On March 10 2015 18:15 Gwavajuice wrote: Heys guys I decided to try to make a map, but I m really bad, so I decided to take a blizzard map and see how I could edit it into a map that I'd like to play on (taht's how I discovered that wonderful symetric design tool, until now I was trying to copy and rotate stuff lol)
Anyway, when I remove some cliffs made by blizzard, they are a lof doodads or trees that I need to remove manually but even when it's done there are still some "red squares" on my grid (as opposed to green squares in a normal grid) :
- do these red squares prevent a player from building stuff on them? - how do I add/remove this red squares? - is there a simple way to totally erase an area (and what's on it) to redesign it from scratch again?
sorry it this is adressed in one of the tutorials, I haven't had the time to read them all yet...
(the map I choosed to edit is secret spring)
possibly you need to go on the "pathing" layer (a brush allows or dissalows pathing on this layer) and make the red squares (unpathable) into pathable (green) ?
On March 10 2015 18:15 Gwavajuice wrote: Heys guys I decided to try to make a map, but I m really bad, so I decided to take a blizzard map and see how I could edit it into a map that I'd like to play on (taht's how I discovered that wonderful symetric design tool, until now I was trying to copy and rotate stuff lol)
Anyway, when I remove some cliffs made by blizzard, they are a lof doodads or trees that I need to remove manually but even when it's done there are still some "red squares" on my grid (as opposed to green squares in a normal grid) :
- do these red squares prevent a player from building stuff on them? - how do I add/remove this red squares? - is there a simple way to totally erase an area (and what's on it) to redesign it from scratch again?
sorry it this is adressed in one of the tutorials, I haven't had the time to read them all yet...
(the map I choosed to edit is secret spring)
possibly you need to go on the "pathing" layer (a brush allows or dissalows pathing on this layer) and make the red squares (unpathable) into pathable (green) ?
Don't add "ground" (green) pathing, just select "remove pathing" instead of "add pathing" and paint over the red spots. Sometimes there are also pathing blocker doodads or dynamic pathing fillers present which you may need to remove.
The simplest way to get to the pathing tool is pressing "H" by the way.
Also, doodads have a checkbox "don't use doodad footprints" which you can tick if you're not happy with the default pathing footprints (for example because you scaled something) and paint the pathing by hand with the pathing tool instead.
On March 10 2015 18:15 Gwavajuice wrote: Heys guys I decided to try to make a map, but I m really bad, so I decided to take a blizzard map and see how I could edit it into a map that I'd like to play on (taht's how I discovered that wonderful symetric design tool, until now I was trying to copy and rotate stuff lol)
Anyway, when I remove some cliffs made by blizzard, they are a lof doodads or trees that I need to remove manually but even when it's done there are still some "red squares" on my grid (as opposed to green squares in a normal grid) :
- do these red squares prevent a player from building stuff on them? - how do I add/remove this red squares? - is there a simple way to totally erase an area (and what's on it) to redesign it from scratch again?
sorry it this is adressed in one of the tutorials, I haven't had the time to read them all yet...
(the map I choosed to edit is secret spring)
possibly you need to go on the "pathing" layer (a brush allows or dissalows pathing on this layer) and make the red squares (unpathable) into pathable (green) ?
On March 10 2015 18:15 Gwavajuice wrote: Heys guys I decided to try to make a map, but I m really bad, so I decided to take a blizzard map and see how I could edit it into a map that I'd like to play on (taht's how I discovered that wonderful symetric design tool, until now I was trying to copy and rotate stuff lol)
Anyway, when I remove some cliffs made by blizzard, they are a lof doodads or trees that I need to remove manually but even when it's done there are still some "red squares" on my grid (as opposed to green squares in a normal grid) :
- do these red squares prevent a player from building stuff on them? - how do I add/remove this red squares? - is there a simple way to totally erase an area (and what's on it) to redesign it from scratch again?
sorry it this is adressed in one of the tutorials, I haven't had the time to read them all yet...
(the map I choosed to edit is secret spring)
possibly you need to go on the "pathing" layer (a brush allows or dissalows pathing on this layer) and make the red squares (unpathable) into pathable (green) ?
Don't add "ground" (green) pathing, just select "remove pathing" instead of "add pathing" and paint over the red spots. Sometimes there are also pathing blocker doodads or dynamic pathing fillers present which you may need to remove.
The simplest way to get to the pathing tool is pressing "H" by the way.
Also, doodads have a checkbox "don't use doodad footprints" which you can tick if you're not happy with the default pathing footprints (for example because you scaled something) and paint the pathing by hand with the pathing tool instead.
Okay I got it thx both.
Just to make sure I understood : these pathing were put with the doodads just to annoy the reapers and prevent them from jumping on and off the cliffs at these particular spots?
edit : found an expalantion in the kespa map making team post, I had read it already without full undertanding it :p :
On November 25 2014 23:12 Jacky_ wrote: .... - Footprint for Doodads Footprints are ares where units cannot go to set in the Editor. Normally in decorating the map, Doodads' angles and scales are changed. However, the footprint of those Doodads are not changed. So, the footprint must be manually painted in. Other areas where units should be be able to traverse will be filled in to prevent bugs.
