle 1 - +45 dmg - 200
Deagle 2 -+90 dmg - 300

Cpistol 1 - +1 range - 100
Cpistol 2 - +1 range - 100



Character - minerals

+ Show Spoiler +
Adaptive Camo - Cloak - 300
Grenades - 350 dmg small aoe - 40 energy - 300
Stims - Same as normal - 500
Health Kit 5 levels (1 kit per level) - 800
Jump Packs (you can fly)- EXPSENSIVE - 5000
Combat Suits - +10 passive armor - 1000
C4 - Place a C4 charge for 150 energy, deals 500 in a Large aoe - ignores armor - 800
Leg Enhancements 1 - +5 speed - 500
Leg Enhancements 2 - +5 Speed - 500
Leg Enhancements 3 - +5 Speed - 500


Special Abilites - Team Points

+ Show Spoiler +
Psi Storm - large storm cloud - 500
Call Down Reinforcements - 650
Call Down tank support - 800
Call down EMP strike - 500
Call down tactical nuke - 2000
Call down fleet support - 4000


Mercenaries - gas
+ Show Spoiler +
SCV - Can build defensive turrets (50), bunkers for mecenary marines (300), and air defense turrets (75), and artillery (sieged tanks) (800) - 300
Marine - A fresh out of boot marine - 100
Medevac - Transport and portable healer - will only heal to 85% hp - 1500
Heavy Assault (Marauders) - Fresh out of boot marines with assault gear - 300
Commando - An already fine veteran (shares your current upgrades) - 8000
Combat Mech - The ultimate fighting machine - 10000


Top Left will feature all ugprades/weapons/mercenaries/etc. top right will feature the weapon and attachment selectors for each player. Bottom right will have the special ability selector available to the team leader.









i-bonjwa
RPGabe
Profile Joined January 2010
United States192 Posts
April 30 2010 03:52 GMT
#584
Would it be possible to make a map where there's an expansion/valley inaccessible under water... you blow up rocks somewhere that are acting as a "dam", and then the water drains?

I've seen a map where lava rises and falls (with consequences!)

The idea is that you'd put the rocks somewhere vulnerable even though the expansion isn't, so you have to venture out from your base to destroy it and 'unlock' your defensible expansion.

Would be interesting to see some competitive melee maps making use of triggers etc like that!
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 30 2010 06:19 GMT
#585
On April 30 2010 12:52 RPGabe wrote:
Would it be possible to make a map where there's an expansion/valley inaccessible under water... you blow up rocks somewhere that are acting as a "dam", and then the water drains?

I've seen a map where lava rises and falls (with consequences!)

The idea is that you'd put the rocks somewhere vulnerable even though the expansion isn't, so you have to venture out from your base to destroy it and 'unlock' your defensible expansion.

Would be interesting to see some competitive melee maps making use of triggers etc like that!


Yes it is. You can set a trigger to the destructible rocks so that if they get destroyed, a certain location is impassible.

Does anyone know if you can have 16 player UMS maps? The editor includes 16 players, but melee maps only hold up to 8, so are UMS maps able to hold 16 or only 8?
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
April 30 2010 06:45 GMT
#586
There's amazing stuff in this thread
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
April 30 2010 06:46 GMT
#587
On April 30 2010 15:45 G.s)NarutO wrote:
There's amazing stuff in this thread


I'm glad they got the editor out in the beta.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Orly
Profile Joined March 2010
Belgium28 Posts
April 30 2010 13:59 GMT
#588

Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D
Daedie
Profile Joined March 2010
Belgium160 Posts
April 30 2010 14:11 GMT
#589
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


Wow, that actually looks SO fun to play.
I like turtles
metaldragon
Profile Joined October 2009
United States251 Posts
April 30 2010 14:45 GMT
#590
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D



this is SICK

Really raises my expectation for FPS type maps in SC2
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
April 30 2010 15:40 GMT
#591
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D



I see the amount of RPGs, FPS increasing... I would even expect someone making World of Starcraft..
Wut
rrowland
Profile Joined March 2010
United States84 Posts
April 30 2010 15:51 GMT
#592
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D

Wow, this looks very polished. Nice job, man! I like the crosshairs the most, haha. What method did you use to detect headshots?
RPGabe
Profile Joined January 2010
United States192 Posts
April 30 2010 16:33 GMT
#593
Do melee maps have to be devoid of triggers in this?

