This week I've got a more abstract theme for you folks. This might not be too popular, but it's important nevertheless and want to see if I can get some folks playing around with it. This week's theme is "Pathing". What I want you to do is create any kind of terrain with the requirement that it's completely pathable. Alternatively, you grab any terrain from any of the previous WTE's and make that pathable. Basically we'll be taking a step towards more playable terrains by figuring out how to make the stuff we've created look realistic in-game. For screenshots, see if you can walk a marine through your map in-game and show us that.
Hope you guys don't mind a more basic exercise for a change :)
On another note - as of next week I will most likely be gone on a two week holiday. During this time I'll get another mod to post up the two or three new WTE's that will pop up.
Well, that depends. The part that you've terrained has to be pathed. If you create a 200X200 map where you only use a 50X50 region to create some kind of Terran base, the idea is that the base specifically is pathed.
I made a map very quickly to show what kind of pathing problems are common while making map. I decided to do WTE#34: Char.
Examples:
Few variations of "Char Crystal Large" are too high for flying units if they are scaled 75% or more. It seems that flying units are going through them. Flying units only understand to change flight height if ground level raises / lowers. (=cliffs, height tool)
Rock (Giant) and many other doodads have no footprint. You can add footprint by pathing tool, pathing blocking doodads or modify data. Without footprint units can walk through rocks for example.
I hope these pictures help you to understand better what is idea of this WTE. Or at least how I personally understand this. So you need to make "melee" styled map / part of map that is detailed and good looking with proper pathing.
If i'm doing a map like that I just make those too high doodads no-fly zones. Adds a nice little touch - albeit not very authentic / realistic in regards to battlecruisers - but works wonders with wraiths, banshees, mutas etc.
Here is my try for this week. I was inspired in doing a complete melee map.
I present you my newest creation: Heaven's ground.
In this map you have something unusual that almost never appears in other melee map... Light bridges.
Those were pretty long to set the pathing, but I'm very happy of the result. The map works well. However I'm pretty sure there are some balancing issues such as the first expansion probably too far (I think for Zerg here), or the too large paths. Anyway, it's cool and fully working. You can even build on those light bridges, but not force field... There are many strategies that can be done in this map...well take a look ;)
However, I have a major issue in my map if anyone could solve this, it would be really cool. These light bridges use the Campaign dependencies and somehow when we play my map, we play with the campaign units such as Firebats, Medics... etc and alot of things wrong from a normal Melee game. If someone know how to change it, do it and repost =D. You can't only remove the Campaign dep. cause it will removes the bridges too.
Oh and I know the file name is Heaven gate... I changed mind, it's the old name.
Last thing, on the picture we don't see the Fog. In-game you won't see the very low ground it will be white fog.
You need to make sure the campaign dependencies are below the Liberty (Mod) and Liberty Multi (Mod). I just tried it in a testmap and the barracks only showed melee units :)
I've tryed all possibilities about the Dependency order... it doesn't work somehow... Could you post my map working? (except if you made no changes) Make sure when you test document that if your zerg you don't have scourge, if terran you have orbital, if protoss Nexus has energy. You don't need to know if it works for all, I'm pretty sure if it works for one it will for all.
Well I tried some things out and it seems like having the Storymode dependancy overrides everything else for some reason. Anyhoo I was able to swap the Storymode for Liberty (Campaign) and I didn't get any errors about not being able to place doodads. Anyhoo here's the map with dependancies fixed and it appears to be using Melee units.
Well, you're probably right. Maybe the Story dependency overrided everything. Next time I'll use Liberty ;) It works fine and the map is now accessible on NA server. However I should really apply some balance issues about how big the map is haha. Modify a little bit the overall design and maybe the bridges too cause they creates some small issue such as impossible to cast Force Field on it or place Creep tumors because the creep doesn't spread in the very low ground and technically building are implaceable. It would also fix a small issue about vision when leaving the bridges.
Weekly Terraining Exercise #88
Hey hey!
This week I've got a more abstract theme for you folks. This might not be too popular, but it's important nevertheless and want to see if I can get some folks playing around with it. This week's theme is "Pathing". What I want you to do is create any kind of terrain with the requirement that it's completely pathable. Alternatively, you grab any terrain from any of the previous WTE's and make that pathable. Basically we'll be taking a step towards more playable terrains by figuring out how to make the stuff we've created look realistic in-game. For screenshots, see if you can walk a marine through your map in-game and show us that.
