So far I'm liking some of the new features over WC3's editor, I have not looked into triggering yet.
[D] Galaxy Editor
Forum Index > SC2 General |
SichuanPanda
Canada1542 Posts
So far I'm liking some of the new features over WC3's editor, I have not looked into triggering yet. | ||
CruS
Sweden218 Posts
On April 23 2010 06:55 SichuanPanda wrote: Well I fired up the Editor and went to work on a map. So far I've noticed that water is very picky about what height terrain it does or does not cover. I can't seem to find any bridges other than Mar Sara (Long) and it doesn't have a walk-way on it? Has anyone found out where to get bridges for placement? So far I'm liking some of the new features over WC3's editor, I have not looked into triggering yet. Is the editor a tiny version of the real thing, or can you actually do all the stuff they announced and showed was possible? (1st person etc) | ||
Ynot_Fighting
United States216 Posts
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EZjijy
United States1039 Posts
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Arco
United States2090 Posts
On April 23 2010 06:57 UBERtoSS_hV wrote: Someone should go through and see if the editor has new units designs for old units such as the lurker, dragoon, corsair, medic.... These units don't appear in the editor yet. | ||
CruS
Sweden218 Posts
On April 23 2010 06:57 Repok wrote: It's the actual thing with some features disables or unfinished. So it's not ? :p | ||
Ai52487963
United Kingdom136 Posts
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Lollersauce
United States357 Posts
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semantics
10040 Posts
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3clipse
Canada2555 Posts
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urashimakt
United States1591 Posts
On April 23 2010 07:17 3clipse wrote: First thing I looked for is the mirror x/y, and I haven't seen it yet. Can anyone point me in the right direction? They've stated in Q&A they wouldn't be adding that. | ||
3clipse
Canada2555 Posts
On April 23 2010 07:20 urashimakt wrote: They've stated in Q&A they wouldn't be adding that. That is absurd. Seems like a deliberate hindrance to encourage people to buy premium maps... | ||
semantics
10040 Posts
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Kantutan
Canada1319 Posts
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CagedMind
United States506 Posts
On April 23 2010 07:20 urashimakt wrote: They've stated in Q&A they wouldn't be adding that. link? On April 23 2010 07:26 3clipse wrote: That is absurd. Seems like a deliberate hindrance to encourage people to buy premium maps... How does that encourage people? | ||
Quixoticism
United States80 Posts
I too wish that they would reconsider their decision about the terrain mirroring. The first StarEdit didn't have it either though so it's not impossible for someone to add it later on. | ||
Ironclown
United States73 Posts
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3clipse
Canada2555 Posts
Because it makes it much, much more tedious for an amateur map-maker to create a symmetrical map. | ||
KevGuy378
United States6 Posts
Warning: Unable to load image from 'Assets\Textures\Wireframe-terran-garage.dds' (Core: a required object could not be found). | ||
IskatuMesk
Canada969 Posts
If someone knows how to get cliff tiles to place higher than 2 levels (like sc1, I want moar, like wc3), I'd love for you to share your secrets. As it is I can't find any triggers in the trigger editor at all and I can't get any higher than 2 levels in elevation. Love the ability to change HDR and such on a per-doodad basis. | ||
SnK.
United States18 Posts
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DannyJ
United States5110 Posts
Because it makes it much, much more tedious for an amateur map-maker to create a symmetrical map. You won't be a premium map just because your map is symmetrical... | ||
Airsick
United States134 Posts
On April 23 2010 06:55 SichuanPanda wrote: Well I fired up the Editor and went to work on a map. So far I've noticed that water is very picky about what height terrain it does or does not cover. I can't seem to find any bridges other than Mar Sara (Long) and it doesn't have a walk-way on it? Has anyone found out where to get bridges for placement? So far I'm liking some of the new features over WC3's editor, I have not looked into triggering yet. I think the closest you can get is using the road editor | ||
Vei
United States2845 Posts
On April 23 2010 08:10 3clipse wrote: Because it makes it much, much more tedious for an amateur map-maker to create a symmetrical map. amateur map makers won't be making high calibre melee maps to begin with. you don't need a mirror feature to make a mostly symmetrical map. the one thing is, yeah, there are no start locations :| | ||
semantics
10040 Posts
On April 23 2010 09:06 Vei wrote: amateur map makers won't be making high calibre melee maps to begin with. you don't need a mirror feature to make a mostly symmetrical map. the one thing is, yeah, there are no start locations :| it's there but it's wonky you have to be under points layer and it's the second button but it seems you can make the starting location near minerals(which is a pain if i can't turn that off makes placing minerals harder ) you have to have certain layered view else you can't get placement right, ionno if it works becuase can't test maps yet. | ||
SnK.
United States18 Posts
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Artisan
United States336 Posts
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Kurisu
United States31 Posts
the one thing is, yeah, there are no start locations :| Go to the Points Layer, second button. | ||
Inschato
Canada1349 Posts
On April 23 2010 09:10 Artisan wrote: Has anyone figured out how to load up blizzard maps? I would love to see what the new maps look like. Those maps won't be downloadable until the b.net servers are back up, so even if anyone figured out how to open them in the editor... (Please ignore me if the servers are up now) | ||
lolnoty
United States7166 Posts
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Dankmids
United States316 Posts
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Artisan
United States336 Posts
Looking forward to seeing someone make an exact replica of BGH. With more geysers of course. Tried to use the legacy converter to make it but all it came back with was mineral / gas locations lol oh well. Rest of the map was all black =/ | ||
3clipse
Canada2555 Posts
On April 23 2010 09:03 DannyJ wrote: You won't be a premium map just because your map is symmetrical... I did not imply this. On April 23 2010 09:06 Vei wrote: amateur map makers won't be making high calibre melee maps to begin with. you don't need a mirror feature to make a mostly symmetrical map. Are you familiar with the bw scene in the slightest? First of all, there have been many, many high quality maps made by amateurs. Secondly, "mostly symmetrical" is generally not good enough for high level play. Positional imbalances are easily created by slight terrain differences. Maybe my statement was a bit of a premature attack, but I am baffled as to the possible motive behind intentionally retarding the UI and functionality of the editor. Mirror x/y is a pretty basic function which makes functional melee maps easy for the layman to create. | ||
Inschato
Canada1349 Posts
On April 23 2010 09:20 Dankmids wrote: Anyone figure out how to get the AI to work? I can make the starting locations and what not, just the AI does not mine minerals. It does how ever attack if attacked, and run away. Best guess is it involves the pathing layer. | ||
Vei
United States2845 Posts
On April 23 2010 09:09 semantics wrote: it's there but it's wonky you have to be under points layer and it's the second button but it seems you can make the starting location near minerals(which is a pain if i can't turn that off makes placing minerals harder ) you have to have certain layered view else you can't get placement right, ionno if it works becuase can't test maps yet. Thanks! Btw, you can just place a nexus/cc/hatchery from the unit palette. It doesn't let you place it if minerals/gas are too close, that's what I've been doing to make sure the distances work. | ||
Zeke50100
United States2220 Posts
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ComradeDover
Bulgaria758 Posts
On April 23 2010 09:15 lolnoty wrote: Looking forward to seeing someone make an exact replica of BGH. With more geysers of course. I was working on a replica of Destination when I had to restart my comp and a ton of my progress was lost. I'll take up this comission for you instead. | ||
warshop
Canada490 Posts
On April 23 2010 09:20 Dankmids wrote: Anyone figure out how to get the AI to work? I can make the starting locations and what not, just the AI does not mine minerals. It does how ever attack if attacked, and run away. Set the mode to Melee and the workers should start mining. Although, it didn't seem to create any workers, since it had a script loading error. As for triggers, it seems an event is required for it to be executed, but I might be mistaken. Anyhow, my Action wouldn't trigger unless I stated an event... | ||
Vei
United States2845 Posts
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Artisan
United States336 Posts
On April 23 2010 09:26 Vei wrote: *waits on Twisted Meadows (wc3) to be made for SC* Loved that map one probably my favorite 4 player map in WC3 | ||
SnK.
United States18 Posts
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Kezzer
United States1268 Posts
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Endymion
United States3701 Posts
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Dankmids
United States316 Posts
Ive been messing around with it. Made my carrier shoot out mini mother ships, which then shot out battle cruiser attacks. | ||
Smurfz
United States327 Posts
On April 23 2010 09:29 BDF92 wrote: Is trigger editing and UMS map style map making something anyone can pick up? Or people who have somewhat of a background behind coding. I'd be interested in starting to make maps like this(and put in the time obviously), but I wouldn't know the first thing about map coding. Nah you can still make great maps without having to use the actual coding. There are some advanced things that you will only be able to do with coding most likely, but for the most part you can still make a ton of things with the GUI. | ||
Mastermind
Canada7096 Posts
On April 23 2010 09:22 3clipse wrote: I did not imply this. Are you familiar with the bw scene in the slightest? First of all, there have been many, many high quality maps made by amateurs. Secondly, "mostly symmetrical" is generally not good enough for high level play. Positional imbalances are easily created by slight terrain differences. Maybe my statement was a bit of a premature attack, but I am baffled as to the possible motive behind intentionally retarding the UI and functionality of the editor. Mirror x/y is a pretty basic function which makes functional melee maps easy for the layman to create. If it was an easy feature to implement, they would have done it. | ||
lolnoty
United States7166 Posts
On April 23 2010 09:23 ComradeDover wrote: I was working on a replica of Destination when I had to restart my comp and a ton of my progress was lost. I'll take up this comission for you instead. Sweet. | ||
ComradeDover
Bulgaria758 Posts
How's this? + Show Spoiler + It's a bit rough since the legacy map convert function is less than perfect so most of it I had to do by hand. I still need to double the number of gas gysers and do some texture work. | ||
Vei
United States2845 Posts
On April 23 2010 09:27 Artisan wrote: Loved that map one probably my favorite 4 player map in WC3 Mine as well, and my favorite map to 1v1 on by far. I hope someone here will make it, hinthint =xx I lack the skills. | ||
Chuiu
3470 Posts
Watch out for lava pits in my maps. :eg: | ||
lolnoty
United States7166 Posts
On April 23 2010 09:42 ComradeDover wrote: How's this? + Show Spoiler + It's a bit rough since the legacy map convert function is less than perfect so most of it I had to do by hand. I still need to double the number of gas gysers and do some texture work. It's a good start, there's just some chokes that needs to be widened a tad and some land that needs to jut into the water a little differently. Also once you can add terrain it'll be prettier I imagine. Also apparently we're late already haha http://i44.tinypic.com/2wqd1zq.jpg | ||
Vei
United States2845 Posts
i love how clean sc2 maps look | ||
Zelniq
United States7166 Posts
On April 23 2010 09:48 lolnoty wrote: It's a good start, there's just some chokes that needs to be widened a tad and some land that needs to jut into the water a little differently. Also once you can add terrain it'll be prettier I imagine. Also apparently we're late already haha http://i44.tinypic.com/2wqd1zq.jpg unless that map is modified for gas to be coming in twice the amount per trip, this is not BGH, in fact all the expansions only have 1 gas geyser which is half of what all current melee maps have in all bases | ||
ComradeDover
Bulgaria758 Posts
On April 23 2010 09:48 lolnoty wrote: It's a good start, there's just some chokes that needs to be widened a tad and some land that needs to jut into the water a little differently. Also once you can add terrain it'll be prettier I imagine. Also apparently we're late already haha http://i44.tinypic.com/2wqd1zq.jpg I'm not that big of an expert on BGH. Can you show me exactly what needs to be adjusted where, and in which direction? And we're not too late. The work in that picture is just taking the rough converted map and covering it with water. See how some landmasses almost touch? There are no defined cliffs there at all. That map won't play nearly as well as one that's properly made. | ||
Vei
United States2845 Posts
On April 23 2010 09:54 Zelniq wrote: unless that map is modified for gas to be coming in twice the amount per trip, this is not BGH, in fact all the expansions only have 1 gas geyser which is half of what all current melee maps have in all bases There are uhh enriched gas things like gold minerals, but I haven't tested them out to see how much they return per trip. Either way I think you're right. | ||
ComradeDover
Bulgaria758 Posts
On April 23 2010 09:52 Vei wrote: haha oh lawd, BGH eh... i'm actually curious to play one match. BGH gameplay is always pretty unique, it'd be fun to play good players who don't expect to be left alone to tech to their precious mass dt's+carriers and whatnot. i love how clean sc2 maps look TL is going to need to have some low-skill map to play when giving away beta keys for StarCraft III. On April 23 2010 09:54 Zelniq wrote: unless that map is modified for gas to be coming in twice the amount per trip, this is not BGH, in fact all the expansions only have 1 gas geyser which is half of what all current melee maps have in all bases On April 23 2010 09:42 ComradeDover wrote: ...so most of it I had to do by hand. I still need to double the number of gas geysers and do some... | ||
HawaiianPig
Canada5154 Posts
hillarity ensues. | ||
LazyScout
United States223 Posts
On April 23 2010 09:46 Chuiu wrote: Combining tilesets! Watch out for lava pits in my maps. :eg: Tell me how to combine tile sets.. | ||
BC.KoRn
Canada567 Posts
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Vei
United States2845 Posts
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lolnoty
United States7166 Posts
On April 23 2010 09:55 ComradeDover wrote: I'm not that big of an expert on BGH. Can you show me exactly what needs to be adjusted where, and in which direction? And we're not too late. The work in that picture is just taking the rough converted map and covering it with water. See how some landmasses almost touch? There are no defined cliffs there at all. That map won't play nearly as well as one that's properly made. The biggest problem I can see without comparing your first version to BGH side by side is the chokes on the bottom left are much smaller, other than that there's just some small mostly aesthetic juts of land mass into the water in some areas. | ||
SnK.
United States18 Posts
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Vei
United States2845 Posts
On April 23 2010 10:00 SnK. wrote: just finally tested it made my own shitty map zerg are screwed much slower outside of creep huge nerf imo Only Queens are slower off of creep. The editor testing by default is on Normal speed, that's why it seems so slow. | ||
SnK.