If not I could see some cool potential for "flooded expansions" that have to have their water drained by destroying a destructible rock acting as a dam. The expansions could be well defended but the destructible rock dam isn't. That's a different dynamic then normal.

Alternately, an ice map could have passages that are periodically blocked by ice blocks that have to be cleared.

Are these kinds of things possible for melee maps or do they have to be UMS?
furymonkey
Profile Joined December 2008
New Zealand1587 Posts
April 30 2010 16:34 GMT
#594
I have a question. What are the max number of players for SC2?

In Warcraft 3 you could have 12 players by default, and you still get to have 4 more for AI, including passive and hostile. These is important because some maps have to have AIs, and having AI players in the game reduce number of player slots.
Leenock the Punisher
backupbuddy
Profile Joined April 2010
United States2 Posts
April 30 2010 16:41 GMT
#595
On May 01 2010 00:40 Koffiegast wrote:
I see the amount of RPGs, FPS increasing... I would even expect someone making World of Starcraft..




Found it on sc2mapster.
Prem_
Profile Joined April 2010
United States85 Posts
April 30 2010 16:44 GMT
#596
wow lol awesome!!
The only good job is a blow job.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 30 2010 16:47 GMT
#597
why is it called World of Starcraft? Shouldn't it be Galaxy of Starcraft?
teaaaaaaaa
Half
Profile Joined March 2010
United States2554 Posts
April 30 2010 17:21 GMT
#598
On May 01 2010 01:47 Snausages wrote:
why is it called World of Starcraft? Shouldn't it be Galaxy of Starcraft?


this lol.

Honestly, I <3 amateur mapmakers, there very proffesional in many ways except the names they pick for there projects, which are always so fucking stupid and convoluted.
Too Busy to Troll!
Angrim
Profile Joined April 2010
Germany24 Posts
Last Edited: 2010-04-30 17:28:44
April 30 2010 17:27 GMT
#599
Ok, I am stuck here. How do you usw triggers to turn a unit/change its rotation. I figured out the 3rd person and "key-input-to-move" stuff, but i just can't find out how to rotate a unit with key input. Can anybody help me out here?
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 30 2010 18:51 GMT
#600
Ive done a remake of Beaks of Baekdu, almost done. Just need some advice for where to place Watchtowers/LOS-blockers/Gold-minerals!

[image loading]
Protoss, can't live with em', can't kill em'.
SentryHero
Profile Joined April 2010
Canada17 Posts
April 30 2010 21:30 GMT
#601
Sorry everybody, but could you please tell me where one downloads the galaxy editor? i just got into beta this morning and found something called starcraft 2 editor in my folders with the beta files, however, it says that the editor is not installed.

this is probably VERY very simple, but thanks for your help.
Half
Profile Joined March 2010
United States2554 Posts
April 30 2010 21:46 GMT
#602
On May 01 2010 06:30 SentryHero wrote:
Sorry everybody, but could you please tell me where one downloads the galaxy editor? i just got into beta this morning and found something called starcraft 2 editor in my folders with the beta files, however, it says that the editor is not installed.

this is probably VERY very simple, but thanks for your help.



#1 Patch to latest version.
#2 Go to Starcraft folder in C drive/programs
#3 Scroll down, should say Starcraft 2 editor

Should be there, if that doesn't work go request technical assistance, you broke it
Too Busy to Troll!
s2pid_loser
Profile Joined March 2010
United States699 Posts
April 30 2010 22:08 GMT
#603
how come u cant select "all" pages for this thread?
Et Ducit Mundum Per Luce
Daralii
Profile Joined March 2010
United States16991 Posts
April 30 2010 22:18 GMT
#604
Found this on sc2mapster, it certainly seems like it'll be possible to create full RPG's by launch.