Hope you guys don't mind a more basic exercise for a change :)
On another note - as of next week I will most likely be gone on a two week holiday. During this time I'll get another mod to post up the two or three new WTE's that will pop up.
The Global Information/Idea thread for Terraining Exercises can be found here:
http://forums.sc2mapster.com/development/terrain/14658-terraining-exercises-global-information-idea-thread/
@Mozared: Go The entire map must be pathable right?
@Phenom36: Go
Well, that depends. The part that you've terrained has to be pathed. If you create a 200X200 map where you only use a 50X50 region to create some kind of Terran base, the idea is that the base specifically is pathed.
Here you go ... this place is nowhere - between realities - in infinity and space - . The map is 100% path-able and you can play on it :}
I made a map very quickly to show what kind of pathing problems are common while making map. I decided to do WTE#34: Char.
Examples:
I hope these pictures help you to understand better what is idea of this WTE. Or at least how I personally understand this. So you need to make "melee" styled map / part of map that is detailed and good looking with proper pathing.
@Terhonator: Go
If i'm doing a map like that I just make those too high doodads no-fly zones. Adds a nice little touch - albeit not very authentic / realistic in regards to battlecruisers - but works wonders with wraiths, banshees, mutas etc.
Here is my try for this week. I was inspired in doing a complete melee map.
I present you my newest creation: Heaven's ground.
In this map you have something unusual that almost never appears in other melee map... Light bridges.
Those were pretty long to set the pathing, but I'm very happy of the result. The map works well. However I'm pretty sure there are some balancing issues such as the first expansion probably too far (I think for Zerg here), or the too large paths. Anyway, it's cool and fully working. You can even build on those light bridges, but not force field... There are many strategies that can be done in this map...well take a look ;)
However, I have a major issue in my map if anyone could solve this, it would be really cool. These light bridges use the Campaign dependencies and somehow when we play my map, we play with the campaign units such as Firebats, Medics... etc and alot of things wrong from a normal Melee game. If someone know how to change it, do it and repost =D. You can't only remove the Campaign dep. cause it will removes the bridges too.
Oh and I know the file name is Heaven gate... I changed mind, it's the old name.
Last thing, on the picture we don't see the Fog. In-game you won't see the very low ground it will be white fog.
Working on projects:
@Scbroodsc2: Go
You need to make sure the campaign dependencies are below the Liberty (Mod) and Liberty Multi (Mod). I just tried it in a testmap and the barracks only showed melee units :)
@Kanitala: Go
I've tryed all possibilities about the Dependency order... it doesn't work somehow... Could you post my map working? (except if you made no changes) Make sure when you test document that if your zerg you don't have scourge, if terran you have orbital, if protoss Nexus has energy. You don't need to know if it works for all, I'm pretty sure if it works for one it will for all.
Working on projects:
@Scbroodsc2: Go
Hmm I actually just made a blank map myself and admittedly I only tried it with the Barracks...
"†...No Reality... Only Infinity...†"
Where could that have possibly come from?! And now thanks to this WTE, I'm gonna have to go look up what pathing is. Thanks Alot!
@Kanitala: Go
Could you try my map and see if it is supposed to work?
Working on projects:
@Scbroodsc2: Go
Well I tried some things out and it seems like having the Storymode dependancy overrides everything else for some reason. Anyhoo I was able to swap the Storymode for Liberty (Campaign) and I didn't get any errors about not being able to place doodads. Anyhoo here's the map with dependancies fixed and it appears to be using Melee units.
@Kanitala: Go
Well, you're probably right. Maybe the Story dependency overrided everything. Next time I'll use Liberty ;) It works fine and the map is now accessible on NA server. However I should really apply some balance issues about how big the map is haha. Modify a little bit the overall design and maybe the bridges too cause they creates some small issue such as impossible to cast Force Field on it or place Creep tumors because the creep doesn't spread in the very low ground and technically building are implaceable. It would also fix a small issue about vision when leaving the bridges.
Anyway... "I like it!" Tychus.
Thanx to you Kanitala ;)
Working on projects: