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After Ptitdrogo's vid in strat section where he repeated several times that Overgowth had plenty of money, I asked him what he meant and he replied that on this map mineral gathering was signicatively faster than on some other, Expedition lost for instance.
I always thought that the difference of money in my build was due to my worker pairing hiccups, and never realized that the maps were the main cause of this.
so :
- did you guys know about this? - how exactly do you design your mineral patch to be gathered "fast" (like overgrowth) or "slow" (like expedition lost)? - is it something a map designer has to focus on when creating his main bases?
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On March 24 2015 05:13 Gwavajuice wrote:After Ptitdrogo's vid in strat section where he repeated several times that Overgowth had plenty of money, I asked him what he meant and he replied that on this map mineral gathering was signicatively faster than on some other, Expedition lost for instance. I always thought that the difference of money in my build was due to my worker pairing hiccups, and never realized that the maps were the main cause of this. so : - did you guys know about this? - how exactly do you design your mineral patch to be gathered "fast" (like overgrowth) or "slow" (like expedition lost)? - is it something a map designer has to focus on when creating his main bases? "fast" mineral patches are the close ones. What pro players do (and everyone should!) is stacking workers on the close patches so they mine faster. Overgrowth is considered a fast map to gather as there are 4 close patches in the main which speeds up every BO a ton. Slow maps are the ones with only 2 close patches in main (like the aforementioned Expedition Lost). It depends on which angle the mineral line is facing, making it have more close patches in certain directions than in the others,
Example: http://i.imgur.com/HZ5L1Qp.jpg the cardinal mineral lines have 2 close patches each, the ones facing the town hall diagonally have 3 close mineral patches (which is considered to be the "normal" amount). Since you don't have to account for cannon rushes in main bases, you'll sometimes see maps have 4 close patches in main (like Overgrowth).
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Yeah I got this, but why would one choose to not put 4 close patches, or at least 3?
I thought the norm was 3+ close patches, and 4 everytime it's possible...
Is it a thing for a map maker to think "ok this one will only have 2 close patches cause I'm evil" or "ok it's open bar on this map 4 close patches to everyone!"
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Do large doodads (300-500%) increase lag substantially?
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On March 21 2015 23:48 The_Templar wrote: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. Export map bug or any other bug is prblematic for sc2
because there is no help/support/fixes for mac users
(other than in the blizzpatches) so maybe do screenshots in editor and in game screenshots (playtesting your map)
On March 29 2015 08:34 SwedenTheKid wrote: Do large doodads (300-500%) increase lag substantially?
not if you don't use them
yes they do lag.. anything does .. using half a dozen wont be noticed.. making a forest of them, then it will not move.. the trick is to see how many per map
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+ Show Spoiler +On March 24 2015 05:13 Gwavajuice wrote:After Ptitdrogo's vid in strat section where he repeated several times that Overgowth had plenty of money, I asked him what he meant and he replied that on this map mineral gathering was signicatively faster than on some other, Expedition lost for instance. I always thought that the difference of money in my build was due to my worker pairing hiccups, and never realized that the maps were the main cause of this. so : - did you guys know about this? - how exactly do you design your mineral patch to be gathered "fast" (like overgrowth) or "slow" (like expedition lost)? - is it something a map designer has to focus on when creating his main bases? + Show Spoiler +On March 24 2015 05:38 Ej_ wrote:Show nested quote +On March 24 2015 05:13 Gwavajuice wrote:After Ptitdrogo's vid in strat section where he repeated several times that Overgowth had plenty of money, I asked him what he meant and he replied that on this map mineral gathering was signicatively faster than on some other, Expedition lost for instance. I always thought that the difference of money in my build was due to my worker pairing hiccups, and never realized that the maps were the main cause of this. so : - did you guys know about this? - how exactly do you design your mineral patch to be gathered "fast" (like overgrowth) or "slow" (like expedition lost)? - is it something a map designer has to focus on when creating his main bases? "fast" mineral patches are the close ones. What pro players do (and everyone should!) is stacking workers on the close patches so they mine faster. Overgrowth is considered a fast map to gather as there are 4 close patches in the main which speeds up every BO a ton. Slow maps are the ones with only 2 close patches in main (like the aforementioned Expedition Lost). It depends on which angle the mineral line is facing, making it have more close patches in certain directions than in the others, Example: http://i.imgur.com/HZ5L1Qp.jpgthe cardinal mineral lines have 2 close patches each, the ones facing the town hall diagonally have 3 close mineral patches (which is considered to be the "normal" amount). Since you don't have to account for cannon rushes in main bases, you'll sometimes see maps have 4 close patches in main (like Overgrowth). tldr: boring.. (not the subject, the tl / tlmc stance on the matter of sc2 economics))
patches of minerals' placement have to be equivalent in all maps.. so should the number of trees..
..ramps this and rush distance that!!
make my nat a non cannonable bunker please!
make my base have defender vision at every turn and show me the way through the dark of the fog to his base..!
i won't be leaving my base .. so i'll have time to see the way .. thank you for dumb-ing down the game
...
variations in maps is one of the boons of starcraft.. brood war ; not one map pool in sc2 has been a "palette" of diverse gameplays accessible like scbw was (why it was as great as it was)
sigh
i miss black fog
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You can turn on black fog btw, pretty sure it will lose the melee tag though. It's under map options I think.
I agree that sc2 players and mappers have become far to conservative with map variation. Not allowing open naturals is one thing, requiring every map to have a super easy 3rd is another.
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On March 30 2015 07:30 SwedenTheKid wrote: You can turn on black fog btw, pretty sure it will lose the melee tag though. It's under map options I think.
I agree that sc2 players and mappers have become far to conservative with map variation. Not allowing open naturals is one thing, requiring every map to have a super easy 3rd is another.