United States18 Posts
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LazyScout
United States223 Posts
On April 23 2010 09:59 Vei wrote: ^I don't know if this is what he did, but you can use lava water/all planets' water tiles no matter what tileset you're on. Ahh, I needed to combine grass and sand textures. | ||
craaaaack
479 Posts
And could anyone upload it to rapidshare? Poor europeans have to wait another 16 hours for the patch and all the mapping fun | ||
ComradeDover
Bulgaria758 Posts
On April 23 2010 10:00 lolnoty wrote: The biggest problem I can see without comparing your first version to BGH side by side is the chokes on the bottom left are much smaller, other than that there's just some small mostly aesthetic juts of land mass into the water in some areas. The chokes are smaller in mine? So they need to be bigger? | ||
Rickilicious
United States220 Posts
-AWESOME. I have pink tiles and it just has hundreds of thousands of different combinations, my advice is to play with it | ||
Zeke50100
United States2220 Posts
Here is the link to the post. | ||
DannyJ
United States5110 Posts
On April 23 2010 09:22 3clipse wrote: I did not imply this. Are you familiar with the bw scene in the slightest? First of all, there have been many, many high quality maps made by amateurs. Secondly, "mostly symmetrical" is generally not good enough for high level play. Positional imbalances are easily created by slight terrain differences. Maybe my statement was a bit of a premature attack, but I am baffled as to the possible motive behind intentionally retarding the UI and functionality of the editor. Mirror x/y is a pretty basic function which makes functional melee maps easy for the layman to create. Not having a functional "symmetry" option has absolutely nothing to do with premium maps, like you said it would. Premium maps are not going to be just quality melee maps for competitive SC2. They will need to be very original, 100% authentic games, not just a cool 2v2 map. | ||
lolnoty
United States7166 Posts
On April 23 2010 10:03 ComradeDover wrote: The chokes are smaller in mine? So they need to be bigger? http://wiki.teamliquid.net/starcraft/images/0/0d/BigGameHunters.jpg The bottom left naturals and their shared chokes on BGH are larger than you one you posted. | ||
Mastermind
Canada7096 Posts
On April 23 2010 10:03 ComradeDover wrote: The chokes are smaller in mine? So they need to be bigger? You really should double the number of geysers at each base because of the slower rate of gas harvesting in sc2. Otherwise there will be a huge excess of minerals. | ||
Smurfz
United States327 Posts
The bottom left naturals and their shared chokes on BGH are larger than you one you posted. But perhaps tighter unit pathing should be taken into account. | ||
ComradeDover
Bulgaria758 Posts
On April 23 2010 10:13 Mastermind wrote: You really should double the number of geysers at each base because of the slower rate of gas harvesting in sc2. Otherwise there will be a huge excess of minerals. It's as if nobody reads... | ||
Elyvilon
United States13143 Posts
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Chuiu
3470 Posts
Actually that was just water. It seems you can use anything but terrain for other tilesets. So water, doodads, lighting, etc, it all goes. | ||
HawaiianPig
Canada5154 Posts
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Kezzer
United States1268 Posts
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TrueRedemption
United States313 Posts
edit for clarity: in order to be able to select/draw a box, press spacebar. When the terrain module is up you will only select terrain, when the unit module is up you will only select the units. | ||
Adama
Spain18 Posts
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NB
Netherlands12045 Posts
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IntoTheWow
is awesome32244 Posts
On April 23 2010 09:42 ComradeDover wrote: How's this? + Show Spoiler + It's a bit rough since the legacy map convert function is less than perfect so most of it I had to do by hand. I still need to double the number of gas gysers and do some texture work. There's a smiley face in the middle of the map | ||
holy_war
United States3590 Posts
On April 23 2010 10:21 Adama wrote: http://www.youtube.com/watch?v=svsQ0kldiGs Haha that dude's awesome | ||
3clipse
Canada2555 Posts
On April 23 2010 10:06 DannyJ wrote: Not having a functional "symmetry" option has absolutely nothing to do with premium maps, like you said it would. Premium maps are not going to be just quality melee maps for competitive SC2. They will need to be very original, 100% authentic games, not just a cool 2v2 map. Saying that a UI hindrance will make the creation of these advanced maps more difficult is not the same thing as saying "all you need to do to make a premium-quality map is make it symmetrical" in the same way that requiring a liver to survive does not imply that it is the only organ necessary for life. You're jumping to conclusions I'm not making. As to the comment about an x/y mirror not being easy to implement; I don't see how this could be the case. It was possible with bw editors. The editing system may be much more complex, but it should still be able to function on a limited scale... perhaps just mirroring cliffs and doodads? Full terrain mirroring with so much editing depth could be taxing, but most minor terrain slopes have a negligible effect on gameplay anyway. | ||
wishbones
Canada2600 Posts
On April 23 2010 10:21 Adama wrote: http://www.youtube.com/watch?v=svsQ0kldiGs On April 23 2010 10:23 IntoTheWow wrote: There's a smiley face in the middle of the map Smilies are slapping me left and right atm. | ||
LazyScout
United States223 Posts
I made it a high money map since there aren't a lot of expansions. The geysers have high gas too. Here's what I have so far. I wanted grass so it looks more tropical but the tileset I used only had sand and rock. Also I couldn't get the foliage editor thing to work. | ||
ComradeDover
Bulgaria758 Posts
On April 23 2010 10:15 Elyvilon wrote: SC2 BGH should have nothing but gold minerals. There are "rich vespense geysers" in the editor also (hardcoded) that return 6 gas per trip instead of the usual 4. What do you guys think? Should I replace all the gas/minerals with the high-yield variety? | ||
PREWTAHS
Armenia24 Posts
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ComradeDover
Bulgaria758 Posts
On April 23 2010 10:32 PREWTAHS wrote: How do you modify a unit's attack speed / missle speed? I can't locate anything of the sort for stalkers. It should be under the Combat section of properties, but after taking a quick look there I don't see anything of the sort listed. Chances are it's one of those things that just isn't unlocked for the beta (yet?). | ||
Chuiu
3470 Posts
On April 23 2010 10:32 PREWTAHS wrote: How do you modify a unit's attack speed / missle speed? I can't locate anything of the sort for stalkers. That stuff is under Modules -> Data. | ||
wishbones
Canada2600 Posts
+ Show Spoiler + Fuck thats big. I just noticed though that there is a playable size readout to the right of that. For example the readout for a map with "width/height=96x96" is actually "widht/height=76x68". 128x128 didn't readout to 128x128 playable size either. | ||
ComradeDover
Bulgaria758 Posts
Yeah, but look inside. There's no entry to edit Base Attack Time. | ||
Inschato
Canada1349 Posts
Best guess is "(None) Period" is the time between attacks. | ||
StayPhrosty
Canada406 Posts
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ComradeDover
Bulgaria758 Posts
On April 23 2010 10:39 wishbones wrote: Width+Height Of SC2 Maps. + Show Spoiler + Fuck thats big. I just noticed though that there is a playable size readout to the right of that. For example the readout for a map with "width/height=96x96" is actually "widht/height=76x68". 128x128 didn't readout to 128x128 playable size either. This is because of the fancy new third dimension that's been added. It's possible for the camera to see off the playable map. | ||
wishbones
Canada2600 Posts
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ComradeDover
Bulgaria758 Posts
On April 23 2010 10:44 Inschato wrote: Best guess is "(None) Period" is the time between attacks. Good find! | ||
dacthehork
United States2000 Posts
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Ballistixz
United States1269 Posts
but im also wondering, are you able to like make little pictures of chars in the middle of the map like in some sc1 maps? for example a yoshi head and eggs in the middle of the map or some flowers/bombs/etc. or a more popular example is the strip xxxx games. | ||
ComradeDover
Bulgaria758 Posts
I guess I'm done with BGH. The command centers are obviously just for adjusting mineral/gas distance and will be removed before publishing Center expo has gold minerals and high-yield gas. All minerals at 20k a stack and all gas at 25k a geyser. | ||
Flameberger
United States226 Posts
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IskatuMesk
Canada969 Posts
Quick video of that image I showed earlier. I'm in the process of making a colossal video showing everything I can and trying to figure out/explain what I know with my limited knowledge of programming (re: none), so it's hit and miss with some stuff but might be something interesting for those without the beta or those curious about the opinions of a guy with huge sc1/wc3 modding (not mapping) experience. | ||
Ballistixz
United States1269 Posts
On April 23 2010 10:26 LazyScout wrote: I tried remaking Finn's Revenge from Supreme Commander. I made it a high money map since there aren't a lot of expansions. The geysers have high gas too. Here's what I have so far. I wanted grass so it looks more tropical but the tileset I used only had sand and rock. Also I couldn't get the foliage editor thing to work. not to bash on ur map but ima go ahead and just say ppl will scv rush all day on that map. or PF rush. | ||
chirievalord
Costa Rica92 Posts
On April 23 2010 09:00 IskatuMesk wrote:If someone knows how to get cliff tiles to place higher than 2 levels (like sc1, I want moar, like wc3), I'd love for you to share your secrets. As it is I can't find any triggers in the trigger editor at all and I can't get any higher than 2 levels in elevation. Have you tried making 2 levels and then lowering the rest of the terrain? That worked out for me, kind of lame but hey, I got 3 levels :p | ||
IskatuMesk
Canada969 Posts
I dunno. I think I can't see triggers because of the localization thing I had to use. I probably need to reinstall. | ||
chirievalord
Costa Rica92 Posts
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No_Roo
United States905 Posts
+ Show Spoiler + Almost + Show Spoiler + | ||
s2pid_loser
United States699 Posts
On April 23 2010 10:21 Adama wrote: http://www.youtube.com/watch?v=svsQ0kldiGs that thing is bad ass LOL! | ||
sLiniss
United States849 Posts
I'm really liking the amount of customization in SC2. | ||
Flameberger
United States226 Posts
On April 23 2010 11:29 No_Roo wrote: 2 Billion missiles at once????? + Show Spoiler + Almost + Show Spoiler + lol'd irl. I liked your error report, I'm sure that will help them a lot. | ||
Haathen
Hungary40 Posts
If it's been discussed, I'm sorry, I'm new here, don't see how to search in a specific forum topic. | ||
s2pid_loser
United States699 Posts
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ComradeDover
Bulgaria758 Posts
On April 23 2010 11:45 s2pid_loser wrote: has anyone made a fast custom game on galaxy editor thats got everyone playing now? Nope. You can't publish yet. Next patch, hopefully. | ||
Vei
United States2845 Posts
I am stoked for retail editor ^__^ And I am actually VERY glad there are no spoiler campaign units in the editor, yet. | ||
Derben
Germany9 Posts
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buKe
Canada168 Posts
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Pablols
Chile517 Posts
I just made a map where high templars have 2000 mana and regenerate 100/s i also increased the storm radius by a lot, and i did it in like 5 minutes! what you do is press f7, search for the unit and then just change the values it's very easy! | ||
buKe
Canada168 Posts
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Snausages
United States529 Posts
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ComradeDover
Bulgaria758 Posts
On April 23 2010 12:11 Snausages wrote: remaking HBR, here's what I have so far: Not bad! Very good, in fact! :D What textures do you plan on using for the final edition? | ||
Pablols
Chile517 Posts
On April 23 2010 12:11 Snausages wrote: remaking HBR, here's what I have so far: im also doing that its a little dirty and messy but ill improve it | ||
Snausages
United States529 Posts
Not bad! Very good, in fact! :D What textures do you plan on using for the final edition? I'm playing around with tilesets right now, but the tileset I have on that pic is most likely what I'm gonna stick with. @pablos: nice! did you do any conversions? i'm doing mine from scratch EDIT: Yeah, I assumed you did, cuz I converted the sc1 HBR and tried playing it, but alot of the map was out of bounds | ||
NeoScout
United States103 Posts
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Kezzer
United States1268 Posts
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No_Roo
United States905 Posts
On April 23 2010 11:32 Flameberger wrote: lol'd irl. I liked your error report, I'm sure that will help them a lot. Yeah to be fair I don't think I got anywhere 2billion before the crash. The physics engine is really fun to play with btw. | ||
CagedMind
United States506 Posts
On April 23 2010 13:42 No_Roo wrote: Yeah to be fair I don't think I got anywhere 2billion before the crash. The physics engine is really fun to play with btw. Wait you actually tried going for 2billion? | ||
BC.KoRn
Canada567 Posts
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vaporwolf
United States8 Posts
2 tiers of cliffs (with a fake 3rd tier on top) no real choke points and the pit in the center holds two sets of yellow minerals and high output geysers. Don't know if it's any good, but I had fun making it. + Show Spoiler + + Show Spoiler + | ||
Rickilicious
United States220 Posts
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CagedMind
United States506 Posts
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ComradeDover
Bulgaria758 Posts
On April 23 2010 14:30 CagedMind wrote: How do you delete units besides doing undo. Select them and press delete. -.-" | ||
KinosJourney2
Sweden1811 Posts
On April 23 2010 12:47 Pablols wrote: im also doing that its a little dirty and messy but ill improve it This needs more attention, holy shit. The neutral buildings are missing though. Can you upload this map so i can decorate it with doodads? ^^ | ||
Snausages
United States529 Posts
I'll work on it some more later... | ||
DrGabriel
United States80 Posts
On April 23 2010 12:47 Pablols wrote: im also doing that its a little dirty and messy but ill improve it Seems to me the ridges in HBR are almost useless without that good old high ground advantage. | ||
saltygrapes
181 Posts
GL killin dis thang | ||
roark
United States187 Posts
I tried to duplicate a Unit and an Actor in the Modules -> Data but how do you link them up? | ||
saltygrapes
181 Posts
On April 23 2010 15:08 roark wrote: How are you guys making new units? I tried to duplicate a Unit and an Actor in the Modules -> Data but how do you link them up? its very, very complicated, sadly | ||
roark
United States187 Posts
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ostra
Brazil12 Posts
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prodiG
Canada2016 Posts
if anyone wants to pick up where i left off, here's all the info: + Show Spoiler + I was going to do this, but I have exams and battle.net just went live. I've finished one corner of the map so far. I started with the conversion tool and have been re-texturing and re-fitting everything to sc2. If anyone wants to finish what I started, here's a link: Fighting Spirit (SC2) + Show Spoiler + Notes: -The map is not fully bordered yet, and will need to be so that the camera in-game doesn't look wierd -The legacy conversion tool messes with the elevation a lot. The "same level" tool is your friend -The legacy conversion tool also did absolutely nothing to the top 1/3 of the map, as you can see in the screenshot. You can copy terrain, however I do not know if you can rotate it. -The cliffs around the nats need pathing blockers so ground units can't get on them -I'm not sure if the rough elevation between the main and the 3rd will block units, but i've placed pathing blockers there anyway -There is a custom tileset called "Fighting Spirit" which pulls textures from a few of the other tilesets -Everything outside the blue border is garbage, if I understand the editor correctly -There are no spawn locations, I couldn't find them -The vespene geysers disappeared when I tried to place them :/ -It needs details. Badly. :/ If anyone does go ahead and finish this, give some credit to prodiG for getting it started, will ya? ;D Thread here | ||
Tsagacity
United States2124 Posts
The part where Blizzard said the map distribution system would be added in a later patch gave me the impression we wouldn't be able to play these for now. | ||
Ryuu314
United States12679 Posts
On April 23 2010 15:48 Tsagacity wrote: Is the map editor stuff strictly for messing around right now? Or is there a way for you to host these maps online to play with others? The part where Blizzard said the map distribution system would be added in a later patch gave me the impression we wouldn't be able to play these for now. Messing around. We can't use them on bnet for a while. It kinda makes sense though 'cause I'm willing to bet once custom games get released to bnet like 80% of the people will start playing UMS and fastest money map and BGH-style games and not help balance shit at all x] | ||
sacrife
Norway26 Posts
I have SO many idea's for maps and can't wait to get started. I'm currently studying bachelor in level design and this is going to ruin the summer for me | ||
hellsan631
United States695 Posts
just messed around in it for about 2 hours or so, and this is what i came up with. texture and everything isn't done yet, and a few little things here and there, but for the most part, the layout and everything is set in stone. a lot of choke points on this map, and it favors defensive play, or air. i would also like to see the classic Stetons Gulch from supcom . i think that could be made into a really cool map for 4v4 (or perhaps 2v2 and 3v3 versions of it, scaled down. | ||
DrGabriel
United States80 Posts
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Snausages
United States529 Posts
On April 23 2010 17:12 DrGabriel wrote: has anyone found a mirror x/y option like in scmdraft? no, but there is copy n paste, rotate/flip >_> | ||
qoolqop
Sweden71 Posts
On April 23 2010 17:45 Snausages wrote: no, but there is copy n paste, rotate/flip >_> so you can copy half the map and then paste it and flip/rotate? | ||
Snausages
United States529 Posts
On April 23 2010 17:59 qoolqop wrote: so you can copy half the map and then paste it and flip/rotate? it's impossible cuz you need to paste the highlighted portion of the map, which overwrites any terrain underneath it, before you can rotate it. | ||
LazyScout
United States223 Posts
I call it MatchPoint Lite because it ended up kind of squished. And the terrain isn't as detailed as the original MatchPoint. I wish I could play this with someone. | ||
HeyitsClay
Canada336 Posts
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Siid
United States6 Posts
On April 23 2010 18:11 Snausages wrote: it's impossible cuz you need to paste the highlighted portion of the map, which overwrites any terrain underneath it, before you can rotate it. You rotate the selection before it's pasted. Drag a selection around something, press ctrl+c, press ctrl+v to get the box showing you where it's going to be pasted, go to edit -> rotate then rotate it however you want and then click where you want it to go. | ||
Reuental
United States457 Posts
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Zelniq
United States7166 Posts
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Taco-Mental
United States84 Posts
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Zabestrial
United States194 Posts
yea its kinda stupid but... i keep trying to place minerals and such at the edge of the map but it wont let me. plz help -Zabestrial | ||
GoodCat1
Israel266 Posts
On April 23 2010 18:25 LazyScout wrote: MatchPoint Lite I call it MatchPoint Lite because it ended up kind of squished. And the terrain isn't as detailed as the original MatchPoint. I wish I could play this with someone. wow this is looking really nice | ||
BasedSwag
Algeria418 Posts
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Osmoses
Sweden5302 Posts
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wishbones
Canada2600 Posts
1) How do you unlock locked maps, I've heard that trying to do that Legacy Map thing you need to unlock the locked maps. 2) I haven't tried any of the Pro League Maps, just old Brood War blizzard maps. All I got though was the minerals in their positions, and a completely black map underneath. How to fix that? What I am doing wrong. What do you do that doesn't make what I'm going through happen? 3) Yet to be decided, I have not attempted anything since I cannot figure out why this is happening, or how to unlock maps. I remember seeing the program in one of the threads, I will go through this one see if it had the link here. edit - Alright no luck for me on finding it myself. Need some help please guys. | ||
EtherealDeath
United States8366 Posts
On April 23 2010 09:33 Mastermind wrote: If it was an easy feature to implement, they would have done it. Dunno how obfuscated their code is, but assuming there is an underlying grid of some sort like in SC1 and WC3 (I haven't tried the galaxy editor yet), there are a number of trivial solutions to this. Reflections are rather easy to do. | ||
ComradeDover
Bulgaria758 Posts
On April 24 2010 00:44 wishbones wrote: ok hi guys, wishbones here. Need help, and heres my current problems that make me not want to push forward. 1) How do you unlock locked maps, I've heard that trying to do that Legacy Map thing you need to unlock the locked maps. 2) I haven't tried any of the Pro League Maps, just old Brood War blizzard maps. All I got though was the minerals in their positions, and a completely black map underneath. How to fix that? What I am doing wrong. What do you do that doesn't make what I'm going through happen? 3) Yet to be decided, I have not attempted anything since I cannot figure out why this is happening, or how to unlock maps. I remember seeing the program in one of the threads, I will go through this one see if it had the link here. I'm not sure what you mean by "unlock" maps. The black-map problem is caused when you import a legacy map because it's converted under the "Aiur (Urban)" tileset, which the editor doesn't include as of this patch. Because those files are missing, the map comes up without textures. To fix this, click on the map tab at the top of th screen and go to "Map Textures". Select a different tileset from the drop down menu and press ok. | ||
wishbones
Canada2600 Posts
lol, silly me, yes I meant, let me see if maps are even locked then. | ||
ComradeDover
Bulgaria758 Posts
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prodiG
Canada2016 Posts
On April 23 2010 15:46 prodiG wrote: I was working on porting Fighting Spirit, but I think i'm going to abandon the cause if anyone wants to pick up where i left off, here's all the info: + Show Spoiler + I was going to do this, but I have exams and battle.net just went live. I've finished one corner of the map so far. I started with the conversion tool and have been re-texturing and re-fitting everything to sc2. If anyone wants to finish what I started, here's a link: Fighting Spirit (SC2) + Show Spoiler + Notes: -The map is not fully bordered yet, and will need to be so that the camera in-game doesn't look wierd -The legacy conversion tool messes with the elevation a lot. The "same level" tool is your friend -The legacy conversion tool also did absolutely nothing to the top 1/3 of the map, as you can see in the screenshot. You can copy terrain, however I do not know if you can rotate it. -The cliffs around the nats need pathing blockers so ground units can't get on them -I'm not sure if the rough elevation between the main and the 3rd will block units, but i've placed pathing blockers there anyway -There is a custom tileset called "Fighting Spirit" which pulls textures from a few of the other tilesets -Everything outside the blue border is garbage, if I understand the editor correctly -There are no spawn locations, I couldn't find them -The vespene geysers disappeared when I tried to place them :/ -It needs details. Badly. :/ -As per the thread, the water needs to be cliffed If anyone does go ahead and finish this, give some credit to prodiG for getting it started, will ya? ;D Thread here is anyone interested in finishing this EDIT: i changed my mind. I'm going to try and finish it :3 | ||