[image loading]
Fear is freedom! Subjugation is liberation! Contradiction is truth!
IaniAniaN
Profile Joined September 2007
Canada555 Posts
April 30 2010 22:33 GMT
#605
All they have to do is give the mapmakers some kind of easier access to smooth scrolling cameras.
SiN]
Profile Blog Joined February 2010
United States540 Posts
April 30 2010 22:34 GMT
#606
I find it incredible that the community has already started so many interesting maps. A lot of these look like they could be played for hours on end, and its only been about a week.
SentryHero
Profile Joined April 2010
Canada17 Posts
April 30 2010 22:45 GMT
#607


#1 Patch to latest version.
#2 Go to Starcraft folder in C drive/programs
#3 Scroll down, should say Starcraft 2 editor

Should be there, if that doesn't work go request technical assistance, you broke it [/QUOTE]

thanks, it was VERY very simple. for some reason it doesn't work when opened for the first time from the desktop.
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
May 01 2010 01:00 GMT
#608
On May 01 2010 07:33 IaniAniaN wrote:
All they have to do is give the mapmakers some kind of easier access to smooth scrolling cameras.


What about indoor maps? If people are going to make RPGs, I think it will be necessary to have indoor maps, specifically where you can ascend/descend. That said, that picture looks really promising, maybe a bit too promising.. it might be easily photoshopped (movie anyone? :D)
Wut
s2pid_loser
Profile Joined March 2010
United States699 Posts
May 01 2010 01:10 GMT
#609
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


ok that thing is totally awesome
damn nice job!
Et Ducit Mundum Per Luce
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
May 01 2010 01:16 GMT
#610
On May 01 2010 10:10 s2pid_loser wrote:
Show nested quote +
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


ok that thing is totally awesome
damn nice job!



Wow, that awesome. I like the giant shadow DT for the attack. Gonna be some amazing custom games.
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
May 01 2010 15:39 GMT
#611
Did some more to helms deep, still a WIP, hoping to end up with wow arena like combat between lego, gimli, aragorn, gandalf, theodin and wormtongue, saruman, orc commander urk-hai commander, and then have a single player for each side to controll the the footman. Gonna put levels and items in the game as well, and just make the best rpg element to it possible. Here's the latest screen-shots of it, bit dark atm cos im experimenting with lighting, trying to get a night time effect:

[image loading]
[image loading]
[image loading]
Nunquam iens addo vos sursum
Darkren
Profile Blog Joined February 2010
Canada1841 Posts
May 01 2010 19:33 GMT
#612
On May 02 2010 00:39 UdderChaos wrote:
Did some more to helms deep, still a WIP, hoping to end up with wow arena like combat between lego, gimli, aragorn, gandalf, theodin and wormtongue, saruman, orc commander urk-hai commander, and then have a single player for each side to controll the the footman. Gonna put levels and items in the game as well, and just make the best rpg element to it possible. Here's the latest screen-shots of it, bit dark atm cos im experimenting with lighting, trying to get a night time effect:

[image loading]
[image loading]
[image loading]


OMG
"Yeah, I send (hopefully) helpful PM's quite frequently. You don't have to warn/ban everything" - KadaverBB
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
May 01 2010 19:50 GMT
#613
^ That helms deep looks great
saltygrapes
Profile Joined April 2010
181 Posts
May 01 2010 20:42 GMT
#614
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D


wtb how you changed the cursor O_O
sxpointz!
MostDifferent
Profile Blog Joined March 2010
Norway124 Posts
May 01 2010 20:49 GMT
#615
Cursor might just be an image at center of screen
Fropper
Profile Joined April 2010
Germany2 Posts
May 01 2010 21:17 GMT
#616
hey guys how do you implement your own sounds?
i already imported it but i can't find it when using it as an action for an event.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
May 02 2010 00:57 GMT
#617
I haven't really looked through every page of this thread, but does anyone know this problem?
+ Show Spoiler +
[image loading]

I turned the video down to low because I thought it might be because of the resolution or something like that.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
JitnikoVi
Profile Joined May 2010
Russian Federation396 Posts
May 02 2010 01:03 GMT
#618
holy shit this is looking great!
In theory yes, but theoretically, no.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
May 02 2010 01:07 GMT
#619
I would just love to see Starship troopers from SC1, recreated in SC2.. that UMS just hit one of my epic-nerves

There's one on youtube but not a "full" well made version.

