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On January 31 2015 02:12 TheSkunk wrote: Hey, when I place Rock Towers near each-other they automatically share health. Any way to stop this? Super confusing and unexpected. Ah, the good old conjoined behavior. Iirc going to the Rock Tower's data and unboxing/deleting the Conjoined behavior should do the trick.
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Not sure if this will be a simple question/answer or not, but the guidelines say I should try here before creating a thread.
When I try to add a texture, it does not add it/paint it on, except for a single texture. Only thing that really works for changing textures is replace texture (but it replaces all of the texture, I just want the brush area) and fill texture (again, I only want brush area).
I will note that I have made a custom texture pack made up of textures from several texture packs.
Any ideas on how to fix?
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You have to switch your entire texture set, and then switch back to the texture set you want. Make sure it converts them right. (You can click the texture icons on the right to select which texture -- make sure two of your current textures aren't being changed into one of the new texture, etc.)
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Where can I find the latest version of the analyzer?
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On February 03 2015 20:45 ilovegroov wrote: Where can I find the latest version of the analyzer? Right there
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Is there a commonly known/accepted "range" your doodad count should be in? I swore I read some guideline/recommendation on this recently, but I can't find it. As it is, I've just been trying to make my doodad count between Akilon Wastes and Ohana.
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Ohana was a ladder map at some point. I'm sure it wouldn't have been if it were an actual problem for some computers to handle. You should be perfectly fine at Ohana levels. I don't know how far you could go before it becomes a problem.
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Concerning doodads you got to keep in mind that it's not only the pure doodads count that matters, but also their placement on the map. Doodads placed where others ressources-heavy elements are (water...) will use more ressources than if they were placed in a blank space. It's also possible that your doodads placement creates a FPS drop in a specific spot of the map, which is bad and gets your map modified or refused if it is considered for ladder according to Psione's post in the TLMC thread.
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On February 03 2015 20:46 OtherWorld wrote:Show nested quote +On February 03 2015 20:45 ilovegroov wrote: Where can I find the latest version of the analyzer? Right there
Oh god that is ten times more convenient than the old fucking with the text document thing!
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Why are rotational symmetry maps ok but not asymmetric maps? Rotational maps present HUGE asymmetry with base placement etc. What are peoples thoughts on semi-symmetrical/"balanced" asymmetric maps? Maps with similar distances and proportions but with different/altered layouts for each player.
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On February 07 2015 05:54 SwedenTheKid wrote: Why are rotational symmetry maps ok but not asymmetric maps? Rotational maps present HUGE asymmetry with base placement etc. What are peoples thoughts on semi-symmetrical/"balanced" asymmetric maps? Maps with similar distances and proportions but with different/altered layouts for each player. Well rotational symmetry maps don't present huge asymmetry, they present a rotational kind of symmetry d: Nah seriously double answer here : -In theory an asymmetrical map that would be balanced would be a viable map, afaik there were some asymmetrical maps in BW (? unsure about that though) -However, and that is the big issue, players will always complain about an asymmetrical map just because of it being asymmetrical, giving the loser the feeling that his side of the map was disavantaged against the other side. And you can't really blame them ; what would you think of two players playing Tennis on an asymmetrical field? Thus since no one will ever want to play on one, you'll never be able to prove that it is balanced. (and aside from that, considering how difficult it is to make a balanced map allowing for various playstyles already, I don't think it would be possible to make a balanced asymmetrical map)
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On February 07 2015 05:54 SwedenTheKid wrote: Why are rotational symmetry maps ok but not asymmetric maps? Because people, both players and map designers, are stupid and think in words, not concepts.
- Rotationally symmetric -> symmetry -> "balanced"
- Asymmetric -> no symmetry -> "imbalanced"
With all those bullshit rotationally "symmetric" maps entered in TLMC4 I was seriously considering making a completely asymmetric three-player map, but I didn't quite find a good layout that was also interesting in itself. Also, I dislike doing aesthetic work, and completely asymmetric maps of course mean more aesthetic work. So I never did get around to making such a map. However, I definitely plan on making one eventually.
