Simple Questions/Answers - Page 77
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Yonnua
United Kingdom2331 Posts
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FlopTurnReaver
Switzerland1980 Posts
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Yonnua
United Kingdom2331 Posts
On January 31 2012 09:53 FlopTurnReaver wrote: http://www.teamliquid.net/forum/viewmessage.php?topic_id=225331 Cheers. I tried the search function and didn't find anything. Looks largely like what i thought, I'll just need to grind it out perfectly. | ||
The_Templar
your Country52796 Posts
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FlopTurnReaver
Switzerland1980 Posts
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th0t
Poland36 Posts
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FlopTurnReaver
Switzerland1980 Posts
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Kabel
Sweden1746 Posts
I have created my MOD and put in d:/games/starcraft2/mods. I have published it on battlen.net. In the editor it can be choosen as a dependencie. I open a regular map, add my mod as a dependencie and click on publish. "docuement dependency does not spcifiy a battle.net file" (Mods/Starbow etc) But I have published the MOD?! Why can I not publish a normal map with my dependencies in it? | ||
Gurk92
7 Posts
So many games where I've lost cause Zerg is so disabled when we cant expand.. Terran putting 2x bunkers whereas I've only got 4 lings which cant do shit.. When i've finaly got my roaches out hes prepared with Marauders cause Roaches are the worst unit ingame. User was warned for this post | ||
Wherewolf
United States353 Posts
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boSeok
Canada177 Posts
On February 03 2012 21:41 Gurkburk wrote: Why arent the supply depos in the bottom of the ramps in blizzards stock maps ? WHHYYYYYYYYYYYYYYYY??!!!!!!!! So many games where I've lost cause Zerg is so disabled when we cant expand.. Terran putting 2x bunkers whereas I've only got 4 lings which cant do shit.. When i've finaly got my roaches out hes prepared with Marauders cause Roaches are the worst unit ingame. Thats more of a game to game scenario. But i always say, why should zerg be allowed to 15 hatch when terran and protoss cant expand before units. Its unfair IMO i mean why should it be easy for zerg to get great eco at 15 supply when terrans and protoss will get destoyed if we do. And you can use the mineral stack trick if he walls the ramp and if he as the bunkers up then youre just bad you should always scout for a 2 rax or cannon and prepare with overlords near your expo. Not that you should be allowed. If you dont like it change youre build we are not going to stop bunker rushing and cannon rushing because you dont like it. 14 pool 15 hatch 17 gas is a good macro build but just abit later hatchery. Also if you have 4 lings vs 2 marines and 2 bunkers its not the terran or the players its YOU. YOURE doing something wrong if you have less army then youre opponent and he FINISHED the bunker..... IMO the supply depot is not neccessary. Why should we put a depot for 2 matchups its ONLY 2 matchups of the 9. I as terran like to wall off the bottom of my ramp in TvT to make terran guessing. if you put depot my bottom wall goes bye bye. And i disagree, yes zerg is weak when on one base but its not that bad. i have lost to many one base zerg because of just out right macro. and btw bunkers should never go up only the worst players would allow it. Its same as letting hellions in your mineral line, its same as letting banelings kill a bunch of marines. its YOU that has to fix the problem not BLIZZARD or US. Do you get it? i am not trying to sound mean if i am im sorry i just wanted you to get the point | ||
Namrufus
United States396 Posts
Is it worth pursuing? On February 02 2012 23:06 th0t wrote: I want to change color/texture of gas nodes from brown to grey. How to do it ? You probably need "texture applied groups" http://www.teamliquid.net/forum/viewmessage.php?topic_id=269875 | ||
Wherewolf
United States353 Posts
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LunaSaint
United Kingdom620 Posts
Can I just say: Wow, Galaxy Editor's texture system keeps blowing me away. I'm always finding new beautiful atmospheres to create. Anyone found any interesting textures lately? NB: That water is NOT pathable, no need to worry. | ||
Gfire
United States1699 Posts
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Namrufus
United States396 Posts
On February 07 2012 03:02 Gfire wrote: I was wondering if anyone knew of a way to make water easier to see through on lower settings. Because by default, it's pretty hard to see through which makes it a pain to play on maps with pathable water when playing on low settings (which I do, along with many other players, including many pros.) there is a setting for water in the editor called "alpha" that controls the transparency of the water. unfortunantly, the lowest alpha setting is still hard to see through, and most mappers already use near the lowest setting for pathable water. comparison of alpha settings at high and low graphics settings: if you still want pathable water, imo it should be as low as possible (~half the height of a zergling). Or just not use it; water looks really bad at low grapics anyways. ingame? maybe you could increase the graphics setting specifically for terrain? | ||
mogoh
Germany109 Posts
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a176
Canada6688 Posts
On February 05 2012 08:30 LunaSaint wrote: Can I just say: Wow, Galaxy Editor's texture system keeps blowing me away. I'm always finding new beautiful atmospheres to create. Anyone found any interesting textures lately? NB: That water is NOT pathable, no need to worry. to be fair, some textures are much better quality than others | ||
a176
Canada6688 Posts
On February 10 2012 23:26 mogoh wrote: how big should be the border of a map? (playable size / real size) just test in-game to make sure when scrolled to the edges of the map, you don't see any blackness where the "real size" map ends | ||
A1m
Germany48 Posts
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