[M] (4) Corruption by monitor - Page 2
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Bashnek
Australia895 Posts
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AFKPuezo
183 Posts
On July 25 2011 11:07 Barrin wrote: You would be able to use one of your earliest probes to kill the creep tumor (4 or 5 hits, right?) and the creep would be almost gone by the time your forge was finished? Maybe? I guess that's like a 30-50 mineral investment, but potentially worth it. What if it started the game cloaked, and became uncloacked at some appropriate time? Similar to the exploding tower on xelnaga fortress. | ||
EatThePath
United States3943 Posts
You can use the data editor to make a duplicate creep tumor unit and change its stats to solve the problem. That way you won't affect normal zergie mechanics and you don't have to overhaul all your spacing. I think you could reduce the creep radius so spines can't hit the front of the wall, or you could make it uncloaked but give it extra health so it won't die to workers without that being a significant cost. | ||
EatThePath
United States3943 Posts
On July 25 2011 11:49 Cold Warpgates wrote: What if it started the game cloaked, and became uncloacked at some appropriate time? Similar to the exploding tower on xelnaga fortress. The problem is that the sunken rush will begin as soon as the pool finishes. If you make it uncloak at that time to mitigate the rush timing, you might as well just leave it uncloaked from the beginning. Well, hm. If you managed to kill off the tumor and left the spines there bleeding... lol this is kind of too much ornate timing. | ||
AFKPuezo
183 Posts
On July 25 2011 11:52 EatThePath wrote: The problem is that the sunken rush will begin as soon as the pool finishes. If you make it uncloak at that time to mitigate the rush timing, you might as well just leave it uncloaked from the beginning. Well, hm. If you managed to kill off the tumor and left the spines there bleeding... lol this is kind of too much ornate timing. Could use a combination of the de-cloak and extra-health ideas. Wouldnt completely kill the idea of a spine rush, but not make it op either. That's the idea, anyway >_> | ||
sTYleZerG-eX
Mexico473 Posts
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TibblesEvilCat
United Kingdom766 Posts
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monitor
United States2402 Posts
On July 25 2011 12:18 Cold Warpgates wrote: Could use a combination of the de-cloak and extra-health ideas. Wouldnt completely kill the idea of a spine rush, but not make it op either. That's the idea, anyway >_> If it was uncloaked, it would be pretty much unusable for Zerg, because you could just run up with probe and kill it. Maybe adding some extra health (so its 7-8 probe hits) and making it uncloaked (like you say) would allow Protoss to FE but still give Zerg an option for early spines. On July 26 2011 01:19 sTYleZerG-eX wrote: Is that neutral creep? and whats that purple stuff ? Im not sure but I like it! The creep outside the natural is neutral, yes. The purple is 'fake' creep, just to look like the Auir home-world is being taken over. On July 26 2011 02:06 TibblesEvilCat wrote: map looks cramped to be honest, got any ingame pictures? . The pictures in the OP are a bit higher than in-game, but they're pretty close. I'll try to get in-game pictures and upload it on EU soon. | ||
FlaShFTW
United States9871 Posts
On July 25 2011 11:07 Barrin wrote: You would be able to use one of your earliest probes to kill the creep tumor (4 or 5 hits, right?) and the creep would be almost gone by the time your forge was finished? Maybe? I guess that's like a 30-50 mineral investment, but potentially worth it. I agree with this. This makes it so much better, because its a bit unfair in some regard. It's like either wasting a mule early game, or forcing you to get a turret (can the turret even see the tumor?) or waiting for a raven, if you are terran. Eh... not too unfair, but still agree with the make it uncloaked. | ||
monitor
United States2402 Posts
-Natural mineral line out of range from siege tanks I'm struggling to figure out how to make only the neutral creep tumors burrowed- I've tried making a new unit, but can't find the setting for de-cloaked. If you know how to do it, please let me know in this thread or PM! | ||
Ragoo
Germany2773 Posts
Go to the data editor-> data type: unit -> search for creep tumor -> duplicate Creep Tumor (Burrowed) (with all the values it has and afterwards call it something other than Creep Tumor Copy of course ) Then you click on the newly copied creep tumor and on the right window go to Unit -> flags and uncheck "cloaked" Now for some reason the model is not copied correctly when you do this, so you have to click on the new creep tumor again and go down to Models: "Creep Tumor Copy" -> on the right go to Model -> Browse... -> Assets-Buildings-Zerg-Creep Tumor-Creep Tumor.m3 You have to do the same for Creep Tumor Death and Portrait - Overlord + Show Spoiler [For Creep Tumor Death] + you have to click on the new creep tumor again and go down to Models: "Creep Tumor Death Copy" -> on the right go to Model -> Browse... -> Assets-Buildings-Zerg-Creep Tumor Death-CreepTumorDeath.m3 + Show Spoiler [for the Portrait - Overlord] + you have to click on the new creep tumor again and go down to Models: "Portrait - Overlord Copy" -> on the right go to Model -> Browse... -> Assets-Portraits-Zerg-OverlordPortrait-OverlordPortrait.m3 (but maybe you could change it to some other cool Zerg portrait from the campaign or something ) Then maybe save the map and reload it if you can't place the new creep tumor at first. Now everything should work as intended I think you should give it more HP tho, right now it's only 11 hits and 17 ingame seconds for a worker, time you can always spare. | ||