On March 08 2015 08:57 Tric wrote: Hey here I am for another question.
So I noticed in a lot of the tournaments from the past that they actually used 2v2 maps for a lot of the games. Is this common practice still or do they use the 1v1 ladder maps for tourneys more so? I tried to find an answer for this but there really isn't any concurrent evidence that says one way or the other (at least that I could find).
Aren't that maps in this series 2v2, or are they just very large 1v1 maps? Sorry that this video is a little old, but it is the first one that comes to mind and one that everyone should be familiar with.
On March 08 2015 08:57 Tric wrote: Hey here I am for another question.
So I noticed in a lot of the tournaments from the past that they actually used 2v2 maps for a lot of the games. Is this common practice still or do they use the 1v1 ladder maps for tourneys more so? I tried to find an answer for this but there really isn't any concurrent evidence that says one way or the other (at least that I could find).
https://www.youtube.com/watch?v=Cwp1dZFwGak Aren't that maps in this series 2v2, or are they just very large 1v1 maps? Sorry that this video is a little old, but it is the first one that comes to mind and one that everyone should be familiar with.
Okay now I m lost cause this particular game is on a 1v1 map and a very small one, so I'm kinda confused about what your talking about. I will just give a generic answer :
- no official tournament plays 1v1 on 2v2 maps, ever. That would make no sense. - a 2v2 maps andt a 1v1 with 4 spawning location are two totally different things. this below is deadwing a 4 spawning location 1v1 map :
you can be on any of the sarting location (corner bases) that 4 possibilities : it's a 4 spawn 1v1 map (and very big)
now you have Preservation a 2v2 maps with 4 (=2x2) spawning locations :
that means 1) you are always next to your ally, sharing he same starting platform and 2) you can only be in the upper left corner or the bottom right. Look how the layout is very different from deadwing.
In conclusion, on every team map, members of a same team all spawn next to each other. On a 1v1 map both player spwan away from each other. Tehrefore, you can't play 1v1 on a 2v2 map.
Can a map still be considered a melee map even if the map editor doesn't consider it so? What I mean is, would a map be eligible in a map contest if you just changed the HP of some destructible rocks, for example? How far can you go with this? Could you add triggers that effect the map without changing how standard SC2 plays?
I think that depends on the map contest. I remember a few with rules that allowed minor data editing, but others (TLMC, I think) want everything 100% vanilla.
On March 12 2015 06:05 Magorion wrote: Can a map still be considered a melee map even if the map editor doesn't consider it so? What I mean is, would a map be eligible in a map contest if you just changed the HP of some destructible rocks, for example? How far can you go with this? Could you add triggers that effect the map without changing how standard SC2 plays?
Changing data values such as the HP on destructible rocks is not allowed in TLMC but is still a melee map AFAIK.
On March 12 2015 06:05 Magorion wrote: Can a map still be considered a melee map even if the map editor doesn't consider it so? What I mean is, would a map be eligible in a map contest if you just changed the HP of some destructible rocks, for example? How far can you go with this? Could you add triggers that effect the map without changing how standard SC2 plays?
Who is considering? As for deviating from blizzard "standard".. statisticaly on tl, nothing is allowed/advertised/wanted + Show Spoiler +
Ok, so I'm stymied by global suicide. I've got two computer players: player 1 and player 6. I initialize campaign AI for both of them in my Start script, as seen here: http://op74.net/images/suicide1.png.
I've then got a trigger that's supposed to suicide both computers when the player builds a forge or a cybernetics core, as seen here: http://op74.net/images/suicide2.png.
I know that the trigger is firing because it's unburrowing all the units, but then they just sit there. Can someone tell me what I'm missing here? It's driving me freaking crazy.
Thanks, that answers my question. I have just been talking on the Bnet forums about the lack of variety in melee maps. I think it is up to the whole map making community to constantly try to push the boundaries. Always make maps with something unique but not too much at once. I guess there won't be anything too crazy any time soon. Blizzard is largely to blame for not providing a varied enough palette to work with, and having numerous units that dictate certain design constraints because there is no good way for every race to counter them.
On March 13 2015 01:09 LucidIguana wrote: Ok, so I'm stymied by global suicide. I've got two computer players: player 1 and player 6. I initialize campaign AI for both of them in my Start script, as seen here: http://op74.net/images/suicide1.png.
I've then got a trigger that's supposed to suicide both computers when the player builds a forge or a cybernetics core, as seen here: http://op74.net/images/suicide2.png.
I know that the trigger is firing because it's unburrowing all the units, but then they just sit there. Can someone tell me what I'm missing here? It's driving me freaking crazy.
