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[A] HotS Custom - Page 20

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 18 19 20 21 22 85 Next
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-09 10:33:59
November 09 2011 10:27 GMT
#381
On November 09 2011 18:07 NullCurrent wrote:
Show nested quote +
On November 09 2011 03:45 Existor wrote:
Can you copy your settings to other maps? Like winter maps in other topic in this forum section?


The best way to do this, I think, would be to move all the stuff into a mod-file which then is included as a dependency by all maps using HotS Custom. This will also make it easier to maintain all the different maps using HotS Custom.

I would definitely not be against publishing a HotS Custom version of some of my maps.


Mod files only copy data, the way to do it is save both maps as what's called a component list (in the dropdown of the file type section), then transfer Base.SC2Data, enUS.SC2Data, Triggers & Triggers.version folders and files from your original map's component list to the new map's component list that you want to convert. Then open the new map's component list and save it as a normal map.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
November 09 2011 10:35 GMT
#382
On November 09 2011 19:27 XenoX101 wrote:
Show nested quote +
On November 09 2011 18:07 NullCurrent wrote:
On November 09 2011 03:45 Existor wrote:
Can you copy your settings to other maps? Like winter maps in other topic in this forum section?


The best way to do this, I think, would be to move all the stuff into a mod-file which then is included as a dependency by all maps using HotS Custom. This will also make it easier to maintain all the different maps using HotS Custom.

I would definitely not be against publishing a HotS Custom version of some of my maps.


Mod files only copy data, the way to do it is save both maps as what's called a component list (in the dropdown of the file type section), then transfer Base.SC2Data, enUS.SC2Data, Triggers & Triggers.version folders and files from your original map to the new map that you want to convert.


Ok, I have not worked with mod-files before, so excuse me for my misunderstanding there.

Would it be possible for you to in some way publish those files for us mapmakers to use?

I know it might be like opening a can of worms to allow this without any control from your part, as you suddenly cannot control the versioning and people will be angry because there are bugs in some maps and not in others.
So I think it might be better if you in some way are in direct contact with the mappers instead of allowing people to use it freely (I might be a bit pessimistic here, but I don't want this mod to be ruined by bad variants or un-updated maps).
The Planetary Workshop - TPW - Mapmaking Team
XenoX101
Profile Joined February 2011
Australia729 Posts
November 09 2011 11:17 GMT
#383
On November 09 2011 19:35 NullCurrent wrote:
Show nested quote +
On November 09 2011 19:27 XenoX101 wrote:
On November 09 2011 18:07 NullCurrent wrote:
On November 09 2011 03:45 Existor wrote:
Can you copy your settings to other maps? Like winter maps in other topic in this forum section?


The best way to do this, I think, would be to move all the stuff into a mod-file which then is included as a dependency by all maps using HotS Custom. This will also make it easier to maintain all the different maps using HotS Custom.

I would definitely not be against publishing a HotS Custom version of some of my maps.


Mod files only copy data, the way to do it is save both maps as what's called a component list (in the dropdown of the file type section), then transfer Base.SC2Data, enUS.SC2Data, Triggers & Triggers.version folders and files from your original map to the new map that you want to convert.


Ok, I have not worked with mod-files before, so excuse me for my misunderstanding there.

Would it be possible for you to in some way publish those files for us mapmakers to use?

I know it might be like opening a can of worms to allow this without any control from your part, as you suddenly cannot control the versioning and people will be angry because there are bugs in some maps and not in others.
So I think it might be better if you in some way are in direct contact with the mappers instead of allowing people to use it freely (I might be a bit pessimistic here, but I don't want this mod to be ruined by bad variants or un-updated maps).


I will be considering changing up the map pool soon, though admittedly most people seem to be playing metalopolis more than other maps on NA server, EU is a bit more dispersed however. I'll run a poll to see which maps people are interested in playing next, and I will probably add two more maps to the pool. If you want you can send me a link to the map you're interested in seeing in HotS and I can add it to the list. Thanks
Jetaap
Profile Blog Joined November 2010
France4814 Posts
Last Edited: 2011-11-09 12:06:11
November 09 2011 12:00 GMT
#384
On November 09 2011 19:35 NullCurrent wrote:
Show nested quote +
On November 09 2011 19:27 XenoX101 wrote:
On November 09 2011 18:07 NullCurrent wrote:
On November 09 2011 03:45 Existor wrote:
Can you copy your settings to other maps? Like winter maps in other topic in this forum section?


The best way to do this, I think, would be to move all the stuff into a mod-file which then is included as a dependency by all maps using HotS Custom. This will also make it easier to maintain all the different maps using HotS Custom.

I would definitely not be against publishing a HotS Custom version of some of my maps.


Mod files only copy data, the way to do it is save both maps as what's called a component list (in the dropdown of the file type section), then transfer Base.SC2Data, enUS.SC2Data, Triggers & Triggers.version folders and files from your original map to the new map that you want to convert.


Ok, I have not worked with mod-files before, so excuse me for my misunderstanding there.

Would it be possible for you to in some way publish those files for us mapmakers to use?