Also is there any bunker wars yet?
"trash micro but win - its marine" MC commentary during HSC 4
Ludwigvan
Profile Blog Joined April 2010
Germany2371 Posts
May 02 2010 12:31 GMT
#620
On May 02 2010 06:17 Fropper wrote:
hey guys how do you implement your own sounds?
i already imported it but i can't find it when using it as an action for an event.


found it here:
http://forums.sc2mapster.com/development/map-development/486-sample-map-custom-sounds/
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
Last Edited: 2010-05-02 15:29:33
May 02 2010 15:25 GMT
#621
some new stuff from sc2mapster

terrain deformation as a unit skill
[image loading]


sc2 frogger
[image loading]


horror game with camera as in old resident evil games
[image loading]

AyJay
Profile Joined April 2010
1515 Posts
May 02 2010 15:56 GMT
#622
Can't wait until map publishing is available
Gnosis
Profile Joined December 2008
Scotland912 Posts
May 02 2010 16:28 GMT
#623
That last one looks awesome.
"Reason is flawless, de jure, but reasoners are not, de facto." – Peter Kreeft
tyCe
Profile Joined March 2010
Australia2542 Posts
May 02 2010 16:40 GMT
#624
On May 03 2010 00:25 Corvi wrote:
horror game with camera as in old resident evil games
[image loading]



Sweeeeet! Best UMS so far!
Betrayed by EG.BuK
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
May 02 2010 17:25 GMT
#625
On April 29 2010 01:21 InRaged wrote:
Check it out:
http://www.youtube.com/watch?v=poXELaHhqnE

Now that's a Protoss unit and not war of the worlds rip off! =)

this deserves more recognition, this animation feels so much cooler and so much less clunky than the lasers lol
posting on liquid sites in current year
zyax
Profile Joined April 2010
25 Posts
May 03 2010 16:11 GMT
#626
amazing top-down fighter map:
http://you.video.sina.com.cn/b/32489926-1653213652.html
takes a bit to load, haven't found it on youtube yet
s2pid_loser
Profile Joined March 2010
United States699 Posts
May 03 2010 16:17 GMT
#627
On May 04 2010 01:11 zyax wrote:
amazing top-down fighter map:
http://you.video.sina.com.cn/b/32489926-1653213652.html
takes a bit to load, haven't found it on youtube yet


dont think thats an actual sc2 custom map
probably just some random flash game where the took the art and units from sc2
Et Ducit Mundum Per Luce
Snausages
Profile Blog Joined June 2009
United States529 Posts
May 03 2010 17:07 GMT
#628
yeah i highly doubt that's a UMS but nice game nonetheless
teaaaaaaaa
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
May 03 2010 17:20 GMT
#629
On May 03 2010 00:25 Corvi wrote:
some new stuff from sc2mapster

terrain deformation as a unit skill
[image loading]




So deformation is possible Oo
hopefully you can decide levels and also lower terrain.
Wondering whether units will bug out...
Wut
Rekiv
Profile Joined April 2010
Great Britain27 Posts
May 03 2010 20:20 GMT
#630
So I decided to make a 3v3 map. It's still a work in progress and I'd like to hear what you guys think about it, any feedback is appreciated.

[image loading]
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 03 2010 20:26 GMT
#631
Is there a tutorial on using triggers to create a crosshair for 3rd person action games, as well as collision effects when shooting at terrain? I've got WASD movement down, as well as a choppy camera (I still don't know how to create a smooth mouse-relative camera), just need the aiming mechanism and terrain collision.
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 03 2010 21:09 GMT
#632
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D

wow thats pretty amazing orly

is there any chance u can share the map so i can look it in the editor? id love to see how u did this
ive been mapping for the last few days but been having troubles with trying to get FP cam to work

id love it so much to see halo2 map in sc2, man thats my favourite game after sc and its probably already possible to do it (with exception of the damn camera...)
Progamerpls no copy pasterino
InRaged
Profile Joined February 2007
1047 Posts
Last Edited: 2010-05-03 22:18:56
May 03 2010 22:15 GMT
#633
On May 04 2010 06:09 MorroW wrote:
Show nested quote +
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D

wow thats pretty amazing orly

is there any chance u can share the map so i can look it in the editor? id love to see how u did this
ive been mapping for the last few days but been having troubles with trying to get FP cam to work

id love it so much to see halo2 map in sc2, man thats my favourite game after sc and its probably already possible to do it (with exception of the damn camera...)