mbr
20 Posts
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WniO
United States2706 Posts
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Porkz
Denmark1027 Posts
On July 25 2011 11:07 Barrin wrote: You would be able to use one of your earliest probes to kill the creep tumor (4 or 5 hits, right?) and the creep would be almost gone by the time your forge was finished? Maybe? I guess that's like a 30-50 mineral investment, but potentially worth it. Couldn't one simply raise HP or Armor on it to counteract this? Anyhow, Looks like a really cool map - Good Job ;D | ||
monitor
United States2402 Posts
On August 03 2011 19:13 Ragoo wrote: here is what I did: Go to the data editor-> data type: unit -> search for creep tumor -> duplicate Creep Tumor (Burrowed) (with all the values it has and afterwards call it something other than Creep Tumor Copy of course ) Then you click on the newly copied creep tumor and on the right window go to Unit -> flags and uncheck "cloaked" Now for some reason the model is not copied correctly when you do this, so you have to click on the new creep tumor again and go down to Models: "Creep Tumor Copy" -> on the right go to Model -> Browse... -> Assets-Buildings-Zerg-Creep Tumor-Creep Tumor.m3 You have to do the same for Creep Tumor Death and Portrait - Overlord + Show Spoiler [For Creep Tumor Death] + you have to click on the new creep tumor again and go down to Models: "Creep Tumor Death Copy" -> on the right go to Model -> Browse... -> Assets-Buildings-Zerg-Creep Tumor Death-CreepTumorDeath.m3 + Show Spoiler [for the Portrait - Overlord] + you have to click on the new creep tumor again and go down to Models: "Portrait - Overlord Copy" -> on the right go to Model -> Browse... -> Assets-Portraits-Zerg-OverlordPortrait-OverlordPortrait.m3 (but maybe you could change it to some other cool Zerg portrait from the campaign or something ) Then maybe save the map and reload it if you can't place the new creep tumor at first. Now everything should work as intended I think you should give it more HP tho, right now it's only 11 hits and 17 ingame seconds for a worker, time you can always spare. Wow, awesome! I'll work on it ASAP. Thanks! On August 04 2011 00:05 Porkz wrote: Couldn't one simply raise HP or Armor on it to counteract this? Anyhow, Looks like a really cool map - Good Job ;D Thanks! I plan to raise the health to 200 so it would take 60 seconds to kill. On August 03 2011 23:53 WniO wrote: this has an interesting look, but it might be to dark? I'll increase the brightness a little bit, thanks for pointing that out! I've been thinking the same for a while too. | ||
EatThePath
United States3943 Posts
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monitor
United States2402 Posts
On August 04 2011 01:42 EatThePath wrote: The new natural layout is wonky. It's a little unorthodox to have the geysers create a chokepoint above the ramp chokepoint. But I like it! I can imagine interesting micro there. Lol yeah. I'm trying to figure out how else to do it, but right now that's the only way I can do it to prevent tanks from sieging the mineral line. If I put the gas on the other side, it's vulnerable to tanks. If I put it next to the cliff, it can be seiged from outside the natural choke. I'll try to adjust it to make it interfere with the path the least- right now it can be walled with 2 pylons. | ||
EatThePath
United States3943 Posts
On August 04 2011 01:48 monitor wrote: Lol yeah. I'm trying to figure out how else to do it, but right now that's the only way I can do it to prevent tanks from sieging the mineral line. If I put the gas on the other side, it's vulnerable to tanks. If I put it next to the cliff, it can be seiged from outside the natural choke. I'll try to adjust it to make it interfere with the path the least- right now it can be walled with 2 pylons. That might be a problem for cannoning a hatch first zerg... =\ What if you put one geyser on the far side so that only one gas can be sieged? I think that would be fair. | ||
Fearlezz
Croatia176 Posts
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monitor
United States2402 Posts
-One gas @ natural moved to other side -Creep tumor now visible, hp = 200 (60 seconds to kill w/ probe) -Brighter lighting, now Bel'Shir -Loading Screen added -Map bounds increased to 138x138 [edit] Current tank shots into natural: http://i.imgur.com/WbeCp.jpg On August 04 2011 02:30 Fearlezz wrote: Any chance you can get this on EU too? Love the creativity, wish more mappers would try new stuff like you do! I don't currently have the EU client downloaded. I'll see if somebody can publish it though. Thanks for showing the interest! I'll let you know if I get it published on EU. | ||
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