In general, my personal opinion isn't that we should have asymmetric two-player maps (although having one ore two might be interesting, if only for a while) but that we should have less rotationally "symmetric" maps. Many map designers crave rotational symmetry because it makes it super easy to fit a layout on a square canvas without having to worry too much about rush distances, and worrying about positional balances seems to be over the head of many here anyway (just look at Nimbus) since they think in words, not concepts. ("Symmetry!")
On February 07 2015 06:17 OtherWorld wrote: I don't think it would be possible to make a balanced asymmetrical map. "I don't think it would be possible to make a rotational four-player map with balanced close spawns."
I don't necessarily disagree with you there, I just wanted to make sure you realized what you just said.
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On February 07 2015 06:22 And G wrote:Show nested quote +On February 07 2015 06:17 OtherWorld wrote: I don't think it would be possible to make a balanced asymmetrical map. "I don't think it would be possible to make a rotational four-player map with balanced close spawns." I don't necessarily disagree with you there, I just wanted to make sure you realized what you just said. Why wouldn't I?
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On February 07 2015 06:27 OtherWorld wrote:Show nested quote +On February 07 2015 06:22 And G wrote:On February 07 2015 06:17 OtherWorld wrote: I don't think it would be possible to make a balanced asymmetrical map. "I don't think it would be possible to make a rotational four-player map with balanced close spawns." I don't necessarily disagree with you there, I just wanted to make sure you realized what you just said. Why wouldn't I? Well it's quite the controversial statement, seemingly disproven by maps such as Whirlwind. Many map designers here (the thinks-in-words type) will probably immediately agree with your statement but not my translation of it. I think we're on the same page, though.
By the way, maps in BW are generally less symmetric than in SC2. For example, Lost Temple was a weird mix between axial and rotational symmetry. However, distances work a lot different in BW compared to SC2 so it's much less of an issue there.
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Hey everyone, i have two questions:
When testing my map I get the following error: "USER: Invalid preplaced Unit: Psilndoctrinator"
The Unit is actually not part of the map. I've tried to remove it via "find/replace" but couldnt get it fixed. Any idea how to resolve this?
The second Issue is with a Unit called "Sphere". It will be visible once you have vision on it, but not inside the fog of war. How can I get it to be visible inside the fog of war like other units (for example the Unit "Capitol Statue")?
I really hope someone can help me out.
Greets, gnj
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Question:
I see people post high-res images of their maps that look like the map preview from "Export Map Image." However, whenever I try to export the image, it's in a format that doesn't seem to be viewable by my applications. Do I need to open it in something like GIMP and then change the format or is there something I'm missing?
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On February 09 2015 11:24 NinjaDuckBob wrote: Question:
I see people post high-res images of their maps that look like the map preview from "Export Map Image." However, whenever I try to export the image, it's in a format that doesn't seem to be viewable by my applications. Do I need to open it in something like GIMP and then change the format or is there something I'm missing? TGA is understood by pretty much every program, but can't be uploaded anywhere since it's typically uncompressed. You should convert your exported overviews to PNG with an image editing program or image viewer. GIMP has a horrible UI so if you have no experience with it I'd suggest either XnView or IrfanView; either will do the job.
Question: Is it at all possible to disable the partial occlusion/transparency of LOS blockers without disqualifying the map for melee games? Reason I ask is that I use some of those doodads purely for aesthetics (without the footprints) and changing the models data has no effect since it's overriden by the actor data which can't be changed for melee maps.
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Question: How do I get a custom preview Image for a meele map to show? Ive tried .tga .dds .png but it always shows the standard generated minimap when loading the map. Im talking about the small image inside the box, not the background image.
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You need to do three things.
- Export your map overview. Preview images cannot be larger than 600 pixels vertically, so keep that in mind when exporting. Also, the format has to be DDS or TGA so if you use GIMP or whatever to edit your image, save either of those.
- Go to Modules -> Import (or press F9), right click in the empty window on the left, select Import Files, uncheck all checkboxes by unchecking StarCraft II at the very top, then navigate to your image file and check only that file, then click OK. Your image should now appear in the left window. Close the Import window and save the map.
- Go to Map -> Map Info, in the Preview Image dropdown menu near the bottom select Custom Image, click the Browse button to the right and select the file you just imported.
And that's it.
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Thats exactly what i did, still doesnt work
512x512 .tga or .dds, imported the file and selected it as a Custom Image.
Do I have to publish the map first for it to work? I've only tried "Test Map" so far.
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