Did you try to add a different type of ai script.. or "double them"? .. maybe the suicide is bugged (and you have a wide variety of scripts available).. also, did you "test map" or upload/play? Also, ty for doing fun map
On March 13 2015 01:10 Magorion wrote: Thanks, that answers my question. I have just been talking on the Bnet forums about the lack of variety in melee maps. I think it is up to the whole map making community to constantly try to push the boundaries. Always make maps with something unique but not too much at once. I guess there won't be anything too crazy any time soon. Blizzard is largely to blame for not providing a varied enough palette to work with, and having numerous units that dictate certain design constraints because there is no good way for every race to counter them.
only tournaments rule.. the rest enjoy or withstand the apathy/reactionary blinders of what defines melee there was the lava map the swamps (never made it big, but was still here) and many others
however there is no evolution, just devolution (easy nat in WoL, easy third in LotV.. and in LotV.. where will it end)
most agree that "additions" are mostly incompatible with "competitiveness" .. (i even disagree with that but nevermind)
but even the maps themselves are just tarnished photocopies with no originality or verve to be seen.. ever
as for non melee stuff (lighting/scripted events like a different day/night cycle or other/a low hp destructible rock or a repairable rock etc) they are met with contempt sad panda = me
On March 13 2015 01:10 Magorion wrote: Thanks, that answers my question. I have just been talking on the Bnet forums about the lack of variety in melee maps. I think it is up to the whole map making community to constantly try to push the boundaries. Always make maps with something unique but not too much at once. I guess there won't be anything too crazy any time soon. Blizzard is largely to blame for not providing a varied enough palette to work with, and having numerous units that dictate certain design constraints because there is no good way for every race to counter them.
No, at this point it is up to tournament and players to choose what they want, there is a huge variety of nonstandard maps, and blaming the mapmakers because these maps don't make it to ladder or tournaments is just ignorant.
I just read on a thread on the Bnet forums that one of the "rules" of melee map making is to always use diagonal ramps, and I was like "Whaaaaaaat???????? What does that mean?" And then I just looked around and saw that all the ladder maps, and even all the maps that people are designing on here use diagonal ramps. It's like I discovered this big conspiracy right under my nose. What the crap is that about? That was from an internal Blizzard map maker. I haven't seen that mentioned in guidelines anywhere else, and yet everybody does it!
That is because cardinal ramps are awfully unclear for someone reading a map, specially vertical ramps (horiz ramps not so much), have different dimensions than diagonal ramps, meaning that they can't be walled off correctly without players knowing the footprint of it, and they also look ugly from a aesthetics point of view.
In general it is better to try stay away from them if you can avoid it.
On March 08 2015 08:57 Tric wrote: Hey here I am for another question.
So I noticed in a lot of the tournaments from the past that they actually used 2v2 maps for a lot of the games. Is this common practice still or do they use the 1v1 ladder maps for tourneys more so? I tried to find an answer for this but there really isn't any concurrent evidence that says one way or the other (at least that I could find).
https://www.youtube.com/watch?v=Cwp1dZFwGak Aren't that maps in this series 2v2, or are they just very large 1v1 maps? Sorry that this video is a little old, but it is the first one that comes to mind and one that everyone should be familiar with.
Okay now I m lost cause this particular game is on a 1v1 map and a very small one, so I'm kinda confused about what your talking about. I will just give a generic answer :
- no official tournament plays 1v1 on 2v2 maps, ever. That would make no sense. - a 2v2 maps andt a 1v1 with 4 spawning location are two totally different things. this below is deadwing a 4 spawning location 1v1 map :
you can be on any of the sarting location (corner bases) that 4 possibilities : it's a 4 spawn 1v1 map (and very big)
now you have Preservation a 2v2 maps with 4 (=2x2) spawning locations :
that means 1) you are always next to your ally, sharing he same starting platform and 2) you can only be in the upper left corner or the bottom right. Look how the layout is very different from deadwing.
In conclusion, on every team map, members of a same team all spawn next to each other. On a 1v1 map both player spwan away from each other. Tehrefore, you can't play 1v1 on a 2v2 map.
Hope it makes it clearer for you.
Thanks for the answer. I was looking at those maps going... why are there so many different places to spawn, and I just assumed that they were 2v2 maps. It didn't even dawn on me that you could use multiple spawns for the same players, but that is because I am so extremely new. Either way, thank you for taking the time out of your day to respond on such a dumb question. :D Means a lot.
Hi everyone.. i have a question regarding using bullies and activating them under certain conditions
I've been recently playing around with the editor and trying to make a simple AI that would do stuff for me.. I read a bunch of tutorials/watched a few videos and they all make it look so easy.. However when i try to make my own bullies that make stuff and add conditions under which they should be created.. I'm trying to make something basic like build a supply depot when the scv count reaches 10.. but it didnt work.. trying all kinds of ways but obviously i am missing something.. Could someone who has a bit more knowledge check and see what am I missing.. Adding some screenshots so you can check out the triggers
I'm having a problem exporting my map images (Data –> Export Map Image). I am able to get the images, but for some reason it only uses the top left section of each of my maps. For example, when I export catallena's map image, I get this. + Show Spoiler +
I checked off "match game" under view options.
Is there a way I can fix this? I use a mac retina laptop.