And with exception of the true 3D and bounding boxes (at least I don't know the way to make it possible right now). Which means no jumping on the stuff, no 3D depth in maps, no sitting behind cover (except very primitive one with triggers, and that will look horrible for FPS).
It looks like FPS presentation was rather clever marketing than anything, and that's kinda disappointing T_T

I mean, by the look of it, what you can see in orly's vid is the limit of the editor, when it comes to FPS, and as for me that's not nearly enough for FPS to be fun
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
May 03 2010 22:28 GMT
#634
On May 04 2010 07:15 InRaged wrote:
Show nested quote +
On May 04 2010 06:09 MorroW wrote:
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D

wow thats pretty amazing orly

is there any chance u can share the map so i can look it in the editor? id love to see how u did this
ive been mapping for the last few days but been having troubles with trying to get FP cam to work

id love it so much to see halo2 map in sc2, man thats my favourite game after sc and its probably already possible to do it (with exception of the damn camera...)

And with exception of the true 3D and bounding boxes (at least I don't know the way to make it possible right now). Which means no jumping on the stuff, no 3D depth in maps, no sitting behind cover (except very primitive one with triggers, and that will look horrible for FPS).
It looks like FPS presentation was rather clever marketing than anything, and that's kinda disappointing T_T

I mean, by the look of it, what you can see in orly's vid is the limit of the editor, when it comes to FPS, and as for me that's not nearly enough for FPS to be fun


your imagination is too limited
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Chuiu
Profile Blog Joined June 2003
3470 Posts
May 03 2010 22:33 GMT
#635
InRaged, we haven't even begun to discover how powerful the editor can be. Some of SC's greatest maps didnt come until years after the game was released.
♞
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
Last Edited: 2010-05-03 22:39:53
May 03 2010 22:39 GMT
#636
I'm pretty sure you can't shoot through cliffs. That means no walling, something that "real" FPSes struggle with XD

I'd really love to see the source (i.e. get the map) for that game. I want to see exactly how you set the camera so well, as well as triggers used for Headshot.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
May 03 2010 22:45 GMT
#637
On May 03 2010 02:25 SpiritoftheTunA wrote:
Show nested quote +
On April 29 2010 01:21 InRaged wrote:
Check it out:
http://www.youtube.com/watch?v=poXELaHhqnE

Now that's a Protoss unit and not war of the worlds rip off! =)

this deserves more recognition, this animation feels so much cooler and so much less clunky than the lasers lol


this one does seem more original. Definitely more attention to this.
Kill the Deathball
DannyJ
Profile Joined March 2010
United States5110 Posts
May 03 2010 23:11 GMT
#638
The resident evil one is definitely the most interesting one so far.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 03 2010 23:14 GMT
#639
...And now I realize that a L4D clone is possible XD Well, not exactly a clone per se, but the same general concept: hordes of zombies chasing you (with specialized Zombies played by the players, of course), forcing you to navigate through the streets and into a certain "safe-zone"

Obviously, going into buildings won't be possible until we better understand doodads, but still :D
onisagi
Profile Joined April 2010
United States7 Posts
May 08 2010 09:41 GMT
#640
Here's the youtube link for the Touhou clone:


The download for the map is near the bottom of the first post here:
http://bbs.islga.org/read-htm-tid-40363.html

It's definitely legit. It's a nice demonstration of pure galaxy code goodness. It needs a little more work on the terrain and UI, unless it was purely just a fool-around project.

There's a huge exploit that makes beating the game really easy:
+ Show Spoiler +
you just need to spam Z and X while standing right in front of the boss = sure win
Orly
Profile Joined March 2010
Belgium28 Posts
May 08 2010 11:25 GMT
#641
On May 04 2010 06:09 MorroW wrote:
Show nested quote +
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D

wow thats pretty amazing orly

is there any chance u can share the map so i can look it in the editor? id love to see how u did this
ive been mapping for the last few days but been having troubles with trying to get FP cam to work

id love it so much to see halo2 map in sc2, man thats my favourite game after sc and its probably already possible to do it (with exception of the damn camera...)

