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I was a mapmaker like 6-7 years ago so I might be wrong...but I do remember that problem which happened to me.
I think the solution is to set the Neutral buildings and stuff to Player 12. I'm not so sure..
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konadora
Singapore66063 Posts
Haha same, I haven't touched on map-making for a long time.
I already did set the ownership the Player 12, but still can't fix it. It's like, all the neutral buildings just disappeared.
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maybe the map is too zerg-favored because a zerg could make many sunkens in the middle preventing the opponent (mainly protoss) to attack.
i have no clue about the natural buildings
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konadora
Singapore66063 Posts
The center high ground doesn't have any creep, there's just some problem with the image map making thing
But seriously, previously I could put neutral buildings all I want, but now I can't T________T
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i'm pretty sure it's because those neutral buildings are doodads on KESPA maps
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It has been years since I last made a map, but if the buildings are supposed to be neutral you need to place unit sprites, player buildings can only exist in UMS games (if you run your map on UMS you'll see your neutral buildings if that's enough for you.
I dunno for Starforge, but for SCM you can find them under Sprites -> Unit Sprites, you may have mixed that up with Sprites -> Units
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konadora
Singapore66063 Posts
I'll try running it on UMS
However, it's not a 'player building', more of a 'player 12 (neutral) building'. Does it matter?
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konadora
Singapore66063 Posts
Okay so I converted it to a UMS map, and it works. I need to change all the sprites now?
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Oh. That may indeed cause a problem because Player 12 does not have a star location if I remember correctly.
Once again, I can't help you with StarForge, but under SCM you can place Unit Sprites for Player 1 and they'll go to player 12 automatically at the start of the game. If you place them for Player 12 in the first place they disappear, because the player does not have a starting location and melee does essentially only place a start building and 4 workers for every starting location once started.
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On May 13 2009 23:09 konadora wrote: Okay so I converted it to a UMS map, and it works. I need to change all the sprites now? yes
it doesn't matter whether it's a UMS map or not if your units are sprites what he was saying is that player12 units only show up on the UMS setting
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konadora
Singapore66063 Posts
Aah, no wonder I put the sprites but they didn't appear because they were under Player 12 >__> I'll try again
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konadora
Singapore66063 Posts
Okay.. so I converted all to maps, but now, they are showing on map, except they are - unclickable, no hp, etc. Basically just canvas >__>
Okay I think it's because I used 'Pure Sprites' instead of 'Unit Sprites', will try again >.<
Okay it now works, I'm trying to get the assimilators at 3 and 9 to work (when destroyed, traps units like Troy)
I'll reupdate the OP and tell me if the map seems balanced, and any suggestions.
Nvm I'll repost this in the BW section, thanks for help guys!
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I wanna play this asap!!
Cross pos looks sooo fun
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ZvT looks impossible because it resembles R-Point where you're basically forced to 3 hatch. The creep between mains gives me an idea, though. Maybe you can sunken up there instead of your nat lol
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looks like a no rush 20 game :D
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Pretty cool map, Kon. Looking for some map testers? I'll play you on it.
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konadora
Singapore66063 Posts
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United States17042 Posts
I bet that the differential pathing distance (cross positions vs top bottom vs left right) make this map tough to balance positionally. Good luck though.
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