prodiG
Canada2016 Posts
how do you rotate terrain? i've created a hotkey for it but it doesn't work :/ | ||
tyCe
Australia2542 Posts
On April 23 2010 18:25 LazyScout wrote: MatchPoint Lite I call it MatchPoint Lite because it ended up kind of squished. And the terrain isn't as detailed as the original MatchPoint. I wish I could play this with someone. Nice work. Not to nitpick but isn't it supposed to be rotationally symmetrical? | ||
masamune00
France11 Posts
How can my unit get a model ? And how do you "upgrade the size", become bigger ? | ||
wishbones
Canada2600 Posts
On April 24 2010 02:28 masamune00 wrote: I've made an unit but how can she have a model ? (I've heard the unit must have a actor.. oO) How can my unit get a model ? And how do you "upgrade the size", become bigger ? This I would like to know as well. ^^ BUMPED with love of course.. | ||
StormsInJuly
Sweden165 Posts
Who's down for 14player ffa? | ||
ComradeDover
Bulgaria758 Posts
That actually looks pretty good. :D EDIT: You've got some map bound issues on the left and right side, though. It looks like some of the minerals on the mid-right base and one of the gases on the mid-left base are unusable. Can you push back the bounds just a smidge on both those sides? | ||
Verr82
Australia4 Posts
If anyone could shed some more light on this I'd be grateful. Why is making new custom units with this editor so complicated? I'm trying and failing here. | ||
semantics
10040 Posts
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Inschato
Canada1349 Posts
Namely because of the fact that the default test speed is NORMAL :/ (It's in the file menu by the way) Edit, gahaha it supports tablets for terrain modeling? | ||
Dizmaul
United States831 Posts
is there anyway to make the map edges just like sc1 and not have that shadow area? And you cant see it cause it cut off but the mineral only patches in the back of the bases is still there. I still have a lot to go but i just wanted to share and get some feedback. Edit: im thinking about making the mineral only base gold minerals what do you guys think? | ||
Verr82
Australia4 Posts
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Dizmaul
United States831 Posts
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ComradeDover
Bulgaria758 Posts
On April 24 2010 05:44 Dizmaul wrote: here it is at an angle Just for the hell of it, you should replace the water with lava. :D | ||
Islandsnake
United States679 Posts
On April 23 2010 11:04 IskatuMesk wrote: + Show Spoiler + http://www.youtube.com/watch?v=J5G3qelQjOA Quick video of that image I showed earlier. I'm in the process of making a colossal video showing everything I can and trying to figure out/explain what I know with my limited knowledge of programming (re: none), so it's hit and miss with some stuff but might be something interesting for those without the beta or those curious about the opinions of a guy with huge sc1/wc3 modding (not mapping) experience. Thanks for your post in this thread thus far, enjoyed the video - going to be some really pretty maps made with the editor | ||
Jubuntu
United States15 Posts
[B]On April 24 2010 05:50 ComradeDover wrote: Just for the hell of it, you should replace the water with lava. :D Yes lava looks much cooler. :D Currently working on map with lava, so much fun... | ||
Snausages
United States529 Posts
Also, do those mineral patches that are blocking the ramps worth 0 mins? | ||
Kezzer
United States1268 Posts
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masamune00
France11 Posts
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Kezzer
United States1268 Posts
On April 24 2010 06:33 masamune00 wrote: yea, I search something for this too ... I can give multiple weapons but don't shoot in the same time xd Yeah basically that's my problem... they fire randomly. sometimes Ill get 6 beams in a row, and then one immortal blast or the other way around. | ||
Rogueleader89
United States27 Posts
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GogoKodo
Canada1785 Posts
On April 24 2010 06:37 Rogueleader89 wrote: Anyone find a trigger that will issue a move command to the unit? I figured it would be under Issue Orders but its not... You need to set it up as an order with target. By default the issue order command is a generic issue order, if you click on the blue bracket it will let you change it to an issue order with target. Since the move command needs a destination to move to you have to do this. It's a little hard to notice that you can click on that blue bracket, it took me awhile before I noticed as well. | ||
Rogueleader89
United States27 Posts
On April 24 2010 06:39 GogoKodo wrote: You need to set it up as an order with target. By default the issue order command is a generic issue order, if you click on the blue bracket it will let you change it to an issue order with target. Since the move command needs a destination to move to you have to do this. It's a little hard to notice that you can click on that blue bracket, it took me awhile before I noticed as well. Ah, much thanks | ||
Dizmaul
United States831 Posts
edit: also you cant see from the pic but i have it set up just like the bw version you cant build in all the same area's | ||
masamune00
France11 Posts
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0neder
United States3733 Posts
On April 23 2010 08:10 3clipse wrote: Because it makes it much, much more tedious for an amateur map-maker to create a symmetrical map. No. The paid-for maps will be custom game stuff. They won't be just standard maps. | ||
Craton
United States17153 Posts
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ComradeDover
Bulgaria758 Posts
On April 24 2010 06:48 0neder wrote: No. The paid-for maps will be custom game stuff. They won't be just standard maps. They'll be even more than just custom game stuff. By taking a look at that first-person thing in the custom map preview panel, they'll be the equivilent of whole new games, something I have no problem shelling out a few bucks for. On April 24 2010 06:52 Craton wrote: In any event it does dissuade amateur map makers from trying their hand. It may not have any effect whatsoever on paid vs free, but it does reduce the overall pool of mapmakers. I'd rather have a smaller pool of mapmakers that can make quality maps without mindless auto-mirror tools than a big pool of retards. | ||
varkarrus
Canada2 Posts
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Dizmaul
United States831 Posts
i did lava instead of water for the guy who asked heh its starting to come out nice | ||
ComradeDover
Bulgaria758 Posts
On April 24 2010 07:04 varkarrus wrote: Not me. I think anyone should be able to map. Anyone can make a map. Not everyone can make a great map. It's just like Blizzard's philosophy with the rest of SC2 -- Easy to pick up, difficult to master. On April 24 2010 07:32 Dizmaul wrote: Another update... i did lava instead of water for the guy who asked heh its starting to come out nice :D To be honest, I was being sort of flippant when I suggested that, but that looks pretty good! :D | ||
Vei
United States2845 Posts
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Dizmaul
United States831 Posts
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wishbones
Canada2600 Posts
ah found it! | ||
Blanke
Canada180 Posts
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Dizmaul
United States831 Posts
On April 24 2010 08:36 Blanke wrote: hey guys, I seem to be having trouble accessing the Galaxy editor. I know we all downloaded it in the latest patch, but for some reason, I can't find a shortcut to the editor anywhere on my computer. (I'm using Windows 7.) Can anyone help me out? just go into you sc2 folder there is no shortcut unless u make1 | ||
Ursad0n
United States523 Posts
On April 24 2010 08:36 Blanke wrote: hey guys, I seem to be having trouble accessing the Galaxy editor. I know we all downloaded it in the latest patch, but for some reason, I can't find a shortcut to the editor anywhere on my computer. (I'm using Windows 7.) Can anyone help me out? You have to go to the starcraft2 folder. Mine is located at: Computer (My computer) -> Local Disk (C -> Program Files -> Starcraft 2 Beta -> Starcraft 2 Editor. :D EDIT: Ninjad' | ||
Leoj
United States396 Posts
On April 24 2010 08:24 Dizmaul wrote: ok ok no more lava hah i added trees and such cleaned up stuff made the chokes all the right space's its looking like its almost done That looks killer! I can't wait to be allowed to play custom maps, will be so much fun to test all this stuff out. | ||
semantics
10040 Posts
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G4MR
United States371 Posts
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Dizmaul
United States831 Posts
i had to change up the middle a little cause of size issue's but i think it looks ok still. | ||
Verr82
Australia4 Posts
My god is it user unfriendly. Takes 10 times as long as Warcraft 3's editor to do anything other than change two or three values on default units (such as increasing a unit's scale, which everyone loves so much to do according to all the editor youtube videos). I guess when people start creating custom editor UIs (very doable according to a Q&A) which could do things like sorting the fields by the most commonly edited fields or just in general helping with the fact that there's 100000 fields to edit - things will become easier. | ||
SichuanPanda
Canada1542 Posts
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prodiG
Canada2016 Posts
It still needs doodads and some work on the textures, but the layout is done -Center base has rich geysers which return 6 per trip instead of 4! -All naturals can be walled in with forge gateway cannon side-by-side -All gasses in main are facing the 3rd base to maintain orientation -cannot build on bridge or around it -cannot walk across the spiky area between main and 3rd. -cannot walk on the borders of the map -cannot walk on any of the cliff edges around the naturals or the middle pics: + Show Spoiler + | ||
fabiano
Brazil4644 Posts
edit: holy shit, that fighting spirit looks fucking sick dude!! Nice work | ||
BasedSwag
Algeria418 Posts
On April 24 2010 10:09 fabiano wrote: how do you set up the start locations? I cant find it... edit: holy shit, that fighting spirit looks fucking sick dude!! Nice work It's in the "points" section. | ||
Bear4188
United States1797 Posts
Messing around with the editor: + Show Spoiler + | ||
ComradeDover
Bulgaria758 Posts
On April 24 2010 10:04 prodiG wrote: Just finished fighting spirit! It still needs doodads and some work on the textures, but the layout is done -Center base has rich geysers which return 6 per trip instead of 4! -All naturals can be walled in with forge gateway cannon side-by-side -All gasses in main are facing the 3rd base to maintain orientation -cannot build on bridge or around it -cannot walk across the spiky area between main and 3rd. -cannot walk on the borders of the map -cannot walk on any of the cliff edges around the naturals or the middle pics: + Show Spoiler + Looks amazing! :D Once you're satisfied with the doodads and textures and cosmetics and such, upload it here so everyone can enjoy your work! :D | ||
prodiG
Canada2016 Posts
i look forward to testing it out with you all when we can actually play together~ | ||
G4MR
United States371 Posts
On April 24 2010 10:11 Bear4188 wrote: Start locations are in the "points" layer. Messing around with the editor: + Show Spoiler + awesome job Does anyone know if its possible to rotate the whole canvas in a clock/counter clock wise direction? I want to make my map perfect, but I can't tell if the back of this area is correct without looking at it. | ||
ComradeDover
Bulgaria758 Posts
On April 24 2010 10:14 prodiG wrote: Thanks guys i look forward to testing it out with you all when we can actually play together~ We can now, just not easily. :/ | ||
prodiG
Canada2016 Posts
On April 24 2010 10:15 G4MR wrote: awesome job Does anyone know if its possible to rotate the whole canvas in a clock/counter clock wise direction? I couldn't find it, I spent like two hours looking today before I gave up and started doing it manually... | ||
G4MR
United States371 Posts
On April 24 2010 10:17 prodiG wrote: I couldn't find it, I spent like two hours looking today before I gave up and started doing it manually... I've attempted using the "flip" vertical feature, but that mean's I'd have to delay adding actual objects to the map before things got out of place. | ||
Bear4188
United States1797 Posts
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sob3k
United States7572 Posts
On April 24 2010 10:11 Bear4188 wrote: Start locations are in the "points" layer. Messing around with the editor: + Show Spoiler + Jesus, how did you get it to mirror so well? That looks perfect! | ||
prodiG
Canada2016 Posts
On April 24 2010 10:18 Bear4188 wrote: You can copy+paste+rotate, if that's what you're looking for. You have to do it layer by layer, though. wait what? how do you rotate? | ||
G4MR
United States371 Posts
On April 24 2010 10:18 Bear4188 wrote: You can copy+paste+rotate, if that's what you're looking for. You have to do it layer by layer, though. So you can select terrain? Last time I tried it it didn't work. | ||
Bear4188
United States1797 Posts
To select terrain I think you need to be in the cliffs menu. Rotate is numpad * / it's also under edit. | ||
G4MR
United States371 Posts
It's under "EDIT", but that only flips a certain area. Not the whole map. | ||
Ursad0n
United States523 Posts
Is there any way to rotate the screen so i can see the other side of cliffs? Is there a way to pick the exact height for a location? Does it always take forever to smooth out the texture? THANKS! :D | ||
Bear4188
United States1797 Posts
You can fiddle with the smooth brush settings and it should go faster. | ||
tyCe
Australia2542 Posts
On April 24 2010 08:24 Dizmaul wrote: ok ok no more lava hah i added trees and such cleaned up stuff made the chokes all the right space's its looking like its almost done That's absolutely awesome. However, I think you should make the 4th expansion (the isolated ones out of the main base area) the gold expansion. It gives player more incentive to take map control that way. | ||
fabiano
Brazil4644 Posts
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ComradeDover
Bulgaria758 Posts
On April 24 2010 10:37 fabiano wrote: another noob question: how can i make the minerals minerable?? ...?! | ||
fabiano
Brazil4644 Posts
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Osmoses
Sweden5302 Posts
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Dizmaul
United States831 Posts
On April 24 2010 10:36 tyCe wrote: That's absolutely awesome. However, I think you should make the 4th expansion (the isolated ones out of the main base area) the gold expansion. It gives player more incentive to take map control that way. and then change the back base to regular?? but then what incentive is there to go for that?? i feel like if you have 3 base plus a little gold mineral patch in the back ur gunna be beasting it macro wise... | ||
Bear4188
United States1797 Posts
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Ursad0n
United States523 Posts
On April 24 2010 10:33 Ursad0n wrote: Guys i am currently working on Ride of the Valkyries, however i have a couple questions. Is there any way to rotate the screen so i can see the other side of cliffs? Is there a way to pick the exact height for a location? Does it always take forever to smooth out the texture? THANKS! :D And is there any way to make any highground a cliff by default because i am having trouble making cliffs without fuckin everything up. | ||
SouL)R(MizaR
Australia111 Posts
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Snausages
United States529 Posts
On April 24 2010 11:28 SouL)R(MizaR wrote: This is a total noob question, how i do i place starting locations? Use the point layer. And HOLY FUCKING COW, that Fighting Spirit looks awesome as hell! How could I have missed that!? Can't wait to try that one out! | ||
SouL)R(MizaR
Australia111 Posts
On April 24 2010 11:30 Snausages wrote: Use the point layer. And HOLY FUCKING COW, that Fighting Spirit looks awesome as hell! How could I have missed that!? Can't wait to try that one out! use point layer after that what do i select, i cant seem to find start location.. ok i found it thankyou!! | ||
SichuanPanda
Canada1542 Posts
Edit: More in-depth details in my blog. | ||
slowmanrunning
Canada285 Posts
On April 23 2010 08:59 KevGuy378 wrote: Does anyone get errors when they start up the editor like this? Warning: Unable to load image from 'Assets\Textures\Wireframe-terran-garage.dds' (Core: a required object could not be found). yep I do every time I load the map editor, I'm just not using that model, it's two models under buildings in the unit layer, I'm pretty sure. They appear as half blue, half red squares. | ||
Snausages
United States529 Posts
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SichuanPanda
Canada1542 Posts
On April 24 2010 11:49 Snausages wrote: Does anyone know a more efficient way to make regions of the map unreachable to units than just covering them with pathing blockers? Yes, use the feature to 'fill' with the blockers, and simply click in somewhere inside the region you want to block. It works like the paint-can in paint or other photo editing programs. | ||
prodiG
Canada2016 Posts
On April 24 2010 11:49 Snausages wrote: Does anyone know a more efficient way to make regions of the map unreachable to units than just covering them with pathing blockers? press H to get to the pathing layer you can block units and/or buildings | ||
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
Uruguay196 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! http://www.youtube.com/watch?v=_lJOla5ZOdE&feature=player_embedded 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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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: 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
Portugal4012 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!) | ||
WarChimp
Australia943 Posts
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Corvi
Germany1406 Posts
cant figure out anything besides morphing terrain :[ | ||
Chuiu
3470 Posts
On April 24 2010 14:01 DeCoup wrote: Wow the data editor is complicated... I spend about an hour trying to give Zerglings reaper jump but failed. I think I've seen that somewhere, its either an ability you need to add or under the movers section for the unit. Try changing "Movement - Mover" to Cliff Jumper. EDIT: Anyone know how to make triggers run more often? | ||
Garrl
Scotland1957 Posts
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Corvi
Germany1406 Posts
On April 24 2010 21:21 Corvi wrote: are there any tutorials out yet? cant figure out anything besides morphing terrain :[ if anyone else was wondering this as well, i found a couple of tutorials here: http://www.sc2mapster.com/ | ||
tyCe
Australia2542 Posts
On April 24 2010 10:43 Dizmaul wrote: and then change the back base to regular?? but then what incentive is there to go for that?? i feel like if you have 3 base plus a little gold mineral patch in the back ur gunna be beasting it macro wise... The incentive to go for the back mineral-only expansion is that it is easy to take and absolutely safe to do so (if the cliffs are not transcendable by reapers/collossi). | ||
Drium
United States888 Posts
On April 24 2010 12:45 hellsan631 wrote: Holy shit dude. Even if this doesn't end being balanced its aesthetically amazing. | ||
CagedMind
United States506 Posts
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KinosJourney2
Sweden1811 Posts
Can anyone help me with this? I can't place resources/buildings above the red line, i don't know why. I've been told it's map borders but i highly doubt its the problem cause i got minerals on the bottom part of the map. EDIT: I managed to fix it, it was the map bounds. But fixing it screwed up the map pretty badly ^_^ | ||
Cheree
Canada123 Posts
On April 25 2010 01:53 KinosJourney2 wrote: Can anyone help me with this? I can't place resources/buildings above the red line, i don't know why. I've been told it's map borders but i highly doubt its the problem cause i got minerals on the bottom part of the map. to check map borders, go.. View -> Show Terran -> Show Bounds if you're outside the lines, you can't place And the reason you can at the bottom and not at the top is there is more no-build-zone at the top. And I had problems with it too, what I did was start a new map and copy paste parts from the old map into the new one. Helped me a lot. | ||
briann
United States121 Posts
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Jyvblamo
Canada13788 Posts
On April 25 2010 02:00 briann wrote: how do you guys go about making symetrical maps? is there a reflect type of option or do u use a grid? Copy+rotate+paste. | ||
Cheree
Canada123 Posts
I tried that at first, had trouble. This is what I use: 1. Use the selection tool (Tools->Selection Mode) 2. Select the area you want to 'copy' 3. Do your rotation/symetry (Edit->Flip/Rotate) 4. Copy 5. Undo rotation/flip of original 6. Paste where desired basically, select, rotate, copy, undo, paste Result of my work in progress: | ||
UdderChaos
United Kingdom707 Posts
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hellsan631
United States695 Posts
On April 24 2010 18:45 Taco-Mental wrote: Can anyone guide me a little on map size. I made a map but its scrunched up mega bad. I think I did 128 x 128 and it was still tiny. What size maps are you guys making? Anyone know what some of the maps on beta are for reference? 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. to re-size the map, go to Map -> Map Bounds... then you can set the boundary, as well as expand the map in any direction. There should be a check box that says "modify map bounds" click on it, and your golden. | ||
semantics
10040 Posts
On April 25 2010 02:21 UdderChaos wrote: Working on a pre-alpha version of helms deep (the popular UMS map): + Show Spoiler + Lol before even reading what you posted i was looking at the pictures going omg is that...yeah yeah it is! it's looking great btw. | ||
N3rV[Green]
United States1935 Posts
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wishbones
Canada2600 Posts
On April 25 2010 02:21 UdderChaos wrote: + Show Spoiler + Working on a pre-alpha version of helms deep (the popular UMS map): wow u just gave me the goosemump mixed with 2 tears one for each eye lol. Not kidding.... But yeh nice map. | ||
onisagi
United States7 Posts
Then filled in the floor with the Road brush under Terrain Layer for the bridge sections that are missing the floor. Hopefully this helps some people that just wanted bridges to not look like unnatural land formations. You can play with the bridge doodad x/y/z scale to hide the land better, as well as move the water level higher and hide the land, if you're concerned about the ridiculousness of having land underneath a bridge. Lots of things you can do to hide the land. (Note: i dont think anybody has said anything about moving the elevation of water -> when you're adding water to the terrain there's an "Edit Water" button near the bottom allowing "Height" amongst other things to be changed for the particular water brush you've selected. I've come to the conclusion that blizzard never intended us to have overpasses that allow units to walk over other units. Not unless they start allowing us to adjust pathing by elevation (aka fun with walking in midair). | ||
briann
United States121 Posts
On April 25 2010 02:06 Cheree wrote: I tried that at first, had trouble. This is what I use: 1. Use the selection tool (Tools->Selection Mode) 2. Select the area you want to 'copy' 3. Do your rotation/symetry (Edit->Flip/Rotate) 4. Copy 5. Undo rotation/flip of original 6. Paste where desired basically, select, rotate, copy, undo, paste Result of my work in progress: Thanks just tried that on a simple map and it works great ! i am loving how visually pleasing sc2 maps are | ||
prototype.