Uploaded here a while ago: http://www.mediafire.com/file/rw02wll3jk2/3PFPS20.SC2Map
Wouldn't use this method of shooting though, better to start from shooting point of weapon and check for collision gradually by its movement vector

inrage:
FPS are very doable, and yes they're "true 3D" and you can take cover, jump onto objects, even have multiple floor levels if you want to. These things just don't have a cookie cutter solution and require coding.

Two things that make it extra tricky:
1. Everything is rendered at full detail, so if you're gazing at a wide open area that stretches across the map your framerate and aim precision will tank. You always need walls to break up open spaces.
2. The height map blizzard is using for their terrain is FUBAR. So if you want to have smooth jumping up and down steep terrain you have to make objects that don't use their height map and code all collision detection yourself.


I'm sure some cool fps maps will pop up eventually, will just take some time as it requires more development than other map types.
skYfiVe
Profile Joined April 2010
United States382 Posts
May 08 2010 11:31 GMT
#642
On May 08 2010 18:41 onisagi wrote:
Here's the youtube link for the Touhou clone:
http://www.youtube.com/watch?v=jIkPcMbR5HE

The download for the map is near the bottom of the first post here:
http://bbs.islga.org/read-htm-tid-40363.html

It's definitely legit. It's a nice demonstration of pure galaxy code goodness. It needs a little more work on the terrain and UI, unless it was purely just a fool-around project.

There's a huge exploit that makes beating the game really easy:
+ Show Spoiler +
you just need to spam Z and X while standing right in front of the boss = sure win


That is amazing haha. I never got how people played that game in the first place, it looks so hard when theres so much going on
"1baseiwa"
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
May 08 2010 11:31 GMT
#643
On May 08 2010 20:25 ORLY wrote:
Show nested quote +
On May 04 2010 06:09 MorroW wrote:
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D

wow thats pretty amazing orly

is there any chance u can share the map so i can look it in the editor? id love to see how u did this
ive been mapping for the last few days but been having troubles with trying to get FP cam to work

id love it so much to see halo2 map in sc2, man thats my favourite game after sc and its probably already possible to do it (with exception of the damn camera...)

Uploaded here a while ago: http://www.mediafire.com/file/rw02wll3jk2/3PFPS20.SC2Map
Wouldn't use this method of shooting though, better to start from shooting point of weapon and check for collision gradually by its movement vector

inrage:
FPS are very doable, and yes they're "true 3D" and you can take cover, jump onto objects, even have multiple floor levels if you want to. These things just don't have a cookie cutter solution and require coding.

Two things that make it extra tricky:
1. Everything is rendered at full detail, so if you're gazing at a wide open area that stretches across the map your framerate and aim precision will tank. You always need walls to break up open spaces.
2. The height map blizzard is using for their terrain is FUBAR. So if you want to have smooth jumping up and down steep terrain you have to make objects that don't use their height map and code all collision detection yourself.


I'm sure some cool fps maps will pop up eventually, will just take some time as it requires more development than other map types.

did you code this or use triggers and stuff from the map editor?
Nunquam iens addo vos sursum
saltygrapes
Profile Joined April 2010
181 Posts
May 08 2010 11:42 GMT
#644
On May 08 2010 20:25 ORLY wrote:
Show nested quote +
On May 04 2010 06:09 MorroW wrote:
On April 30 2010 22:59 ORLY wrote:
http://www.youtube.com/watch?v=IO5wNBiVrnU
Some fps. Headshots do double damage, sniping & sprinting uses energy
Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D

wow thats pretty amazing orly

is there any chance u can share the map so i can look it in the editor? id love to see how u did this
ive been mapping for the last few days but been having troubles with trying to get FP cam to work

id love it so much to see halo2 map in sc2, man thats my favourite game after sc and its probably already possible to do it (with exception of the damn camera...)