I know it might be like opening a can of worms to allow this without any control from your part, as you suddenly cannot control the versioning and people will be angry because there are bugs in some maps and not in others.
So I think it might be better if you in some way are in direct contact with the mappers instead of allowing people to use it freely (I might be a bit pessimistic here, but I don't want this mod to be ruined by bad variants or un-updated maps).


Yeah it's also what I think, there was the same problem with sc2bw with too many people uploading maps with the mod and them never being up to date and making it really confusing.
Concerning the battle hellion maybe it's only a graphical difference, but the flames are really really short on the firebat model compared to the blizzcon video. I haven't checked the actual range but 3 would seem reasonable (like the beta roach).
nanospartan
Profile Joined July 2011
649 Posts
November 10 2011 10:24 GMT
#385
GREAT JOB!!! enjoying immensely!
I was an athiest until I watched the Day[9] daily
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-11-11 00:38:24
November 10 2011 12:10 GMT
#386
On November 09 2011 20:17 XenoX101 wrote:
Show nested quote +
On November 09 2011 19:35 NullCurrent wrote:
On November 09 2011 19:27 XenoX101 wrote:
On November 09 2011 18:07 NullCurrent wrote:
On November 09 2011 03:45 Existor wrote:
Can you copy your settings to other maps? Like winter maps in other topic in this forum section?


The best way to do this, I think, would be to move all the stuff into a mod-file which then is included as a dependency by all maps using HotS Custom. This will also make it easier to maintain all the different maps using HotS Custom.

I would definitely not be against publishing a HotS Custom version of some of my maps.


Mod files only copy data, the way to do it is save both maps as what's called a component list (in the dropdown of the file type section), then transfer Base.SC2Data, enUS.SC2Data, Triggers & Triggers.version folders and files from your original map to the new map that you want to convert.


Ok, I have not worked with mod-files before, so excuse me for my misunderstanding there.

Would it be possible for you to in some way publish those files for us mapmakers to use?

I know it might be like opening a can of worms to allow this without any control from your part, as you suddenly cannot control the versioning and people will be angry because there are bugs in some maps and not in others.
So I think it might be better if you in some way are in direct contact with the mappers instead of allowing people to use it freely (I might be a bit pessimistic here, but I don't want this mod to be ruined by bad variants or un-updated maps).


I will be considering changing up the map pool soon, though admittedly most people seem to be playing metalopolis more than other maps on NA server, EU is a bit more dispersed however. I'll run a poll to see which maps people are interested in playing next, and I will probably add two more maps to the pool. If you want you can send me a link to the map you're interested in seeing in HotS and I can add it to the list. Thanks


I think you are missing some of the points here. What Nullcurrent is suggesting, is that you could partner up with map makers or teams (map making teams TPW, ESV or LoS, for instance) that could make pre-HOTS maps for this mod. It allows us to try out HOTS-maps (beyond theorycrafting) before it even comes out and it might gain HTOS Custom (and you) some popularity it otherwise wouldn't have.

I believe new maps needs to be made in time. The good maps we use now are not adopted to the differences in gameplay that HOTS presents.
http://mentalbalans.se/aggedesign
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
Last Edited: 2011-11-10 12:54:34
November 10 2011 12:53 GMT
#387
my god that Tempest thing is insanely OP
I didn't realize it could one shot zerglings, one shot banelings, 3 shot hydras, and OP against All air units.
at this point, it really has no counters.
I guess maybe if you had 12 infestors with fungal and spam Inf-Terrans, but still
:O

I hope they balance it and release the details of these balances soon.
moo...for DRG
diyano
Profile Joined February 2011
2 Posts
November 10 2011 16:45 GMT
#388
could you upgrade the maps on EU please?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
November 10 2011 18:27 GMT
#389
On November 10 2011 21:53 neoghaleon55 wrote:
my god that Tempest thing is insanely OP
I didn't realize it could one shot zerglings, one shot banelings, 3 shot hydras, and OP against All air units.
at this point, it really has no counters.
I guess maybe if you had 12 infestors with fungal and spam Inf-Terrans, but still
:O

I hope they balance it and release the details of these balances soon.

Isn't mass-hydra counters tempests? Tempests are now Archons without splash and 6 range on ground.
Arco
Profile Joined September 2009
United States2090 Posts
November 10 2011 20:46 GMT
#390
On November 10 2011 21:53 neoghaleon55 wrote:
my god that Tempest thing is insanely OP
I didn't realize it could one shot zerglings, one shot banelings, 3 shot hydras, and OP against All air units.
at this point, it really has no counters.
I guess maybe if you had 12 infestors with fungal and spam Inf-Terrans, but still
:O

I hope they balance it and release the details of these balances soon.

They're terrible against ground if you have a good economy and build the right counters.

They're supposed to be "OP" vs air. That's pretty much the only reason you'd build the unit.
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
November 10 2011 22:11 GMT
#391
could you make it on the map 'calm before the storm'? I know it aint ladder, but its a REALLY great map, and is making for some really good games right now
drgrofl
Profile Joined October 2011
Canada48 Posts
November 11 2011 06:02 GMT
#392
On November 11 2011 07:11 []Phase[] wrote:
could you make it on the map 'calm before the storm'? I know it aint ladder, but its a REALLY great map, and is making for some really good games right now

you fucking idiot.