Canada4189 Posts
On April 25 2010 02:21 UdderChaos wrote: + Show Spoiler + Working on a pre-alpha version of helms deep (the popular UMS map): Wow, this looks exactly like the helms deep map i played in counterstrike. Nicely done. | ||
WarChimp
Australia943 Posts
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ComradeDover
Bulgaria758 Posts
On April 25 2010 02:21 UdderChaos wrote: Working on a pre-alpha version of helms deep (the popular UMS map): wow wow wow wow! | ||
peckham33
United States267 Posts
and can someone PM me how to get pics on here. | ||
LazyScout
United States223 Posts
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hellsan631
United States695 Posts
havnt done all the texture yet though. | ||
Phantom
Canada2151 Posts
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Dizmaul
United States831 Posts
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Pape
Serbia419 Posts
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Kezzer
United States1268 Posts
On April 25 2010 05:45 hellsan631 wrote: just finished another map. havnt done all the texture yet though. Pretty small, but looks like a lot of fun | ||
Thratur
Canada917 Posts
All triggers are done, I'm waiting to be able to publish | ||
Jyvblamo
Canada13788 Posts
On April 25 2010 06:08 Thratur wrote: I'm working on a good old turret defense + Show Spoiler + All triggers are done, I'm waiting to be able to publish Awesome stuff. | ||
Dizmaul
United States831 Posts
On April 25 2010 06:08 Thratur wrote: I'm working on a good old turret defense All triggers are done, I'm waiting to be able to publish how did you do a scoreboard?? | ||
WarChimp
Australia943 Posts
On April 25 2010 06:00 Pape wrote: Blood Bath anyone? :D It had to be done! I added a Xal Naga Tower in the middle that reveals about 1/3 of every base, just to ensure constant action in the middle of the map. YES BLOOD BATH AHAHAAHAH :D | ||
Thratur
Canada917 Posts
It's called leaderboard in the triggers | ||
peckham33
United States267 Posts
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Dizmaul
United States831 Posts
yah i can create one but i cant get it to add players with the add players trigger and i dont see anything for counting kills ect.. | ||
Thundar
Netherlands1 Post
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Westy
England808 Posts
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UdderChaos
United Kingdom707 Posts
+ Show Spoiler + I haven't even started any of the triggers yet!I want to get the terrain perfect, also there is a lot of space behind the castle for caves of some sort if its too short. Anyone figured out how to make a day/night cycle yet? or at least make your map night? | ||
WarChimp
Australia943 Posts
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peckham33
United States267 Posts
lighting is controled under veiw, thats how you make it look like night. there may be a way to link the light with triggers but i have no clue how or if there is. | ||
saltygrapes
181 Posts
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Thratur
Canada917 Posts
On April 25 2010 07:08 Dizmaul wrote: yah i can create one but i cant get it to add players with the add players trigger and i dont see anything for counting kills ect.. Create a LeaderBoard variable, then create a LeaderBoard and set your variable to "last created leaderboard". I count kills using the "Unit dies" trigger with an array. Send me a PM if you need more detailed explanation. I do not use "Add player" because I do not understand it. | ||
hellsan631
United States695 Posts
On April 25 2010 07:09 Thundar wrote: Looking for some general critique on whether this map would work as a 1v1 map. Starting positions are the high grounds not containing the high yield minerals. Hope it's possible to make out the Xel'Naga watchtowers which give sight on the middle lanes and the 2 ramps of the corner expansions. really nice map. i think it would work decently as a 1v1, taking a 3rd is really hard, and the gold minerals are alot easier to take. i would actually switch the gold minerals with the 3rd (Assuming you don't start at the gold). also perhaps putting some high grass near the ramp of the 3rd and the middle area, making those xel'naga watchtowers even better to capture. however, high ground advantage will play in this map a lot, due to most good defensive spots having a high ground area. would like to see how it all balances out though. also, great work on texturing. | ||
Kantutan
Canada1319 Posts
Leaderboard is broken, didn't notice the intro message doesn't fade away. For the most part all the triggers are done and all that's left is the balancing (Note that it isn't balanced at all right now). | ||
UdderChaos
United Kingdom707 Posts
On April 25 2010 07:26 peckham33 wrote: caves? how on earth do you do caves? and my question from above still stands, is anyone else having issues saveing? lighting is controled under veiw, thats how you make it look like night. there may be a way to link the light with triggers but i have no clue how or if there is. I'm not doing caves lol i just mean make it look like caves. As for the lighting i don't see anything under view about editing lighting, its all show this and show that. Oh and awesome TD Kantutan ! | ||
Slakter
Sweden1947 Posts
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Orly
Belgium28 Posts
Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small. New map to play vs cpu for now: Just type "!setmissrate 50" to enable high ground advantage with that miss % http://www.mediafire.com/?dq3wzmyhynm | ||
peckham33
United States267 Posts
veiw show lighting those are what you want udder | ||
ComradeDover
Bulgaria758 Posts
On April 25 2010 08:12 ORLY wrote: http://www.youtube.com/watch?v=uvkj7SPi2d0 Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small. New map to play vs cpu for now: Just type "!setmissrate 50" to enable high ground advantage with that miss % http://www.mediafire.com/?dq3wzmyhynm Releasing that code anytime soon? I know a guy with a remake of HBR that would love to get his hands on this for the ridges. | ||
Snausages
United States529 Posts
On April 25 2010 08:12 ORLY wrote: http://www.youtube.com/watch?v=uvkj7SPi2d0 Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small. New map to play vs cpu for now: Just type "!setmissrate 50" to enable high ground advantage with that miss % http://www.mediafire.com/?dq3wzmyhynm I would love to get my hands on this for my remake of HBR | ||
KinosJourney2
Sweden1811 Posts
This is my remake of Destination for SC2, check it out + Show Spoiler [Picture] + The desert tileset sucks so im aware of the deco being bad If you want to download it, you can do it [url blocked] | ||
UdderChaos
United Kingdom707 Posts
On April 25 2010 08:14 peckham33 wrote: veiw: show shader mode veiw show lighting those are what you want udder unless im being really stupid im pretty sure that just changes the lighting states, dont actually allow me to edit the lighting ie changing it to night time ect | ||
treason
Germany72 Posts
On April 25 2010 08:36 KinosJourney2 wrote: I posted this in a seperate blog post but i thought i'd post it here aswell This is my remake of Destination for SC2, check it out + Show Spoiler [Picture] + The desert tileset sucks so im aware of the deco being bad If you want to download it, you can do it [url blocked] Destination will never be the same without pandabear-guy | ||
ComradeDover
Bulgaria758 Posts
On April 25 2010 08:36 KinosJourney2 wrote: I posted this in a seperate blog post but i thought i'd post it here aswell This is my remake of Destination for SC2, check it out + Show Spoiler [Picture] + The desert tileset sucks so im aware of the deco being bad If you want to download it, you can do it [url blocked] It's pretty easy to change tilesets if you aren't satisfied with it. Map->Map Textures, and change away to your heart's content. | ||
fabiano
Brazil4644 Posts
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Snausages
United States529 Posts
On April 25 2010 09:02 fabiano wrote: how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around... Use a creep tumor? | ||
ghen
United States1356 Posts
On April 25 2010 09:02 fabiano wrote: how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around... Well the quick hack would be a nydus canal next to it. Smaller than a hatch but still produces creep. Or maybe you can combine the two buildings somehow? | ||
Kezzer
United States1268 Posts
On April 25 2010 07:57 Kantutan wrote: My work in progress: http://www.youtube.com/watch?v=Qub0LvA1-tQ Leaderboard is broken, didn't notice the intro message doesn't fade away. For the most part all the triggers are done and all that's left is the balancing (Note that it isn't balanced at all right now). That looks really good, can't wait to see it when it's done | ||
Kantutan
Canada1319 Posts
On April 25 2010 09:02 fabiano wrote: how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around... Edit the spine crawler so it doesn't need to be placed on creep. Under behavior, delete 'On Creep' and 'Zerg- Building Not On Creep'. | ||
sob3k
United States7572 Posts
One thing, I designed the map edges to be the yellow line instead of the blue, is there any way to shrink the map bounds to the yellow line with the current map? (shrink blue line to where yellow is now) | ||
ShaperofDreams
Canada2492 Posts
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saltygrapes
181 Posts
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Cheree
Canada123 Posts
On April 25 2010 09:15 sob3k wrote: Hey I made my first map, editor is pretty easy to use... Moving on to number 2 + Show Spoiler + One thing, I designed the map edges to be the yellow line instead of the blue, is there any way to shrink the map bounds to the yellow line with the current map? (shrink blue line to where yellow is now) Yes, Menu Map -> Map Bounds. | ||
IaniAniaN
Canada555 Posts
On April 25 2010 09:15 sob3k wrote: Hey I made my first map, editor is pretty easy to use... Moving on to number 2 One thing, I designed the map edges to be the yellow line instead of the blue, is there any way to shrink the map bounds to the yellow line with the current map? (shrink blue line to where yellow is now) Excellent map | ||
Snowfield
1289 Posts
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fabiano
Brazil4644 Posts
On April 25 2010 09:08 Kantutan wrote: Edit the spine crawler so it doesn't need to be placed on creep. Under behavior, delete 'On Creep' and 'Zerg- Building Not On Creep'. oh, thanks for the tip, but where do i find Behavior? | ||
KinosJourney2
Sweden1811 Posts
On April 25 2010 08:59 ComradeDover wrote: It's pretty easy to change tilesets if you aren't satisfied with it. Map->Map Textures, and change away to your heart's content. Thanks, but Desert are the only good tileset for Destination. Imagine how wrong it would be with Jungle Tileset T_T I was also finishing a remake of Outsider but then my fucking map maker decided to crash, didn't save it either. Good timing, Blizzard | ||
Kantutan
Canada1319 Posts
On April 25 2010 09:37 fabiano wrote: oh, thanks for the tip, but where do i find Behavior? http://i.imgur.com/8DyR7.jpg I'm assuming that's all that needs to be editted. Still learning the editor myself :p | ||
fabiano
Brazil4644 Posts
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Kantutan
Canada1319 Posts
On April 25 2010 09:50 fabiano wrote: thanks a lot kankutan! that did the job :D No problem | ||
SC2Phoenix
Canada2814 Posts
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Kezzer
United States1268 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. thanks for this, just spent a good 2 hours playing around on it :D | ||
Chronopolis
Canada1484 Posts
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saltygrapes
181 Posts
On April 25 2010 10:06 SC2Phoenix wrote: Where can you change the attack speed for units? i Found switching attack animations but cant modify the speed. You must modify their weapon, in the Data Editor -> Weapons section, with the "Period" field :D | ||
Bear4188
United States1797 Posts
On April 25 2010 09:15 sob3k wrote: Hey I made my first map, editor is pretty easy to use... Moving on to number 2 One thing, I designed the map edges to be the yellow line instead of the blue, is there any way to shrink the map bounds to the yellow line with the current map? (shrink blue line to where yellow is now) Copy+paste it onto a smaller "new" map. | ||
Cheree
Canada123 Posts
On April 25 2010 10:12 Chronopolis wrote: Stupid question, but how do you make your map symmetrical? Do you have to manually do it, or is there a "mirror x" or "mirror y" option/. - Select Area - Copy - Paste - Rotate/Flip - Click where you want to paste | ||
Zeke50100
United States2220 Posts
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sob3k
United States7572 Posts
Try it out and let me know how it works! (picture cut off the sides, sry)...also doesn't show foliage.... DL here: http://www7.zippyshare.com/v/58168176/file.html | ||
fabiano
Brazil4644 Posts
+ Show Spoiler + Lava on ultra is so hot! Too bad I cant play on ultra, my pc almost died when i took this pic.... | ||
Kezzer
United States1268 Posts
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fabiano
Brazil4644 Posts
On April 25 2010 10:37 BDF92 wrote: How do you add water? Every time I do the add water thing, all I get is the shiny square boxes. Thats the water. | ||
Kezzer
United States1268 Posts
it's supposed to look like this? | ||
UdderChaos
United Kingdom707 Posts
Still stuck on trying to find out how to change day/night myself | ||
fabiano
Brazil4644 Posts
Yours is too high, you might wanna change its height clicking in Edit Water button | ||
saltygrapes
181 Posts
On April 25 2010 10:49 UdderChaos wrote: Go on edit water and lower the height of the water below your map, also there's some other options on there too. Still stuck on trying to find out how to change day/night myself Use the "Lights" section of the Data Editor :D Each Light catalog that you create has its own options for night/day and what light to show at any given time. | ||
UdderChaos
United Kingdom707 Posts
On April 25 2010 10:53 saltygrapes wrote: Use the "Lights" section of the Data Editor :D Each Light catalog that you create has its own options for night/day and what light to show at any given time. Thanks Unfortunately it seems the editor has corrupted my helms deep i hope i haven't lost the last 12 hours on it. | ||
ComradeDover
Bulgaria758 Posts
On April 25 2010 09:39 KinosJourney2 wrote: Thanks, but Desert are the only good tileset for Destination. Imagine how wrong it would be with Jungle Tileset T_T I was also finishing a remake of Outsider but then my fucking map maker decided to crash, didn't save it either. Good timing, Blizzard When I was trying my hand at Destination, I was using the Mar Sara tileset. Is that what you're using? Try dirt instead of sand... | ||
Kezzer
United States1268 Posts
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-infinite-
United States44 Posts
I thought I'd share my First map, Inundation. This is a prototype/wip until I get the clear signal from users that it rocks (I rather not pollute the space with garbage). I would like to get this as a Really good 1v1 map requiring good use of micro (from all the obstacles) and macro (from back door aTtacK routes). (right-click view image to see a larger image) You can Only get so much out of a picture. So I thought I would take a crack at recording. I tossed up a HD version of it so you can see more details, so be sure to flip the switch to 1080p. Thanks all! p.s. How do you get the forum to embed a Youtube clip? | ||
Kantutan
Canada1319 Posts
On April 25 2010 12:00 -infinite- wrote: Hey all. I wanted to ping this thread as well as the Map Design ThreadMap Design Thread to get some more feedback! I thought I'd share my First map, Inundation. This is a prototype/wip until I get the clear signal from users that it rocks (I rather not pollute the space with garbage). I would like to get this as a Really good 1v1 map requiring good use of micro (from all the obstacles) and macro (from back door aTtacK routes). (right-click view image to see a larger image) You can Only get so much out of a picture. So I thought I would take a crack at recording. I tossed up a HD version of it so you can see more details, so be sure to flip the switch to 1080p. View map fly-through on YouTube Thanks all! p.s. How do you get the forum to embed a Youtube clip? Straight up copy/pasting the url into your message without using the 'add link' script will do it. | ||
Pape
Serbia419 Posts
On April 25 2010 12:00 -infinite- wrote: Hey all. I wanted to ping this thread as well as the Map Design ThreadMap Design Thread to get some more feedback! I thought I'd share my First map, Inundation. This is a prototype/wip until I get the clear signal from users that it rocks (I rather not pollute the space with garbage). I would like to get this as a Really good 1v1 map requiring good use of micro (from all the obstacles) and macro (from back door aTtacK routes). + Show Spoiler + (right-click view image to see a larger image) You can Only get so much out of a picture. So I thought I would take a crack at recording. I tossed up a HD version of it so you can see more details, so be sure to flip the switch to 1080p. View map fly-through on YouTube Thanks all! p.s. How do you get the forum to embed a Youtube clip? Wow, I don't know how well that thing will play but that is one beautiful looking map. I would love to play it, the details are amazing and its so well planned out. I will give it a 10/10 for beauty, but I would hate the long distance for a 1v1 ladder match! | ||
Snausages
United States529 Posts
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-infinite-
United States44 Posts
On April 25 2010 12:12 Kantutan wrote: Straight up copy/pasting the url into your message without using the 'add link' script will do it. Ah-hah! I should have gave that a shot. Thanks. | ||
WarChimp
Australia943 Posts
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semantics
10040 Posts
On April 25 2010 12:23 Snausages wrote: remaking Blue Storm right now, this'll be my last remake before I try something original: I'ts impressive how well you able to copy these maps how are you going about doing it because i imange things don't line up exactly the same to just counter blocks and copy it. | ||
semantics
10040 Posts
On April 25 2010 10:12 Chronopolis wrote: Stupid question, but how do you make your map symmetrical? Do you have to manually do it, or is there a "mirror x" or "mirror y" option/. this is how i go about making symmetry | ||
DeCoup
Australia1933 Posts
On April 24 2010 22:03 Chuiu wrote: I think I've seen that somewhere, its either an ability you need to add or under the movers section for the unit. Try changing "Movement - Mover" to Cliff Jumper. I tried both movement and behavior but in game there was no difference at all. It should not be this hard to make such a small change. The only conclusion I can come up with is that it is very easy to do and that I am just not aware of how. | ||
Cheree
Canada123 Posts
On April 25 2010 13:42 semantics wrote: http://www.youtube.com/watch?v=IG-6yCfH0S8 this is how i go about making symmetry Oh nice, thanks. G'job. I'll switch to doing that from now on. | ||
semantics
10040 Posts
http://forums.sc2mapster.com/development/tutorials/428-misc-beginner-video-tutorial/ in the vid it looked so easy. | ||
ComradeDover
Bulgaria758 Posts
On April 25 2010 13:48 DeCoup wrote: I tried both movement and behavior but in game there was no difference at all. It should not be this hard to make such a small change. The only conclusion I can come up with is that it is very easy to do and that I am just not aware of how. Take the reaper and edit all appropriate zergling attributes on top of him. | ||
Verr82
Australia4 Posts
http://starcraft.incgamers.com/forums/showthread.php?p=31860 | ||
PanzerDragoon
United States822 Posts
On April 23 2010 10:46 ComradeDover wrote: This is because of the fancy new third dimension that's been added. It's possible for the camera to see off the playable map. So when Blizzard says its 128x128 on their ladder maps that means less of that is playable area no wonder maps seem smaller than the brood war ones | ||
Pablols
Chile517 Posts
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pzea469
United States1520 Posts
On April 25 2010 14:41 Pablols wrote: i made this fuck yeah :D | ||
Bear4188
United States1797 Posts
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peckham33
United States267 Posts
On April 25 2010 14:54 Bear4188 wrote: Got a *little* carried away and this one ended up ginormous, oh well. I'm thinking I could make it into a shared base 2v2 if I want it to be actually playable. looks like a 1v1 map to me (and if you could put this up for download that would rock [if it's finished that is]) as it is it looks fair and balanced and more of a mid to late game map. long rush. in short, it look great and just make it 1v1. | ||
Bear4188
United States1797 Posts
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peckham33
United States267 Posts
On April 25 2010 15:13 Bear4188 wrote: ..., I might upload it tomorrow. great to hear(read). just wondering where you will post the uploaded file. might i suggest you post this map on the Map Design Thread. | ||
TopHat
United States12 Posts
I create a player group from the Map/Game Attributes menu, and attach players to it. Then I attempt to create a trigger that sets all players in a player group to ally one another at map initialization, but the player group I previously created will not show in the trigger list. | ||
saltygrapes
181 Posts
On April 25 2010 15:32 TopHat wrote: Has anyone had success using player groups with triggers? I create a player group from the Map/Game Attributes menu, and attach players to it. Then I attempt to create a trigger that sets all players in a player group to ally one another at map initialization, but the player group I previously created will not show in the trigger list. why dont you just create the player group you want through triggers? And why are you trying to get those players to ally each other at map init? You can just set that up through player properties. :D | ||
-infinite-
United States44 Posts
Right-click to blow this puppy up. Messed around a bit tonight. I wanted to whip something up more desert themed. I also wanted to make it smooth sailing toward harassing your opponent, and I wanted to get rid of small ramps. | ||
-infinite-
United States44 Posts
On April 25 2010 14:41 Pablols wrote: That's pretty hot. Literally. Good texture on that beast. On April 25 2010 14:54 Bear4188 wrote: Slick dude. I like this. | ||
TopHat
United States12 Posts
On April 25 2010 15:41 saltygrapes wrote: why dont you just create the player group you want through triggers? And why are you trying to get those players to ally each other at map init? You can just set that up through player properties. :D The options under player properties are only for team placement I believe. Basically they control where each team spawns so you can avoid cross positions on four player maps, etc. It doesn't actually ally players. Edit: I can make player groups in the trigger editor, and add players in, didn't realize you could make groups as variables in there. :x | ||
InRaged
1047 Posts
On April 25 2010 13:48 DeCoup wrote: I tried both movement and behavior but in game there was no difference at all. It should not be this hard to make such a small change. The only conclusion I can come up with is that it is very easy to do and that I am just not aware of how. You're doing something wrong, cause all it takes is changing Zergling's (unit data type) behavior to "reaper - cliff jumping" and mover to "cliff jumper" BUT instead you can just change zerglings mover to "colossus" then go in "movers" data type and change colossus' "height map" property to "ground" and that will look totally badass on zerglings + Show Spoiler + | ||
WarChimp
Australia943 Posts
I tried both movement and behavior but in game there was no difference at all. It should not be this hard to make such a small change. The only conclusion I can come up with is that it is very easy to do and that I am just not aware of how.[/QUOTE] + Show Spoiler + [/QUOTE] Damn does this make anyone else nostalgia about Alien, Aliens, Alien 3, Alien Resurrection? | ||
Whyx
United States73 Posts
Reason: looks more like a blizzard spell than anything else =] Help is appriciated! | ||
ComradeDover
Bulgaria758 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=118286 | ||
keV.
