Map Jam & Challenge #2 - Page 2
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moskonia
Israel1448 Posts
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Fatam
1986 Posts
To make neutral units hostile you have to do 2 things: 1) go to the properties of the unit by pressing enter when it's selected and change "Player" from (0) Neutral to (15) Hostile 2) go to Player Properties, click on 15 Hostile, change AI from (Default) to Computer If you don't do that then they won't actually attack. by the way, I'm loving whoever put in the hostile unit idea (my submission was "116x116 or less" :-P could have been cool but probably a bit restrictive) | ||
ScorpSCII
Denmark499 Posts
On December 09 2012 00:29 Fatam wrote: Just a heads up to anyone who might not have played around with this kind of thing before. To make neutral units hostile you have to do 2 things: 1) go to the properties of the unit by pressing enter when it's selected and change "Player" from (0) Neutral to (15) Hostile 2) go to Player Properties, click on 15 Hostile, change AI from (Default) to Computer If you don't do that then they won't actually attack. by the way, I'm loving whoever put in the hostile unit idea (my submission was "116x116 or less" :-P could have been cool but probably a bit restrictive) Added your tip to the topic. | ||
Leviance
Germany4079 Posts
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Coppermantis
United States845 Posts
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EatThePath
United States3943 Posts
On December 09 2012 02:42 Coppermantis wrote: Does the map still have to have the Melee Tag? i.e can I use triggers to control the hostile units/use campaign units? Melee tag doesn't exist anymore afaik? You can do anything you want really in a "melee" map and still use it as such. But more importantly, I say, go for it! I want to see what you do. ;D And I must say I'm very happy mine got chosen. ;D | ||
Ruinsteel
United States43 Posts
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lorestarcraft
United States1049 Posts
The neatral unit is a seige tank that block a little cardinal ramp to the natural. When aggro'd it may unseige and chase, but it will return to it's spot. The player it protects need not worry. It doesn't have vision of the high ground. + Show Spoiler + | ||
iHirO
United Kingdom1381 Posts
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moskonia
Israel1448 Posts
On December 09 2012 05:24 iHirO wrote: A map with close by air spawns but neutral spores between them would be pretty interesting. So do one yourself! And it sounds cool as well! | ||
EatThePath
United States3943 Posts
On December 09 2012 05:24 iHirO wrote: A map with close by air spawns but neutral spores between them would be pretty interesting. Yeah man make it happen! =D By the way, what's the best way to reveal hostile units at the beginning of the game? Should I just use triggers? Is there a setting elsewhere that reveals stuff at the beginning of the game (like having neutral depots revealed)? | ||
Ruinsteel
United States43 Posts
Not bad for ~4 hrs work if you ask me =) Edit: Map name is Korhal Plaza on NA. Bounds are 156x156 (playable). | ||
NewSunshine
United States5938 Posts
152x152 - published: NA Hostile units include marines positioned next to the North and South watchtowers, as well as hostile Missile Turrets on the island expansions. + Show Spoiler [details] + | ||
Gfire
United States1699 Posts
Published on NA. You've basically got groups of four photon cannons powered by warp prisms. I was also considering some sort of setup where the defender could kill the pylon/warp prism without getting in range of the cannon so they could leave it up only as long as they wanted. I was a bit concerned about rushes through the paths if you only have to fight one of the sets of cannons, so I added two more cannons to each group and now you can't put a pylon/prism in a place where you could kill and it would still power all four cannons. Anyway, I think something using pylons which could be safely destroyed only from the inside would be pretty awesome, although I didn't end up using that. | ||
Coppermantis
United States845 Posts
Published on [NA] End of Days This one uses hostile units (named Hybrid Indoctrinated) in two ways: 1: The 11/5 o'clock bases are protected by hostile guardians. (1 Planetary Fortress, 2 Spartan Company, 1 Loki, 1 Siege Tank w/ wall) and will make you work for your high yield resources. 2: Every 11 minutes the nydus worms in the center (which are special versions with very high health and armor) will produce an Omegalisk. This devastating enemy will patrol the middle of the map* for six minutes and then go on a suicide strike in a random direction. Ignore the top bit, it is the behind the scenes work for the Omegalisk and is unreachable by either player. * It can be avoided entirely by going the long way around as it only moves in a straight line across the middle EDIT: Fog update. I like the light bluish-white better than the purple. | ||
TheHourglass
11 Posts
a portal tribute! Sorry, but it may take some time to upload Typing this from my iPhone. The map will be up by at latest 12oclock EST. siege tanks block off the third and the sole path. Mildly pissed that the fog doesnt work. Wheatley Labratories Ok, why isnt this working? | ||
moskonia
Israel1448 Posts
The map is uploaded to the EU as "Blue Desert Flower", I know I know, the name is not that good, but I could not think of anything better while being so tiered, maybe something will come up when I wake up. Anyways I hope the maps works out, I think I did a good job with the chokes and the open spaces. Overview: The paths to the 3rd: (each of them can be blocked with 2 2x2 buildings) + Show Spoiler + The XNWT: (Notice that the tower barley reaches both of the close entrances to the 3rd, thus making it more rewarding to control the middle since it allows to scout for all ins, or makes them delayed a bit) + Show Spoiler + I did not do a whole lot of doodading, but I did most of the texturing if not all I think. | ||
RFDaemoniac
United States544 Posts
For hostile units, I put dark templar on any pathable ground not reachable from the rest of the map (the island bases in the corners, as well as high ground pods outside the 5th. There are also hostile zealots at 4 of the entrances at your 5th. you can't lure them all the way to attack the natural, but you could probably set a trap with them. Otherwise they just protect one path from attack before you have to take your 5th. There are also hostile turrets in the middle, forcing you to send overlords/medivacs through watch tower vision or all the way around on the outside until they are destroyed. There are also neutral banelings in the area around the watchtower, which can be targeted once you have detection to allow for splash damage from units that wouldn't otherwise do splash. These areas are signified with green grass on the map. Antagonite Bounds are 160x144, so it's very large... There are 5 full bases and 2 6m1hyg bases per player | ||
TheHourglass
11 Posts
On December 09 2012 14:38 RFDaemoniac wrote: Inspired by Siskos to have multiple small entrances to each base instead of one larger one, I left the center open and there is space within the base for a zerg army to surround an attacker that comes through the choke before tanks can siege the hatchery. For hostile units, I put dark templar on any pathable ground not reachable from the rest of the map (the island bases in the corners, as well as high ground pods outside the 5th. There are also hostile zealots at 4 of the entrances at your 5th. you can't lure them all the way to attack the natural, but you could probably set a trap with them. Otherwise they just protect one path from attack before you have to take your 5th. There are also hostile turrets in the middle, forcing you to send overlords/medivacs through watch tower vision or all the way around on the outside until they are destroyed. There are also neutral banelings in the area around the watchtower, which can be targeted once you have detection to allow for splash damage from units that wouldn't otherwise do splash. These areas are signified with green grass on the map. Antagonite Bounds are 160x144, so it's very large... There are 5 full bases and 2 6m1hyg bases per player I like the lava-esqe effects at the natural. What are they? | ||
TheHourglass
11 Posts
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