On April 24 2010 13:57 Thereisnosaurus wrote:
It's like having a main choke that covers three expansions
It's like having a main choke that covers three expansions
Like Garden of God?
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ComradeDover
Bulgaria758 Posts
On April 24 2010 13:57 Thereisnosaurus wrote: It's like having a main choke that covers three expansions Like Garden of God? | ||
Kantutan
Canada1319 Posts
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Vei
United States2845 Posts
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Snausages
United States529 Posts
On April 24 2010 14:08 earky wrote: this editor is complicated. I can't find out how to add mineral patch/vespene geyser, seriously. stumped. anyone help me out? Use the Unit Layer to make mins/geysers. This editor is not at all that complicated. I find it to be intuitive, actually. Learned the basics within minutes. | ||
Thereisnosaurus
Australia1822 Posts
Like Garden of God? God's garden doesn't have a choke. It has a huge, wide open bridge that's more or less impossible to cover. This choke looks like you could block it off with 3 defensive structures, total. God's garden also has an inverted natural with a huge droppable area above it by the looks of it. no such easy harassment placement here. Drops have nowhere to go that isn't vulnerable to instant squishing. | ||
JohnnySmash
United States14 Posts
On April 24 2010 14:16 Kantutan wrote: So a question about fog of war... I set structures/units' visibility to 1000, set a trigger on game initialization to set fog's enabled state to false.... but fog of war still doesn't go away Anyone have an idea about that? Seriously I can't get this to work either. | ||
Spawkuring
United States755 Posts
On April 24 2010 14:16 Kantutan wrote: So a question about fog of war... I set structures/units' visibility to 1000, set a trigger on game initialization to set fog's enabled state to false.... but fog of war still doesn't go away Anyone have an idea about that? I managed to get rid of it. Go to Triggers -> Map Initialization -> Create New Action -> Select "Visibility" -> Select "Enable/Disable Visibility" -> "Disable Fog of War" Also create another action to disable Black Mask if you want. | ||
hellsan631
United States695 Posts
On April 24 2010 13:57 Thereisnosaurus wrote: @hellsan: Great work there dude, very nice texturing and visuals. However, I will say that I think you'll have issues with balance in SC2. As single choke that narrow will make siege units and emplacements there mondo powerful. It's like having a main choke that covers three expansions . A few bunkers, spine crawlers or cannons and the only thing that'll be getting through is drops. I'd suggest adding bridges between the islands and mains. - air only movement wasn't nearly as much of a factor in supcom as it is in starcraft, as most attack forces were by nature amphibious or airborne. Here's a 5 minute strategic shop: *edited out* 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. thanks for the great comments. i really like the choke point idea. however, before i edit anything, i would like to play test it first (once that is implemented). i've done some single player testing and it is rather hard to get to those islands. also, i would say about 4 buildings across for total size of the ramp. the point of having the choke there is that it doesn't give the defender too much advantage. The issue with stationing some siege tanks outside that choke, is that as long as the xel'naga watch tower is taken by the enemy, and they have some sort of anti air, the enemy will have the high ground and sight range. some stem marauders, blink, or zerglings would be able to take out a lot of tanks positioned in that area fairly quickly. If the defense was set up a bit further back, they would be cut in two by the falloff area, since there are two lanes of attack. also, the attacker would have easy route to the expo. i do like the idea of putting bridges to the islands with breakable rocks though. Instead of having two connect them, have 1 bridge connect it. That on bridge would be stationed south and north, respectively, as to flank the other player if that expo is taken, giving the attacking army some more advantage against a really defensive player. i also might widen up the ramp a bit as well to allow easier army movement (however this might make the ramp an easier place to defend from as well. we can also consider how tall grass would effect a moving or defending army. perhaps this can be used to balance the map a bit as well. | ||
G4MR
United States371 Posts
On April 24 2010 14:08 earky wrote: this editor is complicated. I can't find out how to add mineral patch/vespene geyser, seriously. stumped. anyone help me out? On the top menu click "Layers" then select "units" you'll see a lot of shit popup. Then you'll see Resources at like the 3rd section of stuff. | ||
Bruce88
United States2 Posts
i'll post a pic in a few | ||
Orly
Belgium28 Posts
Working on a UMS laboratory sort of map where you can instantly spawn the units and upgrades you want and quickly repeat those fights. But I can't figure out how to host a custom game on battle.net. Supposedly there is a way with replacing the cache files if you both have the map on your PC.. would be great if someone had some luck hosting so far. Right now it's playable against the CPU from the galaxy editor. You can choose the cpu's units and let him attack you repeatedly with the same unit matchup. Scoreboard shows you cost effectiveness of both armies. + Show Spoiler [Commands & screens] + Units are spawned by typing command in chat: - "!spawn # unit": Spawns # of unit. You can chain them together like "!spawn 20 hydra 5 broodlord 3 infestor" - "!enemyspawn # unit": Same thing, but spawns units for the CPU you're fighting. - "!kill": Instagibs all units on screen On the bottomleft of map are 2 switches. One covers arena in creep, other one tells cpu to autorespawn after each fight and attack you. | ||