United States3214 Posts
Any help would be appreciated... edit: CTRL + T fixes this, thanks Bear4188 | ||
Bear4188
United States1797 Posts
I know I've hit it a few times and it gives me something that looks like that. | ||
keV.
United States3214 Posts
On April 25 2010 16:56 Bear4188 wrote: Try hitting CTRL+T I know I've hit it a few times and it gives me something that looks like that. Ah, yea i figured it was some toggle, couldn't find it though. Thanks a ton all good! | ||
saltygrapes
181 Posts
On April 25 2010 16:50 Whyx wrote: Anyone know how to change a spell's graphic? Im trying to change 'snipe' to have the hit graphic of 'force field'. Reason: looks more like a blizzard spell than anything else =] Help is appriciated! go to Data Editor -> Actors -> Create New Object. Make it a Model -> ModelAnimationStyleOneShot and set the Model value to Force Field. You then have to create the events for when the Actor will play, so go to Events+. Create a new Event with these properties: Msg Type: Ability Source Name: Ghost - Sniper Sub Name: TargetCastStart Then for the action, do "Create" I don't know how the animation for force field works, so you may have to create a timer that when it expires, the actor is destroyed, else it might never go away You can set whether you want to attach the actor to the target unit as well, and to what attachment point. But thats the jist :D | ||
SC2Phoenix
Canada2814 Posts
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Kantutan
Canada1319 Posts
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Bear4188
United States1797 Posts
On April 25 2010 17:48 Kantutan wrote: I'm trying to figure out how to make it so other units/structures show the radius of their attack range like siege tanks do, any ideas? View -> Show Terrain -> Show Range Then select the sieged tank. | ||
Kantutan
Canada1319 Posts
On April 25 2010 17:50 Bear4188 wrote: View -> Show Terrain -> Show Range Then select the sieged tank. I mean in-game for other units. So if you clicked on a spine crawler it will show the range for it like the siege tank. | ||
Orly
Belgium28 Posts
On April 25 2010 08:32 ComradeDover wrote: Releasing that code anytime soon? I know a guy with a remake of HBR that would love to get his hands on this for the ridges. Sure, would love to see a game of HBR in sc2. Code is in the triggers, copy paste the triggers under "--- HIGH GROUND ADVANTAGE" comment. Then copy the global intMissChance variable and set it to the miss % you'd want for highground. Let me know if there are any issues, some notes: - Colossus has 100% hit always - Special abilities like Ghost snipe, templar storm always hit. can be changed but seems most logical - Reaper & marauder startattack events are fired too late so the first shot they take to highground is sometimes unaffected by miss. Also, is anyone else getting odd ramp behaviour when launching a galaxy editor map? Units keep doing these jerky movements when crossing ramps | ||
saltygrapes
181 Posts
last wip of this ill post here since its not really a melee map anymore lolplz | ||
Bear4188
United States1797 Posts
On April 25 2010 17:57 Kantutan wrote: I mean in-game for other units. So if you clicked on a spine crawler it will show the range for it like the siege tank. Is it possible to make custom spell graphics yet? You could make an ability that pretty much just draws a circle on the map with their range. Otherwise check out the data on Xel'naga WTs, Sentry Towers, and Tanks to see if there's something there. | ||
SC2Phoenix
Canada2814 Posts
Also, is anyone else getting odd ramp behaviour when launching a galaxy editor map? Units keep doing these jerky movements when crossing ramps yea i have been getting that also, any 1 know if they can fix this? or is a problem that blizzard did | ||
KobraKay
Portugal4012 Posts
On April 25 2010 18:53 saltygrapes wrote: all you guys maps would look so much better if you took the time to properly texture them >< last wip of this ill post here since its not really a melee map anymore lolplz wow that looks great! I was really happy for making a viking with the immortal's shield and now im sad again because i could never make such a good looking map! GJ keep posting | ||
Stormzors
Australia41 Posts
Can't wait till some crazy maps are get made! | ||
Flameberger
United States226 Posts
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keV.
United States3214 Posts
Some of these look really great, wish I could play them. | ||
jtype
England2167 Posts
Can't wait till we can see some of these maps being used. | ||
PanzerDragoon
United States822 Posts
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CagedMind
United States506 Posts
On April 25 2010 08:12 ORLY wrote: http://www.youtube.com/watch?v=uvkj7SPi2d0 Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small. New map to play vs cpu for now: Just type "!setmissrate 50" to enable high ground advantage with that miss % http://www.mediafire.com/?dq3wzmyhynm I was looking through the triggers and I gotta say I don't understand triggers one bit lol. Didn't see anything that resembled 50% in the high ground advantage trigger group. 50% is too high and 25% is a better number. Stuff like "0 = <interger>" really make no sense to me. How do you know what the hell that does in editor lol. It's not possible in melee is it? | ||
wishbones
Canada2600 Posts
2gig ram, 2gig proccessor, 256mb video card. atm. not upgrading either, but yeah how? edit: I've just tested to see one thing, i clicked file> new> and made the smallest size, so it seems the smaller the map i make the less lag, atm on the smallest possible selection there is no lag whatsoever, wow thats actually a word, chrome didn't correct me lol | ||
Bear4188
United States1797 Posts
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wishbones
Canada2600 Posts
After setting everything to low in the preferences and restarting the editor it all seems to be fine now. copy pasted from the Map Design Thread. edit its cus i had set everything to a lower quality, but didn't no a restart of the editor was necessary for it to take effect thanks for the help. | ||
wishbones
Canada2600 Posts
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tchackie
Germany2 Posts
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Chuiu
3470 Posts
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wishbones
Canada2600 Posts
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Koffiegast
Netherlands346 Posts
And, increasing(or decreasing) terrain level by abilities? This would allow for some nifty terramorphing games. | ||
tchackie
Germany2 Posts
On April 26 2010 01:09 Chuiu wrote: Tchackie you can have as many water heights as you want, but I don't think you can stack them on top of each other if thats what you mean. the problem is, it seems i can only switch between them, not select an area of water and link it to one water state and then select another area of water and link it to another state | ||
Pape
Serbia419 Posts
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Badred
Canada129 Posts
On April 26 2010 03:28 Pape wrote: Where do you guys find starting positions for each player? It's silly but I can't seem to find it anywhere and it feels like I'm overlooking it. It's in "Points" mode. The 2nd button from the left in that mode. | ||
AyJay
1515 Posts
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Skee
Canada702 Posts
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KobraKay
Portugal4012 Posts
On April 26 2010 02:18 tchackie wrote: the problem is, it seems i can only switch between them, not select an area of water and link it to one water state and then select another area of water and link it to another state You can if you select different "types" of water. As long as they arent the same you can move up and down independently. Im sorry my english is really bad today im having trouble explaining myself but i'll try giving an example! If you're building a map you can select Zhakul'Das water and Tarsonis just as an example. When you select the first one (ZD) and then edit you'll edit all areas with that type and if after that you switch, then you can edit the other type (T) without affecting the first one (ZD). If this wasnt your problem im sorry | ||
ComradeDover
Bulgaria758 Posts
On April 25 2010 20:28 Flameberger wrote: If anyone figures out how to make units unpushable I'de love to know. Issue a hold position command. On April 26 2010 00:59 tchackie wrote: Does anyone know if its possible to make several water heights? so if wanna make some kind of river on one level and then a waterfall to a lower area, but so far i cant make a seperate layer of water on the lower level. Each different water type is treated as it's own layer. There are several that look similar (identical?) to each other. I'm not sure how a waterfall would work though. On April 26 2010 04:01 mity wrote: So, how long until someone remakes Bluestorm. My Favorite SC1 map. Someone's already started on it. I can't be bothered to find where it is, but there's a mostly-complete catalog of maps being made on TL in this thread. | ||
wishbones
Canada2600 Posts
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SichuanPanda
Canada1542 Posts
On April 26 2010 04:05 KobraKay wrote: You can if you select different "types" of water. As long as they arent the same you can move up and down independently. Im sorry my english is really bad today im having trouble explaining myself but i'll try giving an example! If you're building a map you can select Zhakul'Das water and Tarsonis just as an example. When you select the first one (ZD) and then edit you'll edit all areas with that type and if after that you switch, then you can edit the other type (T) without affecting the first one (ZD). If this wasnt your problem im sorry I thought your English was better than a lot of people who use it as their first language actually. I knew exactly what you meant by 'types' - Blizzard doesn't really give them a designation, but basically you can spawn as many layers of water as there is different want tile sets. Each type of water exists independently of another. | ||
Tergeron
United States66 Posts
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Tuke
Finland1666 Posts
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Zeke50100
United States2220 Posts
What am I doing wrong? (And yes, I did create a brand new salvage ability, rather than just using the Salvage - Bunker ability; it has the same specs, though). | ||
wishbones
Canada2600 Posts
but i succeeded very easily at that, and it jumped across a 250x250 map with void ray beams coming out the two front paws/legs/w.e lol kinda fun. But yeah again it cud be the incomplete editor causing lack of succession in some areas. or just not enuff findings. | ||
Orly
Belgium28 Posts
On April 25 2010 07:57 Kantutan wrote: My work in progress: http://www.youtube.com/watch?v=Qub0LvA1-tQ Leaderboard is broken, didn't notice the intro message doesn't fade away. For the most part all the triggers are done and all that's left is the balancing (Note that it isn't balanced at all right now). Looks great, is it up for download yet? | ||
Orly
Belgium28 Posts
Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well | ||
CagedMind
United States506 Posts
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Koffiegast
Netherlands346 Posts
On April 26 2010 09:21 ORLY wrote: Working on physics "engine" http://www.youtube.com/watch?v=TVi-c1flZzg Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well hahah oh wow | ||
a176
Canada6688 Posts
+ Show Spoiler + | ||
MorroW
Sweden3522 Posts
On April 26 2010 09:21 ORLY wrote: Working on physics "engine" http://www.youtube.com/watch?v=TVi-c1flZzg Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well wow how the hell do u make that kind of stuff anyway. ive looked around in the triggers but ive never found any of that cool stuff :p btw ORLY can u make first person working? | ||
Thratur
Canada917 Posts
EDIT : Nevermind | ||
SC2Phoenix
Canada2814 Posts
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SC2Phoenix
Canada2814 Posts
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imamwhat5
11 Posts
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Badred
Canada129 Posts
+ Show Spoiler + | ||
theqat
United States2856 Posts
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Fropper
Germany2 Posts
sc | ||
Chuiu
3470 Posts
On April 26 2010 11:26 theqat wrote: Any way to change the origination point of an attack? Say I wanted Hydras to shoot Colossus lasers out of their eyes Sounds like you would have to edit the model for this. I have no idea how to do that. | ||
semantics
10040 Posts
On April 26 2010 09:51 MorroW wrote: wow how the hell do u make that kind of stuff anyway. ive looked around in the triggers but ive never found any of that cool stuff :p btw ORLY can u make first person working? Yeah that shit is great ionno how to mess around with trigger etc without a fully done map where i can see how other things are done and go from there haha i should prob download some of the custom maps already made and learn how shit works in the map editor. | ||
Kantutan
Canada1319 Posts
Not yet, got lazy and also trying to figure out how I want to balance the towers/waves | ||
sob3k
United States7572 Posts
On April 26 2010 09:21 ORLY wrote: Working on physics "engine" http://www.youtube.com/watch?v=TVi-c1flZzg Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well Fucking awesome! I cant wait to play Baneling Sliders UMS! | ||
Bentie
Australia18 Posts
There are so many possibilities. I haven't actually got the editor but I believe it will possible to change ownership of a building by clicking on it, can someone verify this? | ||
MachinimaMat
United States6 Posts
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decemberscalm
United States1353 Posts
On April 26 2010 09:21 ORLY wrote: Working on physics "engine" http://www.youtube.com/watch?v=TVi-c1flZzg Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well AMAZING. I have faith people will be able to make aircraft pilotable after seeing this O.O | ||
Darkren
Canada1841 Posts
On April 26 2010 13:31 MachinimaMat wrote: I used the map editor to create this using the Cinematics function. http://www.youtube.com/watch?v=DGTho4x5Ueg wow i didnt know u could make that | ||
wishbones
Canada2600 Posts
On April 26 2010 13:31 MachinimaMat wrote: I used the map editor to create this using the Cinematics function. http://www.youtube.com/watch?v=DGTho4x5Ueg dude omg that is absolutely fucking hilarious if i didnt have work in 6 hours i wud stay up for 6 more hours to figure out how that is done. 5/5 STARS GREAT 1st post imo. | ||
Klockan3
Sweden2866 Posts
On April 26 2010 13:38 decemberscalm wrote: AMAZING. I have faith people will be able to make aircraft pilotable after seeing this O.O They had pilotable aircraft maps in wc3 but the controls sucked. Also they had maps with physics in them such as grenades that bounces against the ground and walls realistically. Whats new in sc2 is that everything is a ton smoother. On April 26 2010 09:51 MorroW wrote: wow how the hell do u make that kind of stuff anyway. ive looked around in the triggers but ive never found any of that cool stuff :p btw ORLY can u make first person working? You got to code the physics yourself, at least that was what you did in wc3. It is not about finding the right button but about learning how to code in their new language. Also I can guranatee you that the popular maps early on will all be based on wc3 maps and not starcraft maps since this is basically the wc3 editor made a ton smoother and more powerful. | ||
ComradeDover
Bulgaria758 Posts
On April 26 2010 14:04 Klockan3 wrote: They had pilotable aircraft maps in wc3 but the controls sucked. Also they had maps with physics in them such as grenades that bounces against the ground and walls realistically. Whats new in sc2 is that everything is a ton smoother. Considering the system reqs for WC3 was something in the ballpark of a 400mhz PII, I would hope so. | ||
SheepKiller
United States74 Posts
On April 25 2010 20:17 Stormzors wrote: Man don't think this has been posted here but check this out! http://www.youtube.com/watch?v=7PrvZ_9AO3I Can't wait till some crazy maps are get made! I was able to get 3rd person camera, and key movements working as well. I'm wondering how to do mouseaim | ||
Orly
Belgium28 Posts
On April 26 2010 14:04 Klockan3 wrote: They had pilotable aircraft maps in wc3 but the controls sucked. Also they had maps with physics in them such as grenades that bounces against the ground and walls realistically. Whats new in sc2 is that everything is a ton smoother. You got to code the physics yourself, at least that was what you did in wc3. It is not about finding the right button but about learning how to code in their new language. This basically. One thing I'm worried about though is how well online games will handle high frequency triggers. I'm running the physics and drawing code 50 times per game second to use absolute unit placement. If sc2 relies heavily on prediction this might ruin it.. I'm not familiar with wc3 mapping, any idea if it was a problem there? You could use the built-in move commands to tween between points and cut down on the required frequency a lot, but they're pretty cumbersome for this kind of thing and you can't tween between air points. morrow:There's some videos floating around of third person working, so I imagine first person is doable as well. No idea how you would go around doing projectiles tho | ||
saltygrapes
181 Posts
On April 26 2010 15:24 ORLY wrote:This basically. One thing I'm worried about though is how well online games will handle high frequency triggers. I'm running the physics and drawing code 50 times per game second to use absolute unit placement. If sc2 relies heavily on prediction this might ruin it.. I'm not familiar with wc3 mapping, any idea if it was a problem there? You could use the built-in move commands to tween between points and cut down on the required frequency a lot, but they're pretty cumbersome for this kind of thing and you can't tween between air points. morrow:There's some videos floating around of third person working, so I imagine first person is doable as well. No idea how you would go around doing projectiles tho certain WC3 spells and systems were way more traumatic than that. so I doubt you'll have any trouble with it. then again, nobody knows anything with BNet 2.0 good job btw :D | ||
JaspluR
Australia174 Posts
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semantics
10040 Posts
On April 26 2010 16:33 JaspluR wrote: noob question how do you add starting locations ? This question has come up so much lol blizzard l2 make a ui. It's under points and it's the 2nd button listed from left to right. you get to points though the menu you know how you get to doodads and terrain and units etc it's that menu just find it in the top part it's there! gl~ | ||
JaspluR
Australia174 Posts
yeah the ui is kinda sucky ill be trying to make some new maps and a website to host my maps haha edit; i read through half of the pages so far but is there an easier way to mirror? lol im new to this and with triggers and stuff, are there guides or how do most people learn it? do you need programming skills? also, anyone having trouble with water? it looks weird, does it have to be placed on certain leveled ground? one moe thing; how would i adjust the los xel naga towers give? cheers | ||
onisagi
United States7 Posts
On April 26 2010 02:18 tchackie wrote: the problem is, it seems i can only switch between them, not select an area of water and link it to one water state and then select another area of water and link it to another state To allow the same looking water tiles in different elevations, you can go to data module and look under "Water" for Data Type. Then duplicate the specific water tile you want, modify name, etc to your liking and it'll appear in the Water brush along with the originals. Now you should know what to do next. | ||
mamelouk
France135 Posts
On April 26 2010 09:51 MorroW wrote: wow how the hell do u make that kind of stuff anyway. ive looked around in the triggers but ive never found any of that cool stuff :p btw ORLY can u make first person working? omg did you said "first person" ? Will we be able to play UMS map where you control a marine is a crowd (and auto control another unit if it die!) with this new editor ?? | ||
MorroW
Sweden3522 Posts
On April 26 2010 23:31 mamelouk wrote: omg did you said "first person" ? Will we be able to play UMS map where you control a marine is a crowd (and auto control another unit if it die!) with this new editor ?? ye man, u can just put a camera in front of the face of the marine and make it rotate etc when the unit does i tried to do this in the editor and all worked except that the camera didnt move when the unit moved, i only got rotate to work. but first person ghost counterstrike style should be possible. i bet orly already could do it xD | ||