Uploaded here a while ago: http://www.mediafire.com/file/rw02wll3jk2/3PFPS20.SC2Map
Wouldn't use this method of shooting though, better to start from shooting point of weapon and check for collision gradually by its movement vector

inrage:
FPS are very doable, and yes they're "true 3D" and you can take cover, jump onto objects, even have multiple floor levels if you want to. These things just don't have a cookie cutter solution and require coding.

Two things that make it extra tricky:
1. Everything is rendered at full detail, so if you're gazing at a wide open area that stretches across the map your framerate and aim precision will tank. You always need walls to break up open spaces.
2. The height map blizzard is using for their terrain is FUBAR. So if you want to have smooth jumping up and down steep terrain you have to make objects that don't use their height map and code all collision detection yourself.


I'm sure some cool fps maps will pop up eventually, will just take some time as it requires more development than other map types.


despite all this, they'll still be vastly inferior to normal FPS games, and if you want to play an FPS you may as well just play one of them.
sxpointz!
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-05-08 12:01:54
May 08 2010 11:45 GMT
#645
ORLY u probably know this but u can edit in the camera that u cant see so far away so it wont lag :p
anyhow im back to playing sc2, ill leave the editor for the pros but man. im really excited for all the amazing ums maps that will come
wouldnt surprise me if some FPS game in sc2 would become an esport like dota (im serious) xd the edge sc1 has is that its futuristic which most of other fps rnt and u can create so many different characters instead of just "terrorist" or "counterterrorist" while in a possible sc2 map u could have ling, rine, zea etc all with different spells and weapons. it got almost higher potential with exception of the game smoothness

why didnt blizzard just implent FPS possibilites in ums maps without having to coding it urself or "fixing the problems" in a bad fashion. im talking about some fps camera, blur things far away. add mode so units have height collision rather than just height so they can jump onto things easier without having to code it urself...
i mean i bet there r at least 100 ppl in the editor who r doing the same things and meeting the same problems and having the same solutions. why didnt blizzard just fix this stuff? they could do it much easier for us...
Progamerpls no copy pasterino
Orly
Profile Joined March 2010
Belgium28 Posts
May 08 2010 12:00 GMT
#646
On May 08 2010 20:45 MorroW wrote:
ORLY u probably know this but u can edit in the camera that u cant see so far away so it wont lag :p
anyhow im back to playing sc2, ill leave the editor for the pros but man. im really excited for all the amazing ums maps that will come
wouldnt surprise me if some FPS game in sc2 would become an esport like dota (im serious) xd the edge sc1 has is that its futuristic which most of other fps rnt and u can create so many different characters instead of just "terrorist" or "counterterrorist" while in a possible sc2 map u could have ling, rine, zea etc all with different spells and weapons. it got almost higher potential with exception of the game smoothness

Oh the clipping option? Hadn't thought of that yet, could improve framerate a lot.
And yeah agreed. Sc2 fps will never be as smooth of an experience as a mod for a true fps engine, but being able to set it in a fantasy world with really insane weapons and characters can make for great games.
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 08 2010 12:03 GMT
#647
On May 08 2010 21:00 ORLY wrote:
Show nested quote +
On May 08 2010 20:45 MorroW wrote:
ORLY u probably know this but u can edit in the camera that u cant see so far away so it wont lag :p
anyhow im back to playing sc2, ill leave the editor for the pros but man. im really excited for all the amazing ums maps that will come
wouldnt surprise me if some FPS game in sc2 would become an esport like dota (im serious) xd the edge sc1 has is that its futuristic which most of other fps rnt and u can create so many different characters instead of just "terrorist" or "counterterrorist" while in a possible sc2 map u could have ling, rine, zea etc all with different spells and weapons. it got almost higher potential with exception of the game smoothness

Oh the clipping option? Hadn't thought of that yet, could improve framerate a lot.
And yeah agreed. Sc2 fps will never be as smooth of an experience as a mod for a true fps engine, but being able to set it in a fantasy world with really insane weapons and characters can make for great games.

ye i used that stuff on the camera. it made all the stuff black far away. but i saw some youtube vod where he made so stuff far away just went blurry instead of black (no friggin idea how he did that tho) it was some "ghost town ums vod"
Progamerpls no copy pasterino
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
May 13 2010 02:44 GMT
#648


this is pretty awesome lol, hope it hasn't been posted
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