TOPIC #1: i'm having issues with ramps, particularily with regard to sizing and how it relates to blocking off, ff's, etc....
what is the "standard" ramp size used from a high ground main to a nat? is the diagonal to horizontal ramp size relationship simply trig? (aka 10 wide horizontal = 14 wide diagonal?)
TOPIC #2: setting up min/gas at main and expos... is there a standard that is used to ensure timings/balance etc.. easily done by getting "inspiration" from the map pool, but how would one dl these maps to get an idea of proportions?
"ramps" Although there is the same "size bar", the ramps have less "available sizes" it will always add a minimum of 2 grid squares and you can only widened to add 2 (not 1). 2 grid squares is the minimum = smaller than "blizz standard main ramp" 4 is ze blizz standard choke point 6 8... In order for the ramps to always be the same for several areas i don't "draw" them one by one, i start with the exact size i want on the brush for for a series of ramps and place them all in a row. (Remember to choose/switch to the shape of the brush that complements your cliff)
A ramp at the main usually means a "standard blizz choke point" (4 squares for straight horizontal or vertical, the oblique is trickier of course...
i would suggest that you "try" to make them all "balnced" to one another, but i don't, so "just do it" (it's always good to test weird stuff out, re doing ramps to balance is a quick fix/ pleasure to do )
"how would one dl these maps to get an idea of proportions?"
Open a blizz map through file/open/battlenet log in select blizzard maps (wait, sometimes it takes 10 seconds for the list to appear, some are not accessible for editor use) save as the map you want, said blizz map is now on your cp (place it in the mod folder)
select unit layer select the resource "base" (minerals and gas angled to your heart's desire) the "first" one you want for your map copy (function+C)
open your map paste (function +V) save your map
rinse and repeat taking as many template as your map requires
after 50 times you'll develop your own views on the matter
I have a question. I want to make a unit tester map where I make scenarios and do it. However upgrades, units, take forever to build. And are so expensive. So how do you make these units free and almost instant build so I can try magic box or something faster. Also I don't have to mine the minerals to. Oh and how do you disable supply lock? Lastly how do I cantrol both teams not just the first team
I don't know anything about map making but would it be possible to create a map where the current state gets saved like every 10 seconds and it's possible continue playing from the saved state later on?
Since Blizzard won't implement LAN play anytime soon, this would be helpful for tournament games where disconnect appear.
On April 03 2011 17:13 Kakoon wrote: I have a question. I want to make a unit tester map where I make scenarios and do it. However upgrades, units, take forever to build. And are so expensive. So how do you make these units free and almost instant build so I can try magic box or something faster. Also I don't have to mine the minerals to. Oh and how do you disable supply lock? Lastly how do I cantrol both teams not just the first team
I think you may find it easier to look at it from a different direction instead of modifying the units themselves...
The simple way would just be to add some actions of "modify player property" to the melee initialization trigger...
Modify player 1 property (minerals) : set to 1000 Modify player 1 property (gas): set to 1000 Modify player 1 property (supplies made): set to 200
Place one of each building you want on the map either physically or with triggers Also create a trigger that uses the event 'unit training progress' and make it read 'any unit training progress is started' For action put: 'set unit training progress to complete' This will cause the unit's training to complete as soon as it starts.
You can create a trigger for the event 'player property (minerals) changes', 'player property (gas) changes' w the actions to set the player properties for gas and minerals back to 1000 (as above) to essentially create infinite money.
As far as controlling both sides - well, I don't think there is a way to control at the same time w/o screwing up the AI since it behaves differently w friendlies, however I'm sure you could set a trigger or dialog button to switch your control back and forth, or "own" all of the units at once until you're ready to do battle then assign certain ones to player 2.
ihasaKAROT Netherlands. April 06 2011 20:33. Posts 3434
I had the idea of this project: Reading replays and recreate situations, so that you can play from any point of a replay. I think this is definitely possible, I had the idea when there was the blackout in the Flash Jaedong game and was reminded of that by reading this topic.
I don't know if you could read all necessary info from the Replay itself, or you have to run the replay and then somehow grab the information from SC2. This information then has to be used to create a map in the Editor. This would be a lot of work.