I disagree, the key factor in this is what makes it to ladder, as that is the direction every mapmaker will take when considering features. when the shoutcraft map pool was being organized, you suddenly saw stuff come out you would never see on ladder, not because they suddenly decided to stop being conservative, but because being conservative was no longer a restriction.
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+ Show Spoiler +On March 30 2015 09:07 Meavis wrote:Show nested quote +On March 30 2015 07:30 SwedenTheKid wrote: You can turn on black fog btw, pretty sure it will lose the melee tag though. It's under map options I think.
I agree that sc2 players and mappers have become far to conservative with map variation. Not allowing open naturals is one thing, requiring every map to have a super easy 3rd is another. I disagree, the key factor in this is what makes it to ladder, as that is the direction every mapmaker will take when considering features. when the shoutcraft map pool was being organized, you suddenly saw stuff come out you would never see on ladder, not because they suddenly decided to stop being conservative, but because being conservative was no longer a restriction. your opinion could be useful if it did not only deal in abstracts (as in, it is useless)
tl is now "on" blizzard commercial banners
now is the time for tl mapmakers to shine
do they?
no, because your (tl's) fortress of solitude (melee only) is really a void
tl members/users can and will make a difference (around a year after lotv retail) but in the vacuum of a bunch of photocopied variations of barely one "genre" (out of dozens) of gameplays maps
what will make it to ladder you say? lol
like in real life:+ Show Spoiler +the government (in this case blizz and then tl and then tl mapmakers "regulars") shouldn't scare its citizens + Show Spoiler +(i mean the citizens shouldn't be scared of these simians up in the trees.. just join them and kick the bad ones off) the citizens should make and unmake its government
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On March 30 2015 07:30 SwedenTheKid wrote: You can turn on black fog btw, pretty sure it will lose the melee tag though. It's under map options I think.
I agree that sc2 players and mappers have become far to conservative with map variation. Not allowing open naturals is one thing, requiring every map to have a super easy 3rd is another.
i respectfully dissagree, you can't turn on Black fog on tl
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Why don't you try and create a map that is less conventional then?
You will quickly find that it takes a lot of work and will be completely ignored by everyone else. There's not really much motivation to do so. You shouldn't accuse others of not doing something if you're not willing to do it yourself, that's hypocritical.
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+ Show Spoiler +On April 01 2015 09:59 turtles wrote: Why don't you try and create a map that is less conventional then?
You will quickly find that it takes a lot of work and will be completely ignored by everyone else. There's not really much motivation to do so. You shouldn't accuse others of not doing something if you're not willing to do it yourself, that's hypocritical. i'm well aware, which is why i am not..
since 4 years ago +, i have been doing and supporting all manners of potential gameplays (from darn weird to the pretty obvious changes)
i ended up doing only free-for-alls (thank you tl for refining my taste by the way)
#still my favorite turtle + Show Spoiler +
edit: + Show Spoiler +my best are uploaded on eu na
swamp city and void temple (they have other names on na)
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So im trying on a map for TLMC 6 now and Ive allready had a pretty reasonable idea for a map, but what do i have to do in order to be able to place collapsable rock towers? When i search for those in the Units tab I can find two of those with debris left and debris right, but trying to place them they appear to be invisible? Thanks for the help! PS: In case youre interested in going into TLMC as a team with me and help me out a little (Im willing to split any awarded price money 50-50 ;p, i just want my beta invite ) pls tell me
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just pick a tower, then after placing it doubleclick on it to set the angle it faces
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Is "Collapsible Rock Tower Debris Push Unit (Ramp Left/Right)" the right tower afterall? Since in the editor I cant see it when i place it, but i can undo placing it, so it has to be there? Maybe i have to import some assets or sth? Im really new to editing melee maps D:
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i asked this in a locked thread and didn't quite get the answer
how do you make a unit weapon target multiple units (fire to different units each time it attacks) in a mod?
each attack should count independently, i was able to make the unit attack multiple targets, but each attack to each unit should consume a charge.
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Is it able to test a map online instead of alone and some ai? Or is it only able to do with publishing it? And if its only by publishing, can I stop changing the version cause of every little thing everytime?
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Alpaca10 - I've never tested this before so I don't know if it would work. But you can publish a map as private so that it doesn't appear to anyone online but you. Not sure if the version numbers change when you do that but it might be worth a shot?
What's the big deal about the number changing though? that's why they have major and minor revision numbers. Look here for the current version numbers for microsoft windows:
www.gaijin.at/en/lstwinver.php
People say "I'm running windows 7'. They don't say "I'm running windows version 6.1.7600.16385".
The major revision numbers are the only important ones.
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On April 06 2015 04:37 kakalxlax wrote: i asked this in a locked thread and didn't quite get the answer
how do you make a unit weapon target multiple units (fire to different units each time it attacks) in a mod?
each attack should count independently, i was able to make the unit attack multiple targets, but each attack to each unit should consume a charge.
To accomplish this you're going to want either an ability rather than a weapon, or a Hangar type weapon. It's hard to be more specific without more info on what you're trying to accomplish. It might be as simple as having a search area effect.
On April 07 2015 09:04 Alpaca10 wrote: Is it able to test a map online instead of alone and some ai? Or is it only able to do with publishing it? And if its only by publishing, can I stop changing the version cause of every little thing everytime?
If you change the map name, the version # resets. You'll need to publish to properly test anything, but if you make it private nobody will be able to see it except you (and presumably blizzard). You can just publish it under some random name until you're ready to make it public.
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does anyone know how the LotV economy is handled? does the game detect mineral patches and set them to 50/50 750 and 1500 or do the values of mineral patches have to be set to 750 manually?
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