[D] Galaxy Editor - Page 13
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FreakinSyco
United States8 Posts
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Prem_
United States85 Posts
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SichuanPanda
Canada1542 Posts
On April 24 2010 11:56 FreakinSyco wrote: I'll stick this in here too. I made it while killing time. I love the floating in space concept. + Show Spoiler + Looks interesting, and yea I agree, I've always liked space platform levels myself. In fact once I finish up my 2v2 map I'm doing currently I believe I'll make a 1v1 space map. | ||
Prem_
United States85 Posts
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Snausages
United States529 Posts
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s2pid_loser
United States699 Posts
On April 24 2010 11:57 Prem_ wrote: where is the beta editor?? programfiles/starcraft2 | ||
Prem_
United States85 Posts
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DannyJ
United States5110 Posts
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hellsan631
United States695 Posts
can't wait to get some actual testing done. i like all the addition of the classic maps from sc1, and the people remaking them. however, if they are going to be remade, they should be modified slightly (like blizzard has done with lost temple) to take advantage of the new things in sc2 (like shrubs and watch towers). instead of just being the same map. By adding the dynamic, the map does have to be rebalanced. but it can create some interesting strategic points on the map, that would otherwise be avoided. that, or to reinforce some points as well. don't just go rocking off expansions, or putting gold minerals where ever you please. (thats fine though). instead, look at the layout of the map, attack paths, and the idea the map was trying to convey. also, make sure everything has a purpose. just some of my thoughts on map making i guess. | ||
LazyScout
United States223 Posts
Someone please tell me. | ||
Kantuva
Uruguay204 Posts
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SteveStyle
United States27 Posts
I figured out how to import a sound (a wav file) but I can't figure out how to actually play that sound. When I try the "play sound" trigger, it just lets me select from all of the built in sounds. How do I set up a trigger to play my own sound? | ||
0neder
United States3733 Posts
On April 24 2010 12:45 hellsan631 wrote: Beautiful. Nice composition and layout. I like the in-base xel-nagas-fun new idea. | ||
fabiano
Brazil4644 Posts
On April 24 2010 13:02 Kantuva wrote: hello, I have many ideas in my head to make maps, but I can not create because I can not find the mirror in the x-axis and y axis, please if someone was kind enough to upload a screenshot to make the maps, thanks in advance. There is no mirroring, what you can do is to select an area in the Terrain layer, press CTRL+C, then press CTRL+V and BEFORE clicking to paste, use the / and * key on the numpad to rotate your selection. Remember that you have to do the same layer by layer. | ||
earky
United States87 Posts
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TossFloss
Canada606 Posts
On April 23 2010 13:34 BDF92 wrote: hey guys just made this video with the editor, enjoy! Woah! I love the giant papa zergling! | ||
saltygrapes
181 Posts
i have no idea what this will become! | ||
Thereisnosaurus
Australia1822 Posts
Here's a 5 minute strategic shop: I've added bridges between the islands. The ones with the yellow edging (narrow ones) are raised ground on the bridge, making them easy to hold like a choke. The brown blobs are destructible rocks. I added two watchtowers on the islands as information on if your opponent is trying to break rocks or expand to those areas is crucial. I made the island minerals gold as with the bridges this map is an extremely tense one as both the gold expos provide benefits to both players, neither is a 'natural' per se. an aggressive player can expand along their attack line into the opponent's natural, a defensive one can expand to that same patch to shore up their defences and at the same time pressure the opponent's third expansion. The small areas of crosshatching are chokepoints, the centre and the narrow bridges due to their high ground nature. | ||
DeCoup
Australia1933 Posts
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earky
United States87 Posts
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