Bruce88
United States2 Posts
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Taco-Mental
United States84 Posts
Cheers, Taco Here is an overview. This was just done in 30 or so minutes mostly just layout. Its super narrow at most of the chokes but I think i made the map half the size it needs to be. And i didn't spend tiem getting all of hte minerals / gas set totally right at the expansions. Though its hard to see there are xel naga towers in the middle and bottom & top corners. There is a viel of brush hiding vision between the ruins blocking vision on gold expos and there are shrubs blocking vision next to the wide middle ramps on the lower levels blocking vision into the the side chasms. Its very much a work in progress and any improvements on flow are welcome. | ||
MorroW
Sweden3522 Posts
On April 24 2010 17:29 ORLY wrote: Working on a UMS laboratory sort of map where you can instantly spawn the units and upgrades you want and quickly repeat those fights. But I can't figure out how to host a custom game on battle.net. Supposedly there is a way with replacing the cache files if you both have the map on your PC.. would be great if someone had some luck hosting so far. Right now it's playable against the CPU from the galaxy editor. You can choose the cpu's units and let him attack you repeatedly with the same unit matchup. Scoreboard shows you cost effectiveness of both armies. + Show Spoiler [Commands & screens] + Units are spawned by typing command in chat: - "!spawn # unit": Spawns # of unit. You can chain them together like "!spawn 20 hydra 5 broodlord 3 infestor" - "!enemyspawn # unit": Same thing, but spawns units for the CPU you're fighting. - "!kill": Instagibs all units on screen On the bottomleft of map are 2 switches. One covers arena in creep, other one tells cpu to autorespawn after each fight and attack you. awesome man. keep up the good work because custom micro like this is great for warpup and practice (and fun!) | ||
Iceleet
Israel46 Posts
On April 24 2010 17:29 ORLY wrote: Working on a UMS laboratory sort of map where you can instantly spawn the units and upgrades you want and quickly repeat those fights. But I can't figure out how to host a custom game on battle.net. Supposedly there is a way with replacing the cache files if you both have the map on your PC.. would be great if someone had some luck hosting so far. Right now it's playable against the CPU from the galaxy editor. You can choose the cpu's units and let him attack you repeatedly with the same unit matchup. Scoreboard shows you cost effectiveness of both armies. + Show Spoiler [Commands & screens] + Units are spawned by typing command in chat: - "!spawn # unit": Spawns # of unit. You can chain them together like "!spawn 20 hydra 5 broodlord 3 infestor" - "!enemyspawn # unit": Same thing, but spawns units for the CPU you're fighting. - "!kill": Instagibs all units on screen On the bottomleft of map are 2 switches. One covers arena in creep, other one tells cpu to autorespawn after each fight and attack you. Wow dude this map looks amazingly well done! I tried to edit a map from the cache but they fixed it I think (( since every time I try to load it it just redownloads the map I edited... =((( ah man... would've REALLY fun to play this map with friends and actually try unit compositions :d. You should make the spawn points a bit further and make a huge ass space in the middle so one can initiate. You should create scenarios on that map as in "dummy" map, xel'naga watch tower or height advantage or some fun stuff like that :D | ||
Kantutan
Canada1319 Posts
On April 24 2010 15:17 Spawkuring wrote: Show nested quote + On April 24 2010 14:16 Kantutan wrote: So a question about fog of war... I set structures/units' visibility to 1000, set a trigger on game initialization to set fog's enabled state to false.... but fog of war still doesn't go away Anyone have an idea about that? I managed to get rid of it. Go to Triggers -> Map Initialization -> Create New Action -> Select "Visibility" -> Select "Enable/Disable Visibility" -> "Disable Fog of War" Also create another action to disable Black Mask if you want. Perfect, thanks | ||
WarChimp
Australia943 Posts
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cernunnos
France32 Posts
for those who haven't got a key, is it possible to see the trigger part of the Galaxy Editor please? Like is it as easy as it was in SC1 : target 1 (location moreover), action, target 2, action etc... Or is it made in any new way? Well, what's the feel of it, is it easy? And screens would be appreciated too. Thanks. | ||
mamelouk
France135 Posts
also, lol | ||
KobraKay
Portugal4193 Posts
On April 24 2010 20:05 mamelouk wrote: as someone said, "I just came" http://www.youtube.com/watch?v=aonckqdbRj4&feature=player_embedded also, lol http://www.youtube.com/watch?v=eyliG3VJ-a4&feature=player_embedded break dance ling! And rocket lings..wow they sure are OP dont know why people complain Its great to see cool things with something like a day of work in the editor! Great work guys (to the above posters maps too!) | ||
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