sushiman
Sweden2691 Posts
On April 26 2010 09:21 ORLY wrote: Working on physics "engine" http://www.youtube.com/watch?v=TVi-c1flZzg Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well That's awesome. Can't wait to see some Monkey Ball-like UMS made from it. ^^ | ||
Snausages
United States529 Posts
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Tom Phoenix
1114 Posts
Looking forward to the publishing patch. =) | ||
CoL_DarkstaR
Germany649 Posts
Starting positions at 8' and 2' | ||
Double
Germany22 Posts
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SmoKim
Denmark10277 Posts
On April 26 2010 13:31 MachinimaMat wrote: I used the map editor to create this using the Cinematics function. http://www.youtube.com/watch?v=DGTho4x5Ueg I demand that you make more of Bob the Zergling Poor little guy | ||
dimfish
United States663 Posts
+ Show Spoiler + But in-game it looks fine: + Show Spoiler + The problem is generating nice pics of my map in progress, but these pieces make it look terrible. Anyone know how to get rid of this? Or even seen it? | ||
CoL_DarkstaR
Germany649 Posts
On April 27 2010 01:24 dimfish wrote: I'm working on the space tileset and I want floating-in-space continent type terrain, but all around the edges into oblivion I get these visible pieces, even though that's the lowest, unwalkable terrain layer: + Show Spoiler + But in-game it looks fine: + Show Spoiler + The problem is generating nice pics of my map in progress, but these pieces make it look terrible. Anyone know how to get rid of this? Or even seen it? Simply press "V" for view ingame-settings. | ||
Ladde
Sweden70 Posts
I hope you guys know that you can Copy-Paste terrain? And drag a box around terrain and use, Edit - > Flip (Or Rotate) to make More symetrical maps. | ||
dimfish
United States663 Posts
On April 27 2010 02:06 CoL_DarkstaR wrote: Simply press "V" for view ingame-settings. Didn't even consider trying that option, and it gave me exactly what I wanted, thanks! | ||
semantics
10040 Posts
On April 27 2010 03:01 Ladde wrote: About Mirroring. I hope you guys know that you can Copy-Paste terrain? And drag a box around terrain and use, Edit - > Flip (Or Rotate) to make More symetrical maps. sorry about the quality i think youtube doesn't decode some of my stream properly i need to adjust my x264 settings probably. | ||
w1llie
United States7 Posts
If anyone has any insight or can point me in the right direction it would be greatly appreciated. Thanks | ||
nomsayin
United States124 Posts
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mamelouk
France135 Posts
On April 26 2010 23:33 MorroW wrote: ye man, u can just put a camera in front of the face of the marine and make it rotate etc when the unit does i tried to do this in the editor and all worked except that the camera didnt move when the unit moved, i only got rotate to work. but first person ghost counterstrike style should be possible. i bet orly already could do it xD omg lol I chuckled when I saw that | ||
Snausages
United States529 Posts
On April 27 2010 06:49 nomsayin wrote: I'm working on a version of desti, also in the Map Design thread. It's almost done, I just have one problem with it. I have bridge doodads and the units walk through them instead of over them. I'm not sure what to do. Use the road tool under Terrain instead | ||
Falling
Canada10904 Posts
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semantics
10040 Posts
program files/starcraft II/ | ||
Tossi83
Poland24 Posts
1. When you select terrain is there a way to make editor show your selection in map editing window? I can see what terrain I selected in minimap only. Is it that way for everyone? 2. When you paste terrain is there a way to make editor show the preview of the terrain being pasted? Unlike units and doodads when I paste terrain I can only see a blue rectangle box representing edges of pasted terrain. 3. How do you use timers in editor? I am able to display a timer but it only shows 0:00:00 and I am unable to make it run. 4. I am making a melee map and it has a graphical glitch. The glitch is visible in-game and it looks like that: It is not visible after I press V to switch to editor view settings. | ||
saltygrapes
181 Posts
keke lolplz :D | ||
saltygrapes
181 Posts
On April 27 2010 15:42 Tossi83 wrote: I have a couple of questions: 1. When you select terrain is there a way to make editor show your selection in map editing window? I can see what terrain I selected in minimap only. Is it that way for everyone? Yea, i dont think u can yet. 2. When you paste terrain is there a way to make editor show the preview of the terrain being pasted? Unlike units and doodads when I paste terrain I can only see a blue rectangle box representing edges of pasted terrain. Again, don't think so 3. How do you use timers in editor? I am able to display a timer but it only shows 0:00:00 and I am unable to make it run. You're gonna have to be more specific than that. What do you want it to do? 4. I am making a melee map and it has a graphical glitch. The glitch is visible in-game and it looks like that: Try using the smooth tool on it, usually if there are graphical glitches like that (also happens a lot with roads), using a height modifier will "reset" it. It is not visible after I press V to switch to editor view settings. Thats weird O_O | ||
Tossi83
Poland24 Posts
For now I just want it to run. Like going from 0:00:00 to 0:00:01 to 0:00:02 and so on. My idea was to make an in-game clock that would show how much game time elapsed. Try using the smooth tool on it, usually if there are graphical glitches like that (also happens a lot with roads), using a height modifier will "reset" it. Thats weird O_O It's indeed weird and I am not sure which tools exactly you meant but I managed to fix it with "Same Cliff Level" tool under "Cliff" brush from terrain layer. Also don't you ppl think that having mapmaking section of the forum would be nice? I feel like editor related topics spammed the general SC2 forum since the editor release. Oh, and I have yet another question: I somehow removed the fog from the very bottom parts of the map, how can I bring it back? | ||
ADAM.1
United States36 Posts
Just a thought; I see a lot of remakes of old sc1 maps (which I like) - but am slightly worried due to small reasons, eg: new high ground mechanic. People use High ground to make a "barrier" feel around bases,natural expos.. when doing so you are making it easy for someone to abuse this. I think with this new VERY powerful editor and new SC2 mechanics, new kinds of maps should be created. | ||
Snausages
United States529 Posts
On April 27 2010 22:35 ADAM.1 wrote: People use High ground to make a "barrier" feel around bases,natural expos.. when doing so you are making it easy for someone to abuse this. I prevent this by having the barriers go beyond the map boundaries + pathing. Easy to fix. | ||
oolon
United States27 Posts
On April 27 2010 22:35 ADAM.1 wrote: I love this Galaxy Editor Topic and figured it needed a bump. The custom units and melee maps people have been creating are just wonderful. It inspired me to get my map making skills back up and running. Just a thought; I see a lot of remakes of old sc1 maps (which I like) - but am slightly worried due to small reasons, eg: new high ground mechanic. People use High ground to make a "barrier" feel around bases,natural expos.. when doing so you are making it easy for someone to abuse this. I think with this new VERY powerful editor and new SC2 mechanics, new kinds of maps should be created. There are a lot of options here. I've been using double-high cliffs and pits (bottomed out cliffs) as protection from reaper/colossus, but I have also been designing narrow backdoor cliffs into mains to allow for that kind of play. I've also been including small ledges near kill zones for those units and others to use during battles to promote use of the high ground LOS advantages, which I feel can still be important, especially as the mid game approaches. The biggest concern I've had when making maps is Blink abuse, but there are plenty of mains in current ladder maps that could be Blinked into and never are, for whatever reason, so I'm not going to worry about it too much for now. What map-makers should look for in old maps are traffic patterns and kill zones. I've done a very liberal remake of Heartbreak ridge that follows the same expansion flow and should theoretically force conflicts in the same areas the original map was known for. For me, that's the most important thing to take from the tournament maps, and use it to inspire new, original maps. | ||
semantics
10040 Posts
On April 28 2010 00:18 Snausages wrote: I prevent this by having the barriers go beyond the map boundaries + pathing. Easy to fix. Yup just put no pathing up there. I also made my maps without cliffs to abuse although i'm thinking of making rev lt lol i just can see a ton of abuse on that map with cliff jumpers. | ||
Bear4188
United States1797 Posts
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ADAM.1
United States36 Posts
Anyone else come up with new map ideas? or New unit they have video footage of?! I'm dying for new stuff :D | ||
-infinite-
United States44 Posts
On April 28 2010 02:54 ADAM.1 wrote: Anyone else come up with new map ideas? or New unit they have video footage of?! I'm dying for new stuff :D I wish I could stay home and work on maps. Damn the real life! I started something last night and am at the point of adding final details to the map. Hope to post it tonight. | ||
saltygrapes
181 Posts
no sky yet none of them seem to work... | ||
ADAM.1
United States36 Posts
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Rickilicious
United States220 Posts
I want when like 2 zealots enter a region, to create a larger version of the zealot and kill the other two. But I am very frustrated because I've been looking through all the 'conditions', and I just can't find a unit name or anything. + Show Spoiler + What I have: Events Unit - Any Unit Enters BottomLeft-Combination-In Local Variables Conditions Actions Unit - Create 1 Big-Zealot for player (Triggering player) at (Center of BottomLeft-Combination-Out) using default facing (No Options) Unit - Kill (Triggering unit) I figured under "Conditions" what I'd be looking for was something like, triggering unit == 2 zealots or something like that. Any help would be appreciated. | ||
ADAM.1
United States36 Posts
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Thratur
Canada917 Posts
Map made by Morrow, triggers by me. Everything is done and ready for publishing. | ||
wishbones
Canada2600 Posts
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Vynakros
Slovenia63 Posts
On April 28 2010 07:39 wishbones wrote: frig whats that map site for sc2? and how can i play these maps with a friend. I LOVE YOU WHO EVER ANSWERS http://www.sc2mapster.com/ | ||
wishbones
Canada2600 Posts
+ Show Spoiler + | ||
saltygrapes
181 Posts
On April 28 2010 04:40 Rickilicious wrote: Ok, this is a very fundamental idea of my map, but I've run into a road block. I want when like 2 zealots enter a region, to create a larger version of the zealot and kill the other two. But I am very frustrated because I've been looking through all the 'conditions', and I just can't find a unit name or anything. + Show Spoiler + What I have: Events Unit - Any Unit Enters BottomLeft-Combination-In Local Variables Conditions Actions Unit - Create 1 Big-Zealot for player (Triggering player) at (Center of BottomLeft-Combination-Out) using default facing (No Options) Unit - Kill (Triggering unit) I figured under "Conditions" what I'd be looking for was something like, triggering unit == 2 zealots or something like that. Any help would be appreciated. Ball Sack Events Unit - Any Unit Enters (Empty region) Local Variables Zealot Group = (Empty unit group) <Unit Group> Conditions (Unit type of (Triggering unit)) == Zealot Actions Variable - Set Zealot Group = (Zealot units in (Empty region) owned by player (Owner of (Triggering Unit)) matching Excluded: Missile, Dead, Hidden, with at most 2) General - If (Conditions) then do (Actions) else do (Actions) If (Number of Living units in Zealot Group) > 1 Then Unit - Create 1 Mega-Zealot for player (Owner of (Triggering unit)) at (Center of (Empty region)) using default facing (No Options) Unit Group - Pick each unit in Zealot Group and do (Actions) Actions Unit - Remove (Picked unit) from the game Else Since there should never be more than 2 zealots in the region you're talking about, this should work. If there were 5 zealots there, for example, it might not make the triggering unit a part of the unit group (as the maximum is 2), and I can't really change that since there's no "matching unit" stuff anymore. but this should be fine for what you're looking for | ||
MachinimaMat
United States6 Posts
On April 28 2010 03:28 saltygrapes wrote: no sky yet none of them seem to work... Has anyone been able to change the sky? | ||
Archerofaiur
United States4101 Posts
One question. Has anyone figured out how to unlock the camera so you can zoom out past normal limits? | ||
saltygrapes
181 Posts
On April 28 2010 07:59 MachinimaMat wrote: Has anyone been able to change the sky? don't think so. they just don't seem to show up. probably bugged | ||
ADAM.1
United States36 Posts
Made a new unit as a caster..say high Templar... Then I saw the actor field..went changed the model to say marine....when I was done editing..the actor field was no longer there and my unit has no model in game or in the editor. Any tutorials out there for making new units or someone feel like writing up a little how to? | ||
w1llie
United States7 Posts
thats a pretty good tut on making units. | ||
ADAM.1
United States36 Posts
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Snausages
United States529 Posts
I will have a new topic up with a download link once I finish this. 'Til then, chemistry! | ||
Chuiu
3470 Posts
EDIT: I guess it would be more like this though: :_! EDIT2: Finally they added link to this post buttons, I've been doing it the hard way forever. | ||
onisagi
United States7 Posts
On April 27 2010 06:49 nomsayin wrote: I'm working on a version of desti, also in the Map Design thread. It's almost done, I just have one problem with it. I have bridge doodads and the units walk through them instead of over them. I'm not sure what to do. Here's the map, thanks. Here's a workaround if you're willing to try it: On April 25 2010 04:50 onisagi wrote: I put land underneath the doodad bridge to allow it to be walkable by units. Then filled in the floor with the Road brush under Terrain Layer for the bridge sections that are missing the floor. Hopefully this helps some people that just wanted bridges to not look like unnatural land formations. You can play with the bridge doodad x/y/z scale to hide the land better, as well as move the water level higher and hide the land, if you're concerned about the ridiculousness of having land underneath a bridge. Lots of things you can do to hide the land. (Note: i dont think anybody has said anything about moving the elevation of water -> when you're adding water to the terrain there's an "Edit Water" button near the bottom allowing "Height" amongst other things to be changed for the particular water brush you've selected. I've come to the conclusion that blizzard never intended us to have overpasses that allow units to walk over other units. Not unless they start allowing us to adjust pathing by elevation (aka fun with walking in midair). | ||
Bear4188
United States1797 Posts
Also, giving the marauder the hellion's attack for a makeshift firebat :D | ||
ocho
United States172 Posts
On April 28 2010 07:29 Thratur wrote: After my awesome turret defense, I made the triggers for Zone Control : Map made by Morrow, triggers by me. Everything is done and ready for publishing. YES! Can't wait for this | ||
dacthehork
United States2000 Posts
Has collision for missiles done by adding behaviors to them WASD movement (top down style) some custom buildings Actor Tints, Animations triggered in data from abilities, basically went through and learned how everything worked. Working on a jetpack system, sucks though becaues they designed "morphs" to be done as abilities and not effects so you have to use triggers to call them from other events | ||
Jyvblamo
Canada13788 Posts
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Flameberger
United States226 Posts
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Archerofaiur
United States4101 Posts
WTB new archon attack | ||
Tin_Foil
United States243 Posts
I posted it in the "micro where art thou", but it got lost in all the BS and such. There is an option for every attack called "Allowed movement" with the options None, Slowing, and Moving. This is what is causing the loss of move attack with the archon's attack as well as a lot of air units, like mutas and phoenix's. Along with a few other options like backswing and possibly random delay. I have little experience with map editors, but I was able to recreate a corsair feeling phoenix in just a short while. | ||
Orly
Belgium28 Posts
Got the third person working well, just the free look while moving at the same time is shaky.. Game blocks your camera control while panning so you have to pan instantly, look around, pan instantly again. Any ideas? | ||
moshmoshmosh
United States18 Posts
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knyttym
United States5797 Posts
+ Show Spoiler + | ||
ADAM.1
United States36 Posts
On April 28 2010 11:17 ORLY wrote: http://www.youtube.com/watch?v=DL_EyyNOCn0 Got the third person working well, just the free look while moving at the same time is shaky.. Game blocks your camera control while panning so you have to pan instantly, look around, pan instantly again. Any ideas? Dude... That is great | ||
beetlelisk
Poland2276 Posts
On April 28 2010 11:28 kNyTTyM wrote: I haven't read through the whole thread but you can turn collision for a unit off thus allowing it to stack. That along with turning move on for the muta while it shoots and you have SC1 mutalisks! + Show Spoiler + How many mutas is that? | ||
dacthehork
United States2000 Posts
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X3N0N
United States78 Posts
Can you do 14 players in SC2? | ||
thebluehawk
7 Posts
It's thrown together pretty quickly, there are still some theme issues, and it's still pretty empty. Feel free to contribute! http://starcraft2editor.com/wiki/Main_Page | ||
Cloak
United States816 Posts
On April 28 2010 15:17 thebluehawk wrote: Hey guys, after reading this thread and seeing people asking the same questions over and over (like how to add start locations) I decided to make a wiki. It's thrown together pretty quickly, there are still some theme issues, and it's still pretty empty. Feel free to contribute! http://starcraft2editor.com/wiki/Main_Page Thank you. That is awesome. | ||
One.two
Canada116 Posts
Well now that he mentions something... I guess I will (I posted this on Bnet forums too): I made some video tutorials making a simple tower defense (and I try and walk through the bugs I accidently make etc.)... FYI it's 6 parts. I think it's good help for new mappers :D Make sure to watch in 720p in a new window. | ||
pzea469
United States1520 Posts
wow, blizzard pay attention! lol. Seriously though, archon could use something like this. | ||
thebluehawk
7 Posts
I made some video tutorials making a simple tower defense (and I try and walk through the bugs I accidently make etc.)... Feel free to make a page with links to those 6 videos on the wiki. I plan on making a category for tutorial/videos on external sites if enough get added to the wiki. | ||
dimfish
United States663 Posts
If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So, 1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away: Notice the slightly off-to-the-south placement of the start location: + Show Spoiler + And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts: + Show Spoiler + 2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports. Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location): + Show Spoiler + The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone: + Show Spoiler + And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated: + Show Spoiler + Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems. | ||
Tossi83
Poland24 Posts