You are cheating in the map contest. You sir should be ashamed of yourself.

User was temp banned for this post.
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-11 07:26:22
November 11 2011 07:22 GMT
#393
Big new patch coming up, this should make PvP a little more interesting, I've managed to emulate the 'no power up cliffs' feature in HotS . Also Battle Hellion aesthetics have been reworked a bit and it attacks a little bit differently to how it did before.

As always if you find any bugs (especially with the new protoss power mechanic since it had to be completely reworked) do let me know and I'll do my best to fix them .

Patch Notes 1.2
- Pylons no longer provide power up cliffs (like in HotS)
- Recall on blocked mineral fields no longer works/crashes the game
- Battle Hellion now has darker model (to look less like firebat)
- Battle Hellion's preigniter flame is now blue (dejavu )
- Battle Hellion attack model now matches AoE
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-11 18:57:59
November 11 2011 18:16 GMT
#394
Another patch thanks to some awesome need feedback particularly from user/player spiderface, so thanks to him .

Also the map should be up on KR soon courtesy of -miDnight- who might be hosting a small KR tourney around the map.

Patch Notes 1.21
- Preordain fixed on hatcheries to only work for 2 minutes
- Abduct can now be cancelled before it fires
- Abduct invulnerability & viper immobilization removed
- Abduct can now be queued
- Battle Hellions now Light, Mechanical
- Ultralisk charge now can be queued
- Ultralisk charge now works up ramps
- Ultralisk charge no longer leaves ghost images
- Ultralisk charge cast time reduced from 0.5 to 0.25
- Thor bombardment now also deals friendly damage
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-11-11 22:15:39
November 11 2011 21:59 GMT
#395
It's very balanced now, really Want it to be more popular.

Can I create nice loading screen with providing you PSD file for adding changelog? Say only resolution
TheTurk
Profile Joined January 2011
United States732 Posts
November 11 2011 23:24 GMT
#396
This is so awesome!
Lol, also super fun.
I think you should give the locusts a broodling or lurker model though.
The hydras are awkward since you expect them to shoot long range. :S
Of course, this is only one man's opinion. ^_^
Overall, I approve. 8/10
Starcraft is a lifestyle.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-11-13 09:55:05
November 12 2011 00:24 GMT
#397
This map now is more polished, so you must update loading screen

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


Ask me via PM about PSD, if you want
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 12 2011 00:30 GMT
#398
PvP is incredibly interesting now compared to before.
I played a Bo3 against someone roughly my skill level that doesn't ladder.
First game, was screwing around with terran, lost to warp prism delayed 4 gate with sentries. -_-
I was trying warhound marauder reaper. Seemed sort of good.
As a side note, warhounds in this mod are goliaths with different stats with marauder shells. It even says "Goliath online" when it spawns.
Second game involved a lot of stargate. Oracle harass proved to be very effective at pinning an opponent to his base, as reinforcing becomes impossible in multiple ways, but comes too late to stop 1 base timing pushes (4 gate, etc).
Pheonixes are faster than oracles, making them a direct counter (as I unfortunately discovered). Won with mass zealot/vray, which is weak against pheonixes, but still won. I suspect Pheonixes will become more popular in Beta of the expansion due to quite a bit of flexibility against most protoss units until lategame.
Third game, I screwed around and tempest rushed.
Because he wasn't rushing and was actually going for a pheonix/stalker build, I managed to get 4 zealots and 2 tempests out fairly quickly+expansion and attacked.
-Stalkers are good vs tempests.
-Pheonixes are terrible vs tempests.
Tempest zealot actually worked until my opponent made units.

Actually, late game, tempest zealot is somewhat powerful against anything but mass void rays or mass archons. However, since this was actually PvP, my opponent made blink stalkers and killed me.
-Tempests can be microed somewhat effectively against stalkers.
Read next post/post yourself if you don't care about the outcome of the game, otherwise, click spoiler:
+ Show Spoiler +
I lost my main/nat/third really slowly, ran away with 11 tempests and 8 zealots, and regrouped at my 4th/5th, made a 6th base, made like 6 void rays and 20 zealots, and made a LAST STAND, which actually killed my opponent.
Moderatorshe/her
TL+ Member
Flossy
Profile Blog Joined August 2011
United States870 Posts
November 12 2011 01:36 GMT
#399
One really powerful bug is that you can see the red glow of unscouted shredders. Pretty bad for Terran.
etternaonline.com
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-12 03:11:10
November 12 2011 03:09 GMT
#400
On November 12 2011 10:36 Flossy wrote:
One really powerful bug is that you can see the red glow of unscouted shredders. Pretty bad for Terran.


Actually I have tested this, it appears that way but you still need to be in range first to see it, then once you've seen it it stays in the fog of war until you see its death like a normal structure, it doesn't appear on its own though .
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