| Prodox United States. March 10 2012 05:29. Posts 3 | Profile # |
| well this is more replays then map editor...............what i want to know is what are the dimensions (in pixels) of the replay box. (you know the one day 9 always covers with his logo) |
| | Because too mane Banelings are never anywhere NEAR enough... |
|
|
|
| Prodox United States. March 10 2012 23:42. Posts 3 | Profile # |
thanks btw everyone check out [ SC : LG ] on twitch.tv (time not set up yet) my account is prodox :D
|
| | Because too mane Banelings are never anywhere NEAR enough... |
|
|
| BlueBoxSC United States. March 12 2012 01:12. Posts 536 | Profile Blog # |
Say if I wanted to turn a Nexus into a cliffwalking, mobile pylon while still doing everything that the Nexus does, how could I go about this? I don't need a pretty animation, only something for lolz. <3
Thanks TL mapmakers! |
| |
|
| Jiiks Finland. March 12 2012 06:03. Posts 473 | Profile # |
On March 12 2012 01:12 BlueBoxSC wrote: Say if I wanted to turn a Nexus into a cliffwalking, mobile pylon while still doing everything that the Nexus does, how could I go about this? I don't need a pretty animation, only something for lolz. <3
Thanks TL mapmakers!
That's easy, just create a new unit based on say colossus, change it's model to nexus and add all nexus abilities.
In models tab, select your unit, under "Actors" change Art: Model to Nexus, Art: Model(Build) to Nexus Birth and Art: Model(Portrait) to ExecutorPortrait (Unnamed)
You could change the death animations aswell.
For adding abilities, there's quite a few tutorials on that.
Also copy/paste sounds from nexus model to your new unit.
|
| |
|
| Minkus United States. March 12 2012 10:43. Posts 24 | Profile # |
| does anyone know how i would go about hiding the build order tab and or score screen like some tournament maps do? |
|
|
| StreTch0r United States. March 17 2012 14:20. Posts 17 | Profile # |
| Bomber was playing a custom dota-style game yesterday, anyone remember the name or what it was?? |
| |
|
| Baumvieh Germany. March 17 2012 16:59. Posts 67 | Profile # |
How do I get the editor to render clouds/birds/fog/etc? (it only shows those as icon models for me and I can't find any option to render them)
|
| | "We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE | |
|
|
| PixelNite France. March 17 2012 18:06. Posts 828 | Profile # |
| I ctrl+C and ctrl+V one side of my map to make a symetric map, but atfter that, some black squares appears at some ramps. Withdraw the ramps, add textures, .... do not change anything. Any ideas how i can fix that? Thanks a lot ! |
| | TheStC, Bomber, TY, Squirtle, duckdeok, CoCa, Revival, Life ! | |
|
|
| Baumvieh Germany. March 17 2012 18:40. Posts 67 | Profile # |
On March 17 2012 18:06 PixelNite wrote: I ctrl+C and ctrl+V one side of my map to make a symetric map, but atfter that, some black squares appears at some ramps. Withdraw the ramps, add textures, .... do not change anything. Any ideas how i can fix that? Thanks a lot ! Copy/Pasting ramps never seemed to work correctly for me either. I'm afraid the only solution is to repair all ramps manually after pasting. I do that like this: use the "same height" terrain tool near the lower ground end of the broken ramps to remove them, then just add them back.
|
| | "We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE | |
|
|
| Namrufus United States. March 18 2012 02:26. Posts 281 | Profile # |
On March 17 2012 16:59 Baumvieh wrote: How do I get the editor to render clouds/birds/fog/etc? (it only shows those as icon models for me and I can't find any option to render them)
try pressing 'V' (or view->Lock Game View Settings) to swap between "editor view mode" and "game view mode", the number of view settings changes depending on the mode. |
| | ESV mapmaking team member :: author of [M] (2) ESV Abode :: You're Winner ! |
|
|
| Baumvieh Germany. March 18 2012 23:08. Posts 67 | Profile # |
| Ah that worked, thank you Namrufus. |
| | "We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE | |
|
|
| Kabel Sweden. March 19 2012 16:27. Posts 921 | Profile # |
I need help with a name for an ability in my custom map!
A Terran ability that via Orbital command calldown a buff from the sky that makes target building operate faster for a period of time! (Like a Terran chroono boost)
What can such ability be called?
|
|
|
| FreeTossCZComentary Czech Republic. March 19 2012 21:13. Posts 133 | Profile # |
I have one question - where I can set which units will be and which ones will be shown in replay "Unit Tab"? Thanks . |
| | www.youtube.com/OnlyFreeToss, FreeCraft ForFun SC2 MOD Rulez: http://www.teamliquid.net/forum/viewmessage.php?topic_id=292319 Dont even dare waiting, join FreeCraft now! |
|
|
| Baumvieh Germany. March 19 2012 21:34. Posts 67 | Profile # |
On March 19 2012 16:27 Kabel wrote: I need help with a name for an ability in my custom map!
A Terran ability that via Orbital command calldown a buff from the sky that makes target building operate faster for a period of time! (Like a Terran chroono boost)
What can such ability be called?
"Morale Boost" and the icon for the action should be six-pack of cold canned beer.
|
| | "We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE | |
|
|
Aunvilgod March 19 2012 23:23. Posts 2031 | Profile # |
| How can I force cross spawns? |
| |
|
| Baumvieh Germany. March 20 2012 17:38. Posts 67 | Profile # |
On March 19 2012 23:23 Aunvilgod wrote: How can I force cross spawns? I found an old thread where that is explained by FlopTurnReaver. Basically, in the Advanced Team Placement Settings you just make sure that each players enemies may only spawn at the opposite spawn points. |
| | "We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE | |
|
|
Aunvilgod March 20 2012 23:00. Posts 2031 | Profile # |
On March 20 2012 17:38 Baumvieh wrote:I found an old thread where that is explained by FlopTurnReaver. Basically, in the Advanced Team Placement Settings you just make sure that each players enemies may only spawn at the opposite spawn points.
Thanks |
| |
|
| memcpy United States. March 21 2012 11:52. Posts 442 | Profile Blog # |
| I'm adding triggers to one of the blizzard maps but when I start there is no computer player. I set Player 2 as computer in player properties but when I run from the editor it doesn't appear. I still have the default melee triggers being called. Why is there no computer? |
|
|
| MekTypro France. March 21 2012 19:58. Posts 335 | Profile # |
I have a question for the people that are making custom maps (melee maps)
Why do I feel like all the expands on any maps are always following a "circle around the center" path. If you look at Dual Sight, it's clear all the expands are near the edge of the map. I understand it's easier for zerg and stuff but, I remember brood war's maps like Python or Lost Temple, and I kinda miss those expand "near" the center of the map.
It's hard to hold for zerg, but it allows terran players to create a rally point and be more aggressive (as well as being able to make tanks pushes faster).
I know it may not be a good idea for zergs (i'm not sure when I see the results of some people) but I feel like that could help terran without "overpowering" terran. So, are there any reason why we don't see more of that ? (I hope you can understand me). |
|
|
| Prev 1 2 3 4 5 6 7 8 9 10 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 100 105 106 107 108 109 110 111 112 113 114 115 Next |
|