+ Show Spoiler + On April 28 2010 18:16 dimfish wrote: Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems. If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So, 1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away: Notice the slightly off-to-the-south placement of the start location: + Show Spoiler + And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts: + Show Spoiler + 2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports. Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location): + Show Spoiler + The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone: + Show Spoiler + And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated: + Show Spoiler + Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems. I have no such problem, but I may know a quick fix to this for you. Try to adjust your start locations manually. Select each of them, press enter key, and edit position X and Y so it ends with ".5" Also try to check if the problem persists in the newly created map. If it doesn't then you messed something up with the map you are making. | ||
dimfish
United States663 Posts
On April 28 2010 19:07 Tossi83 wrote: I have no such problem, but I may know a quick fix to this for you. Try to adjust your start locations manually. Select each of them, press enter key, and edit position X and Y so it ends with ".5" Also try to check if the problem persists in the newly created map. If it doesn't then you messed something up with the map you are making. Ok, so when I check the properties like you suggested, the X, Y positions already end in ".5" so I guess it's fine. Yeah, I really don't know what's up here. | ||
peckham33
United States267 Posts
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InRaged
1047 Posts
Now that's a Protoss unit and not war of the worlds rip off! =) | ||
teekesselchen
Germany886 Posts
On April 29 2010 01:09 dimfish wrote: Ok, so when I check the properties like you suggested, the X, Y positions already end in ".5" so I guess it's fine. Yeah, I really don't know what's up here. So far I'm testing the relation to minerals by placing a command center at the location I want the starting point later. It prohibits ressources to be moved closer to the command center than it would be possible ingame. So first I place the minerals, then a command center that covers the starting location and then I move the ressources so they fit well. | ||
Archerofaiur
United States4101 Posts
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InRaged
1047 Posts
On April 29 2010 01:46 Archerofaiur wrote: I remember the collosus bomb idea from way back when. My mind hadn't changed since then, I still think it's much cooler =) And you can't imagine how revealing it was when I finally made it playable haha New Data editor is a huuuuge mess at the moment | ||
Tossi83
Poland24 Posts
On April 29 2010 01:09 dimfish wrote: Ok, so when I check the properties like you suggested, the X, Y positions already end in ".5" so I guess it's fine. Yeah, I really don't know what's up here. Does the problem exists in newly created maps too? Try to rotate the camera (Ctrl + hold Right Mouse Button). Does it look like the start location move into different position(Is it in the air maybe)? If for some strange reason it ended up in the air try to use "Main menu bar -> Data -> Modify Height Field..." tool. Maybe it will fix the problem. Also if it will not help try to put map on some server so maybe if I can download it and mess around with it I will be able to locate the problem better. On April 29 2010 01:20 peckham33 wrote: that .5 means it is shifted, change them to a solid value and you will be fine You are wrong, .5 is proper end of coordinate number for properly placed start location. Dont spread missinformation. Check something before you state it as truth, please. | ||
saltygrapes
181 Posts
WIP from my laser tag map ^_^ | ||
w1llie
United States7 Posts
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Jokey665
United States138 Posts
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InRaged
1047 Posts
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Koffiegast
Netherlands346 Posts
Is it possible to make a pretty generic unit that can be upgraded that heavily uses triggers/scripting? The idea is to have two upgrades that counter each other, for example 'if upgrade 1 is taken, the unit gets a speedbuff but its size is also increased' and the other upgrade the complete opposite of that. The other question whether it is possible to deform the terrain? To make a hill or valley by an ability? I'm sure blizz would add this as it would be weird if they didnt.. well imo Thanks | ||
SC2Phoenix
Canada2814 Posts
The other question whether it is possible to deform the terrain? To make a hill or valley by an ability? I'm sure blizz would add this as it would be weird if they didnt.. well imo This isnt in the editor atm but it will be in at the launch i would imagine | ||
Whyx
United States73 Posts
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HyBReD
United States21 Posts
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dyren
United States260 Posts
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Orly
Belgium28 Posts
On April 29 2010 18:02 HyBReD wrote: Someone already posted version 1 of my Tech Demo a few pages back. Here's version 2 which has been getting much more praise. :p http://www.youtube.com/watch?v=ygjkn1HIoPg&feature=channel Haha, very awesome stuff! Is that a render to texture channel for the inventory model? I can't for the life of me figure out how to bind a camera to a RTT channel | ||
CharlieMurphy
United States22895 Posts
here is the map and here is me using the legacy converter on the BW map, which placed minerals outside the green area Problem is though, that the BW map doesn't really convert well into an sc2 map design so I had to modify it a bit and the minerals are all off. Not to mention the gasses need to be doubled. So how do i place outside the green box? | ||
Koffiegast
Netherlands346 Posts
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CharlieMurphy
United States22895 Posts
On April 25 2010 06:00 Pape wrote: Blood Bath anyone? :D It had to be done! I added a Xal Naga Tower in the middle that reveals about 1/3 of every base, just to ensure constant action in the middle of the map. that's not a 64x64 map and it's not very true to the original upload to mediafire.com plz | ||
Qikz
United Kingdom12010 Posts
Which you know is what a map is supposed to be. This is going to sound stupid but how do you actually get to the editor? I can't work out how to open the thing. -.- | ||
UdderChaos
United Kingdom707 Posts
On April 29 2010 18:02 HyBReD wrote: Someone already posted version 1 of my Tech Demo a few pages back. Here's version 2 which has been getting much more praise. :p http://www.youtube.com/watch?v=ygjkn1HIoPg&feature=channel Any chance you can do some tutorials on some of this cool stuff you do? | ||
Ganondorf
Italy600 Posts
On April 29 2010 18:02 HyBReD wrote: Someone already posted version 1 of my Tech Demo a few pages back. Here's version 2 which has been getting much more praise. :p http://www.youtube.com/watch?v=ygjkn1HIoPg&feature=channel That's impressive. Add a shop, some creeps fighting each other and you've got dota :D Or add some dialogs and quests and you've got a rpg. Really powerful editor. | ||
PanzerDragoon
United States822 Posts
On April 28 2010 11:28 kNyTTyM wrote: I haven't read through the whole thread but you can turn collision for a unit off thus allowing it to stack. That along with turning move on for the muta while it shoots and you have SC1 mutalisks! + Show Spoiler + Yeah that wouldn't be overpowered as shit with unlimited selection, right? | ||
Qbab
Norway5 Posts
You only have 25 hp so dont get hit. Be smart and outmanouver your enemies with deadly precision, using abilites as Force Field and Blink to your main advantage. Distract your enemies with the autoturret and if everything goes wrong you can always blow your self up with the force of a nuclear strike. Nothing beats that! Despite the fact that you die and its game over. | ||
Rickilicious
United States220 Posts
On April 30 2010 00:37 Qbab wrote: Wow, we will be seeing so much sick shit in the future! Be sure to check my elite marine out too. A minigame about surviving. You have only 25 hp so be sure to stay away from the lings, and especially the blings(!). To stay alive you must micro heavy with forcefield and blink. Its fun and quite hard =) A minigame about surviving seems really easy when all you'd have to do is spam forcefield | ||
BigDatez
Canada434 Posts
On April 23 2010 09:03 DannyJ wrote: You won't be a premium map just because your map is symmetrical... I dont think a human being CAN be a map?... yet alone a premium one | ||
BigDatez
Canada434 Posts
On April 23 2010 10:00 Vei wrote: If anyone finds the thing where you can edit models, let us know please =P I'm fairly sure it's NYI, but maybe I'm wrong. Only Queens are slower off of creep. The editor testing by default is on Normal speed, that's why it seems so slow. Have you played the BETA yet Btw? | ||
Qbab
Norway5 Posts
On April 30 2010 00:50 Rickilicious wrote: A minigame about surviving seems really easy when all you'd have to do is spam forcefield Hehe, you should try it Its really hard, you only have limited energy and can at a maximum make 3 forcefield in a row before youre depleted. The balance of the game is not nearly complete. So far its wery fun. =) | ||
fly.stat
United States449 Posts
On April 30 2010 00:37 Qbab wrote: Try to survive the incoming hordes of the zerg, with your hero marine. Hes armor is weak but hes gun is heavy. You only have 25 hp so dont get hit. Be smart and outmanouver your enemies with deadly precision, using abilites as Force Field and Blink to your main advantage. Distract your enemies with the autoturret and if everything goes wrong you can always blow your self up with the force of a nuclear strike. Nothing beats that! Despite the fact that you die and its game over. http://www.youtube.com/watch?v=jKzfYJI_yrM looks sick sick sick Can't wait to play it, make sure it's hard enough > | ||
masamune00
France11 Posts
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SichuanPanda
Canada1542 Posts
Edit: I figured I should clarify something. I will not be having hero inventories. My solution for 'inventories' is basically thus, players pay x amount to unlock x attachment/weapon then they can select that attachment/weapon again at anytime from a secondary building for free, as they have already unlocked it. It will take 20 seconds to equip the weapon and then your units attack will change accordingly. However, since each weapon and attachment has multiple levels it is probably best to focus on one upgrade path. Also a clarification on mercenaries - you will have marines, marauders, siege tanks (siege mode only, artillery type defense), medevacs, and SCVs, SCVs will build the siege tanks, as well as defensive turrets, bunkers, and anti-air. Essentially what I have in mind is a play style where a few players focus purely on mercs/defenses while other players focus purely on strong 'hero' marines. | ||
Rokk
United States425 Posts
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PanzerDragoon
United States822 Posts
I imagine Blizzard would make one anyways though | ||
SichuanPanda
Canada1542 Posts
On April 30 2010 02:45 PanzerDragoon wrote: Anyone got a balanced working version of Big Game Hunters yet? I imagine Blizzard would make one anyways though nibbits.com map section has a few versions, I have not tried them though. | ||
DrGabriel
United States80 Posts
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InRaged
1047 Posts
On April 30 2010 01:44 masamune00 wrote: How can we do an unit who uses more than 1 weapon in SAME time? In effect's tab in data editor you should make a 'set' and put desirable weapon effects in this set (look for launch missile and persistent effects, not for damage ones). Then you should make your unit's weapon use this 'set' instead of whatever effect it was using before. Your unit will end up with only one weapon, but in practice it will act as a set of different weapons On April 30 2010 03:12 DrGabriel wrote: I hope this hasn't already been answered in this thread but I've spent 4 or 5 hours on this thing and I still can't figure out how to edit the size of units. HALP! look for "scale" field in your unit and in your unit's models. Worked for me. Qbab, awesome stuff! =)) | ||
DrGabriel
United States80 Posts
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zeox
Norway314 Posts
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Cloak
United States816 Posts
On April 30 2010 00:57 BigDates wrote: I dont think a human being CAN be a map?... yet alone a premium one http://en.wikipedia.org/wiki/Metonymy | ||
phyvo
United States5635 Posts
On April 29 2010 21:18 CharlieMurphy wrote: Can someone help me with my map, it's 64x64 blood bath remake but for some reason it won't let me place minerals outside of this green area (only able to see it from the pathing grid on). here is the map and here is me using the legacy converter on the BW map, which placed minerals outside the green area Problem is though, that the BW map doesn't really convert well into an sc2 map design so I had to modify it a bit and the minerals are all off. Not to mention the gasses need to be doubled. So how do i place outside the green box? My guess is that the green area is the playable area of the map. You made the map 64x64 but not all of that is playable map area. You will either have to change map bounds or make it a larger map to make the playable area 64x64. | ||
CharlieMurphy
United States22895 Posts
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CagedMind
United States506 Posts
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SichuanPanda
Canada1542 Posts
Marines UMS Map 8 Marines, 1 Primary Base, supply drops frequently come in and marines must venture out of the relative saftey of the base to claim them, or lose out on the much needed minerals. Every 10 level kill values go up by 100 minerals. base kill value is 50 minerals. Supply drops are the key to being able to pass level 25, unless everyone is very very good. Team points are awarded - 250 for passing each round. You will need to spend these widely as they are shared among the entire team and using them at the wrong time could cost the game. Player one is always the team leader. Gas is accumulated on a timer every 30 seconds, I will have to do some testing to figure out the correct amount to give. If player one is not present player two takes over and so on. Team leaders control Special ability call-downs. Version 1 Players will face 35 waves of various Zerg and Protoss forces. Waves: + Show Spoiler + 1 - Zergling -50 2- Roaches -50 3 - Banelings and Roaches - 30 / 30 4 - Zerglings and Banelings - 40 / 30 5 - Hydralisk - 50 6 - Hydralisk and Zergling - 40 / 40 7 - Hydralisk and Zergling and Banelings - 30 / 30 / 30 8 - Hydralisk and Infested Terrans and Banelings - 40 / 80 / 40 9 - Mutalisk - 50 10 - Ultralisk - 15 11 - Ultras and Mutalisk - 10 / 45 12 - Ultras and Mutalisk and Hydralisk - 10 / 45 / 40 13 - Ultras and Mutalisk and Hydralisk and Banelings - 10 / 45 / 40 / 40 14 - Boss. 1 Massive Hydralisk. Simply highly buffed. - 1 15 - Zealots - 50 16 - Stalkers - 50 17 - Sentries and Stalkers - 40 / 50 18 - Sentries and Stalkers and Zealots - 30 / 40 / 40 19 - Immortals - 30 20 - Immortals and Stalkers - 20 / 40 21 - Immortals and Stalkers and Sentries - 20 / 40 / 30 22 - Collosus - 30 23- Collosus and Immortals - 30 / 40 24 - Void Rays - 40 25 - Carriers - 30 26 - Carries and Immortals - 20 / 30 27 - Archons - 45 28 - Carries and Archons and Void Rays - 20 / 30 / 30 29 - Boss, Archon with a long attack range and large AOE. Will devestate Mercs. - 1 30 - Brood Lords - 30 31 - Brood Lords and Stalkers and Immortals - 30 / 30 / 40 32 - Carriers and Hydralisk and Mutalisk - 20 / 60 / 60 33 - Void Rays and Roches and Zerglings and Banelings and Zealots - 15 / 30 / 60 / 40 / 30 34 - Collosus and Ultralisk - 50 / 40 35 - Final Boss - Uberlisk - Details on this boss to come - 1 Upgrades Available Basic - gas + Show Spoiler + Armor / Weapon up to level 40 - 50 per level per upgrade +Life - Unlimited upgrades, 200 cost each time, +150 hp each time. Shields up to level 20 (increases amount of shields not actual 'shield ' point value) +100 shields with each level. - 200 cost every time Plasma Shield Research - Equips a plasma shield, recharge shields at a shield station. adds +350 shield. - 500 cost 1 time Weapons - You may only carry one weapon at a time - minerals + Show Spoiler + Improved Weapon / Flame Thrower - Level 5 - Range +2 - +35 Dmg Large AOE - 1500 Improved Weapon / Sniper (give an improved ghost snipe) - Level 5 - Range + 6 / +100 dmg Ghost snipe, 40 energy. -1500 Improved Weapon / Shotgun - Level 4 Range +1 + 45 Dmg Small AOE - 1000 Improved Weapon / SMG - Level 3 - Range +3 Flat +35 Dmg - 1000 Improved Weapon / Desert Eagle - Level 2 - Range +2 Flat +20 dmg - 800 Improved Weapon / Standard Issue Combat Pistol - Level 1 - Range +1 Flat+10 dmg - 400 Weapon Base / Standard Issue Personal Sidearm - Level 0 - 0 Weapon Attachments - You may attach one attachment at a time - gas + Show Spoiler + Supressor - Has no effect on your weapon damage, makes your weapon sound like the ghost's canister rifle no matter what one you are using. - 100 Grenade Launcher - Lets you fire a concussive grenade for 30 energy (deals no dmg) - 400 Improved Sniper Scope - Allows the sniper to fire sniper rounds at all times at the cost of hit points. - 1000 Electronic Trigger Level 1 - Increased attack period .30 - 400 Electronic Trigger 2 - period -.60 - 400 Electronic Trigger 3 - period - .90 - 400 Electronic Trigger 4 -period - .120 - 400 Flamethrower Upgrade - Increases the aoe dmg +80 - 1000 FT 2 - +80 more Shotgun 1 - +2 aoe +50 dmg - 350 Shotgun 2 - + 2 aoe +50 dmg - 350 SMG 1 - Attacks two targets - 300 SMG 2 - Attacks three targets - 300 Deagle 1 - +45 dmg - 200 Deagle 2 -+90 dmg - 300 Cpistol 1 - +1 range - 100 Cpistol 2 - +1 range - 100 Character - minerals + Show Spoiler + Adaptive Camo - Cloak - 300 Grenades - 350 dmg small aoe - 40 energy - 300 Stims - Same as normal - 500 Health Kit 5 levels (1 kit per level) - 800 Jump Packs (you can fly)- EXPSENSIVE - 5000 Combat Suits - +10 passive armor - 1000 C4 - Place a C4 charge for 150 energy, deals 500 in a Large aoe - ignores armor - 800 Leg Enhancements 1 - +5 speed - 500 Leg Enhancements 2 - +5 Speed - 500 Leg Enhancements 3 - +5 Speed - 500 Special Abilites - Team Points + Show Spoiler + Psi Storm - large storm cloud - 500 Call Down Reinforcements - 650 Call Down tank support - 800 Call down EMP strike - 500 Call down tactical nuke - 2000 Call down fleet support - 4000 Mercenaries - gas + Show Spoiler + SCV - Can build defensive turrets (50), bunkers for mecenary marines (300), and air defense turrets (75), and artillery (sieged tanks) (800) - 300 Marine - A fresh out of boot marine - 100 Medevac - Transport and portable healer - will only heal to 85% hp - 1500 Heavy Assault (Marauders) - Fresh out of boot marines with assault gear - 300 Commando - An already fine veteran (shares your current upgrades) - 8000 Combat Mech - The ultimate fighting machine - 10000 Top Left will feature all ugprades/weapons/mercenaries/etc. top right will feature the weapon and attachment selectors for each player. Bottom right will have the special ability selector available to the team leader. | ||
RPGabe
United States192 Posts
I've seen a map where lava rises and falls (with consequences!) The idea is that you'd put the rocks somewhere vulnerable even though the expansion isn't, so you have to venture out from your base to destroy it and 'unlock' your defensible expansion. Would be interesting to see some competitive melee maps making use of triggers etc like that! | ||
Chairman Ray
United States11903 Posts
On April 30 2010 12:52 RPGabe wrote: Would it be possible to make a map where there's an expansion/valley inaccessible under water... you blow up rocks somewhere that are acting as a "dam", and then the water drains? I've seen a map where lava rises and falls (with consequences!) The idea is that you'd put the rocks somewhere vulnerable even though the expansion isn't, so you have to venture out from your base to destroy it and 'unlock' your defensible expansion. Would be interesting to see some competitive melee maps making use of triggers etc like that! Yes it is. You can set a trigger to the destructible rocks so that if they get destroyed, a certain location is impassible. Does anyone know if you can have 16 player UMS maps? The editor includes 16 players, but melee maps only hold up to 8, so are UMS maps able to hold 16 or only 8? | ||
NarutO
Germany18839 Posts
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danl9rm
United States3111 Posts
On April 30 2010 15:45 G.s)NarutO wrote: There's amazing stuff in this thread I'm glad they got the editor out in the beta. | ||
Orly
Belgium28 Posts
Some fps. Headshots do double damage, sniping & sprinting uses energy Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D | ||
Daedie
Belgium160 Posts
On April 30 2010 00:37 Qbab wrote: Try to survive the incoming hordes of the zerg, with your hero marine. Hes armor is weak but hes gun is heavy. You only have 25 hp so dont get hit. Be smart and outmanouver your enemies with deadly precision, using abilites as Force Field and Blink to your main advantage. Distract your enemies with the autoturret and if everything goes wrong you can always blow your self up with the force of a nuclear strike. Nothing beats that! Despite the fact that you die and its game over. http://www.youtube.com/watch?v=jKzfYJI_yrM Wow, that actually looks SO fun to play. | ||
metaldragon
United States251 Posts
On April 30 2010 22:59 ORLY wrote: http://www.youtube.com/watch?v=IO5wNBiVrnU Some fps. Headshots do double damage, sniping & sprinting uses energy Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D this is SICK Really raises my expectation for FPS type maps in SC2 | ||
Koffiegast
Netherlands346 Posts
On April 30 2010 22:59 ORLY wrote: http://www.youtube.com/watch?v=IO5wNBiVrnU Some fps. Headshots do double damage, sniping & sprinting uses energy Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D I see the amount of RPGs, FPS increasing... I would even expect someone making World of Starcraft.. | ||
rrowland
United States84 Posts
On April 30 2010 22:59 ORLY wrote: http://www.youtube.com/watch?v=IO5wNBiVrnU Some fps. Headshots do double damage, sniping & sprinting uses energy Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D Wow, this looks very polished. Nice job, man! I like the crosshairs the most, haha. What method did you use to detect headshots? | ||
RPGabe
United States192 Posts
If not I could see some cool potential for "flooded expansions" that have to have their water drained by destroying a destructible rock acting as a dam. The expansions could be well defended but the destructible rock dam isn't. That's a different dynamic then normal. Alternately, an ice map could have passages that are periodically blocked by ice blocks that have to be cleared. Are these kinds of things possible for melee maps or do they have to be UMS? | ||
furymonkey
New Zealand1587 Posts
In Warcraft 3 you could have 12 players by default, and you still get to have 4 more for AI, including passive and hostile. These is important because some maps have to have AIs, and having AI players in the game reduce number of player slots. | ||
backupbuddy
United States2 Posts
On May 01 2010 00:40 Koffiegast wrote: I see the amount of RPGs, FPS increasing... I would even expect someone making World of Starcraft.. Found it on sc2mapster. | ||
Prem_
United States85 Posts
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Snausages
United States529 Posts
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Half
United States2554 Posts
On May 01 2010 01:47 Snausages wrote: why is it called World of Starcraft? Shouldn't it be Galaxy of Starcraft? this lol. Honestly, I <3 amateur mapmakers, there very proffesional in many ways except the names they pick for there projects, which are always so fucking stupid and convoluted. | ||
Angrim
Germany24 Posts
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Slakter
Sweden1947 Posts
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SentryHero
Canada17 Posts
this is probably VERY very simple, but thanks for your help. | ||
Half
United States2554 Posts
On May 01 2010 06:30 SentryHero wrote: Sorry everybody, but could you please tell me where one downloads the galaxy editor? i just got into beta this morning and found something called starcraft 2 editor in my folders with the beta files, however, it says that the editor is not installed. this is probably VERY very simple, but thanks for your help. #1 Patch to latest version. #2 Go to Starcraft folder in C drive/programs #3 Scroll down, should say Starcraft 2 editor Should be there, if that doesn't work go request technical assistance, you broke it | ||
s2pid_loser
United States699 Posts
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Daralii
United States16991 Posts
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IaniAniaN
Canada555 Posts
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SiN]
United States540 Posts
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SentryHero
Canada17 Posts
#1 Patch to latest version. #2 Go to Starcraft folder in C drive/programs #3 Scroll down, should say Starcraft 2 editor Should be there, if that doesn't work go request technical assistance, you broke it [/QUOTE] thanks, it was VERY very simple. for some reason it doesn't work when opened for the first time from the desktop. | ||
Koffiegast
Netherlands346 Posts
On May 01 2010 07:33 IaniAniaN wrote: All they have to do is give the mapmakers some kind of easier access to smooth scrolling cameras. What about indoor maps? If people are going to make RPGs, I think it will be necessary to have indoor maps, specifically where you can ascend/descend. That said, that picture looks really promising, maybe a bit too promising.. it might be easily photoshopped (movie anyone? :D) | ||
s2pid_loser
United States699 Posts
On April 29 2010 18:02 HyBReD wrote: Someone already posted version 1 of my Tech Demo a few pages back. Here's version 2 which has been getting much more praise. :p http://www.youtube.com/watch?v=ygjkn1HIoPg&feature=channel ok that thing is totally awesome damn nice job! | ||
Tin_Foil
United States243 Posts
On May 01 2010 10:10 s2pid_loser wrote: ok that thing is totally awesome damn nice job! Wow, that awesome. I like the giant shadow DT for the attack. Gonna be some amazing custom games. | ||
UdderChaos
United Kingdom707 Posts
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Darkren
Canada1841 Posts
On May 02 2010 00:39 UdderChaos wrote: Did some more to helms deep, still a WIP, hoping to end up with wow arena like combat between lego, gimli, aragorn, gandalf, theodin and wormtongue, saruman, orc commander urk-hai commander, and then have a single player for each side to controll the the footman. Gonna put levels and items in the game as well, and just make the best rpg element to it possible. Here's the latest screen-shots of it, bit dark atm cos im experimenting with lighting, trying to get a night time effect: OMG | ||
Kezzer
United States1268 Posts
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saltygrapes
181 Posts
On April 30 2010 22:59 ORLY wrote: http://www.youtube.com/watch?v=IO5wNBiVrnU Some fps. Headshots do double damage, sniping & sprinting uses energy Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D wtb how you changed the cursor O_O | ||
MostDifferent
Norway124 Posts
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Fropper
Germany2 Posts
i already imported it but i can't find it when using it as an action for an event. | ||
FlopTurnReaver
Switzerland1980 Posts
+ Show Spoiler + I turned the video down to low because I thought it might be because of the resolution or something like that. | ||
JitnikoVi
Russian Federation396 Posts
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Senx
Sweden5901 Posts
There's one on youtube but not a "full" well made version. Also is there any bunker wars yet? | ||
Ludwigvan
Germany2353 Posts
On May 02 2010 06:17 Fropper wrote: hey guys how do you implement your own sounds? i already imported it but i can't find it when using it as an action for an event. found it here: http://forums.sc2mapster.com/development/map-development/486-sample-map-custom-sounds/ | ||
Corvi
Germany1406 Posts
terrain deformation as a unit skill sc2 frogger horror game with camera as in old resident evil games | ||
AyJay
1515 Posts
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Gnosis
Scotland912 Posts
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tyCe
Australia2542 Posts
On May 03 2010 00:25 Corvi wrote: horror game with camera as in old resident evil games Sweeeeet! Best UMS so far! | ||
SpiritoftheTunA
United States20903 Posts
On April 29 2010 01:21 InRaged wrote: Check it out: http://www.youtube.com/watch?v=poXELaHhqnE Now that's a Protoss unit and not war of the worlds rip off! =) this deserves more recognition, this animation feels so much cooler and so much less clunky than the lasers lol | ||
zyax
25 Posts
http://you.video.sina.com.cn/b/32489926-1653213652.html takes a bit to load, haven't found it on youtube yet | ||
s2pid_loser
United States699 Posts
On May 04 2010 01:11 zyax wrote: amazing top-down fighter map: http://you.video.sina.com.cn/b/32489926-1653213652.html takes a bit to load, haven't found it on youtube yet dont think thats an actual sc2 custom map probably just some random flash game where the took the art and units from sc2 | ||
Snausages
United States529 Posts
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Koffiegast
Netherlands346 Posts
On May 03 2010 00:25 Corvi wrote: some new stuff from sc2mapster terrain deformation as a unit skill So deformation is possible Oo hopefully you can decide levels and also lower terrain. Wondering whether units will bug out... | ||
Rekiv
Great Britain27 Posts
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Zeke50100
United States2220 Posts
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MorroW
Sweden3522 Posts
On April 30 2010 22:59 ORLY wrote: http://www.youtube.com/watch?v=IO5wNBiVrnU Some fps. Headshots do double damage, sniping & sprinting uses energy Too bad the free-cam is still too jerky at times for reliably aiming in an FPS. If it's improved by launch I definitely wanna have a go at making Tribes, or pray someone else does it ;D wow thats pretty amazing orly is there any chance u can share the map so i can look it in the editor? id love to see how u did this ive been mapping for the last few days but been having troubles with trying to get FP cam to work id love it so much to see halo2 map in sc2, man thats my favourite game after sc and its probably already possible to do it (with exception of the damn camera...) | ||
InRaged
1047 Posts
On May 04 2010 06:09 MorroW wrote: wow thats pretty amazing orly is there any chance u can share the map so i can look it in the editor? id love to see how u did this ive been mapping for the last few days but been having troubles with trying to get FP cam to work id love it so much to see halo2 map in sc2, man thats my favourite game after sc and its probably already possible to do it (with exception of the damn camera...) And with exception of the true 3D and bounding boxes (at least I don't know the way to make it possible right now). Which means no jumping on the stuff, no 3D depth in maps, no sitting behind cover (except very primitive one with triggers, and that will look horrible for FPS). It looks like FPS presentation was rather clever marketing than anything, and that's kinda disappointing T_T I mean, by the look of it, what you can see in orly's vid is the limit of the editor, when it comes to FPS, and as for me that's not nearly enough for FPS to be fun | ||
danl9rm
United States3111 Posts
On May 04 2010 07:15 InRaged wrote: And with exception of the true 3D and bounding boxes (at least I don't know the way to make it possible right now). Which means no jumping on the stuff, no 3D depth in maps, no sitting behind cover (except very primitive one with triggers, and that will look horrible for FPS). It looks like FPS presentation was rather clever marketing than anything, and that's kinda disappointing T_T I mean, by the look of it, what you can see in orly's vid is the limit of the editor, when it comes to FPS, and as for me that's not nearly enough for FPS to be fun your imagination is too limited | ||
Chuiu
3470 Posts
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Zeke50100
United States2220 Posts
I'd really love to see the source (i.e. get the map) for that game. I want to see exactly how you set the camera so well, as well as triggers used for Headshot. | ||
pzea469
United States1520 Posts
On May 03 2010 02:25 SpiritoftheTunA wrote: this deserves more recognition, this animation feels so much cooler and so much less clunky than the lasers lol this one does seem more original. Definitely more attention to this. | ||
DannyJ
United States5110 Posts
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Zeke50100
United States2220 Posts
Obviously, going into buildings won't be possible until we better understand doodads, but still :D | ||
onisagi
United States7 Posts
The download for the map is near the bottom of the first post here: http://bbs.islga.org/read-htm-tid-40363.html It's definitely legit. It's a nice demonstration of pure galaxy code goodness. It needs a little more work on the terrain and UI, unless it was purely just a fool-around project. There's a huge exploit that makes beating the game really easy: + Show Spoiler + you just need to spam Z and X while standing right in front of the boss = sure win | ||
Orly
Belgium28 Posts
On May 04 2010 06:09 MorroW wrote: wow thats pretty amazing orly is there any chance u can share the map so i can look it in the editor? id love to see how u did this ive been mapping for the last few days but been having troubles with trying to get FP cam to work id love it so much to see halo2 map in sc2, man thats my favourite game after sc and its probably already possible to do it (with exception of the damn camera...) Uploaded here a while ago: http://www.mediafire.com/file/rw02wll3jk2/3PFPS20.SC2Map Wouldn't use this method of shooting though, better to start from shooting point of weapon and check for collision gradually by its movement vector inrage: FPS are very doable, and yes they're "true 3D" and you can take cover, jump onto objects, even have multiple floor levels if you want to. These things just don't have a cookie cutter solution and require coding. Two things that make it extra tricky: 1. Everything is rendered at full detail, so if you're gazing at a wide open area that stretches across the map your framerate and aim precision will tank. You always need walls to break up open spaces. 2. The height map blizzard is using for their terrain is FUBAR. So if you want to have smooth jumping up and down steep terrain you have to make objects that don't use their height map and code all collision detection yourself. I'm sure some cool fps maps will pop up eventually, will just take some time as it requires more development than other map types. | ||
skYfiVe
United States382 Posts
On May 08 2010 18:41 onisagi wrote: Here's the youtube link for the Touhou clone: http://www.youtube.com/watch?v=jIkPcMbR5HE The download for the map is near the bottom of the first post here: http://bbs.islga.org/read-htm-tid-40363.html It's definitely legit. It's a nice demonstration of pure galaxy code goodness. It needs a little more work on the terrain and UI, unless it was purely just a fool-around project. There's a huge exploit that makes beating the game really easy: + Show Spoiler + you just need to spam Z and X while standing right in front of the boss = sure win That is amazing haha. I never got how people played that game in the first place, it looks so hard when theres so much going on | ||
UdderChaos
United Kingdom707 Posts
On May 08 2010 20:25 ORLY wrote: Uploaded here a while ago: http://www.mediafire.com/file/rw02wll3jk2/3PFPS20.SC2Map Wouldn't use this method of shooting though, better to start from shooting point of weapon and check for collision gradually by its movement vector inrage: FPS are very doable, and yes they're "true 3D" and you can take cover, jump onto objects, even have multiple floor levels if you want to. These things just don't have a cookie cutter solution and require coding. Two things that make it extra tricky: 1. Everything is rendered at full detail, so if you're gazing at a wide open area that stretches across the map your framerate and aim precision will tank. You always need walls to break up open spaces. 2. The height map blizzard is using for their terrain is FUBAR. So if you want to have smooth jumping up and down steep terrain you have to make objects that don't use their height map and code all collision detection yourself. I'm sure some cool fps maps will pop up eventually, will just take some time as it requires more development than other map types. did you code this or use triggers and stuff from the map editor? | ||
saltygrapes
181 Posts
On May 08 2010 20:25 ORLY wrote: Uploaded here a while ago: http://www.mediafire.com/file/rw02wll3jk2/3PFPS20.SC2Map Wouldn't use this method of shooting though, better to start from shooting point of weapon and check for collision gradually by its movement vector inrage: FPS are very doable, and yes they're "true 3D" and you can take cover, jump onto objects, even have multiple floor levels if you want to. These things just don't have a cookie cutter solution and require coding. Two things that make it extra tricky: 1. Everything is rendered at full detail, so if you're gazing at a wide open area that stretches across the map your framerate and aim precision will tank. You always need walls to break up open spaces. 2. The height map blizzard is using for their terrain is FUBAR. So if you want to have smooth jumping up and down steep terrain you have to make objects that don't use their height map and code all collision detection yourself. I'm sure some cool fps maps will pop up eventually, will just take some time as it requires more development than other map types. despite all this, they'll still be vastly inferior to normal FPS games, and if you want to play an FPS you may as well just play one of them. | ||
MorroW
Sweden3522 Posts
anyhow im back to playing sc2, ill leave the editor for the pros but man. im really excited for all the amazing ums maps that will come wouldnt surprise me if some FPS game in sc2 would become an esport like dota (im serious) xd the edge sc1 has is that its futuristic which most of other fps rnt and u can create so many different characters instead of just "terrorist" or "counterterrorist" while in a possible sc2 map u could have ling, rine, zea etc all with different spells and weapons. it got almost higher potential with exception of the game smoothness why didnt blizzard just implent FPS possibilites in ums maps without having to coding it urself or "fixing the problems" in a bad fashion. im talking about some fps camera, blur things far away. add mode so units have height collision rather than just height so they can jump onto things easier without having to code it urself... i mean i bet there r at least 100 ppl in the editor who r doing the same things and meeting the same problems and having the same solutions. why didnt blizzard just fix this stuff? they could do it much easier for us... | ||
Orly
Belgium28 Posts
On May 08 2010 20:45 MorroW wrote: ORLY u probably know this but u can edit in the camera that u cant see so far away so it wont lag :p anyhow im back to playing sc2, ill leave the editor for the pros but man. im really excited for all the amazing ums maps that will come wouldnt surprise me if some FPS game in sc2 would become an esport like dota (im serious) xd the edge sc1 has is that its futuristic which most of other fps rnt and u can create so many different characters instead of just "terrorist" or "counterterrorist" while in a possible sc2 map u could have ling, rine, zea etc all with different spells and weapons. it got almost higher potential with exception of the game smoothness Oh the clipping option? Hadn't thought of that yet, could improve framerate a lot. And yeah agreed. Sc2 fps will never be as smooth of an experience as a mod for a true fps engine, but being able to set it in a fantasy world with really insane weapons and characters can make for great games. | ||
MorroW
Sweden3522 Posts
On May 08 2010 21:00 ORLY wrote: Oh the clipping option? Hadn't thought of that yet, could improve framerate a lot. And yeah agreed. Sc2 fps will never be as smooth of an experience as a mod for a true fps engine, but being able to set it in a fantasy world with really insane weapons and characters can make for great games. ye i used that stuff on the camera. it made all the stuff black far away. but i saw some youtube vod where he made so stuff far away just went blurry instead of black (no friggin idea how he did that tho) it was some "ghost town ums vod" | ||
GGTeMpLaR
United States7226 Posts
this is pretty awesome lol, hope it hasn't been posted | ||
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