- Text alignment in dialogs and what not.
- The ability to actually use a units ability using triggers.
And with that i really mean like when you would have clicked its ability icon, so including the nice mousesplat effects and changing mouse cursor that the ability would normally have
Don't any of you have any shame about this? There are things and improvements I would like to see, but not expecting. One reason why I don't expect the improvements is because Blizzard can't give everyone everything they want and second, they gave us this powerful editor that can do extraordinary things and we just like...whine, complain and throw it in their faces.
I realize everyone is upset about the Popularity System, the map upload limits, etc. But don't you think we should be grateful for what we have. Some games don't even have modding support, and if they do its not this advanced. We can make our own unique games with unique gameplay all in the Galaxy Editor.
On top of all that, Blizzard added all this new stuff with patch 1.2. I didn't see one thank you to Blizzard at all, all I saw was, "Whine, whine, whine. Complain, complain, complain." Why are we so ungrateful towards them? Another thing! The maps that Blizzard released, good quality maps, all I see is complaining. I personally thought the ideas were unique and made for interesting gameplay, but everyone just complain...like we own the editor or the game likes its our property, when its really blizzards and they decide what they put in the game.
Blizzard made a mistake towards Creation, yeah. But there fixing it coming on good terms to Creation and yea he asked for all our cries for stuff but that still doesn't mean he should go and whine to Blizzard about it...
Why not just be grateful for what we have...start thanking Blizzard and request things without whining. Degrading people with whines and complaints does not make you want to help someone out and add features, in fact it does the exact opposite. But if you thank Blizzard and ask with a grateful heart surely they would be more motivated to help us out. :D
My point is: I think this is a really bad idea. Are we all really like 5yr old kids whining and complaining because we didn't get what we wanted?
Personally I haven't noticed any whining in this thread but Creation said he'll compile the questions into a neat presentable package...so whatever whining there is will most definitely be phased out.
I realize everyone is upset about the Popularity System, the map upload limits, etc. But don't you think we should be grateful for what we have. Some games don't even have modding support, and if they do its not this advanced. We can make our own unique games with unique gameplay all in the Galaxy Editor.
And yet all that's worth nothing until they fix the custom game list!
This ONEEE fix and so many people would shut up.
Although keyboard events need a much lower delay... it makes zero sense why mouse events use the default built-in latency, but keyboard events use a much longer latency.
You have to remember that Blizz wants very high quality maps because they eventually intend to sell them and promote SC2 itself thru them. They need us to point out the major problems that are hindering map creation because the better our maps the more money Blizz stands to make. SC2 map making is a bit different than in ages past where you were a peasant thankful for any scraps thrown your way and all you could make were dinky little hero and TD maps.
By not being vocal about bugs/limitations we are not only hurting the maps themselves but also Blizz's vision for what they want the SC2 custom map world to be. Without proper feedback they may not know how to improve the product. The vast majority of people are not whining and have very valid concerns that would improve conditions for a great many map makers.
If you were to make an extraordinary product and give it to someone to test/play and they came back days later and said, "This piece of crap sucks. It doesn't have this, this or this, its a piece of horrible crap, why did you even bother spending your time on that?" Would that really make you feel motivated to improve it and make it better?
Yes we need to be vocal, but not in the horrible way we act towards Blizzard. They made a good product I am sure all of you can agree, we can at least thank them and ask kindly when the subject is brought up. We really don't have to be rotten people.
SC2 map making is a bit different than in ages past where you were a peasant thankful for any scraps thrown your way and all you could make were dinky little hero and TD maps.
With this editor we have more then little hero and TD maps. Why not be thankful? You can be thankful and still express a want but in a more respect and nice way. Acting like a complete jerk will never get you what you want.
I don't think you see how much coding, art assets, animations, etc, it would take to redo the popularity system. Blizzard wants to make the Popularity System in the best way they can, so yes, they would needs lots of time to do this. Right now this is what we have. We may not see something new till Heart of the Swarm or later in the coming months.
Footprint editor still does not properly load existing footprints - to modify a footprint you must recreate it from scratch each time. Morphing a unit with behaviors which modify the units max HP or Energy cause the HP and Energy to be reset.
Changing an object type is still buggy, for instance, changing an Effect - Target to Effect - Instant creates all kinds of problems.
Editor speed is still poor with maps with large numbers of Data objects, though 1.2 did improve this in certain areas.
Editor FPS is very poor when placing pathing paint.
Editor documentation is still very incomplete.
Reset to Parent is not undo-able (it is not added as part of the Undo/Ctrl-Z queue).
Undo/Redo is still buggy in general.
Inability to interact with the parents of objects which have been modified. For example, modify the Pylon object, then the original, unmodified Pylon object cannot be properly interacted with. Not being able to modify is obvious, but it should still be possible to view and navigate the fields. Duplicating the original is still possible as a work-around.
Many hidden objects still exist, such as actors for Cloaking.
Lack of control or customization of the Help menu - we can't seem to add our own tech trees or unit info.
Ability to access command card data via trigger would be nice.
Stand End animations are buggy for units with Ground movers. Air works fine.
Changing Resource icons is buggy. First opening of a map for an instance of SC2 will not show the new icons, and the icons will then persist into other maps until SC2 is restarted.
Pathing paint does not override pathing in ramps. While it is possible to get around the problem in other ways, it would be nice for it to work the same as cliffs and such.
Inability to control the left/right parallax-type effect with unit bars. By this I mean as a unit approaches the left hand side of the screen, it's unit bar is offset to the right (and vice-a-versa).
More interaction with water would be nice - being able to specify a unit to "float" or in some way use the height of the water in it's mover.
Ability to detect or interact with cliffs with missile movers, e.g., strike a cliff going up, fly over a cliff going down.
Maps in player screen - in b.net player screen, new tab should be added with all (public) maps that were published on this account, along with some stats. The author name on all maps should be a link to the author, rather than just a name. (So that players can see what other maps the author made, if they like some of his work). There could be a mini-discussion or at least some way to tell the author anything. That's actually part of my next point:
Way to communicate with author - There should be a way to leave feedback for the author. There should be some way players could message author directly from the game (if there is a contact they could use, no one would ever say anything. There needs to be a single-click way to post messages, then there is a slight chance of getting any kind on feedback on the map)
Bug reporting - if there is a bug, players click according button, write a message and author gets a replay and the comment about the bug.
Map stats - I would like to see some statistics for my map, as number of games played, how often players leave.... I just would like to know what is going on with my maps.
Fixed it so whispers fire a different chat event from the normal one meant for in-game.
Currently any whispers you send out fire the chat event. I would like it so you can have a separate event for whispers, Send and received whispers.
Also this:
"The possibility to let people join already STARTED custom game if the Host (or player 1) has set the ALLOW before game start, THIS would let people join in an RPG map that started long ago! OR maybe the possibility to invite people to join in the game."
I agree with you, but that's not the point of this topic. The whole point is for everyone to dump their suggestions here, then Creation edits out the whining, and formats it nicely to give to blizzard saying "please consider these changes" not "this editor is horrible, it needs all of this for us to even think about using it". Too bad that there are so many people with the attitude you spoke about...
No under the terrain caves for those of us who are poor and can not buy 3ds,
only 3 cliff levels,
custom script has no auto currect for basic typos,
No way to make height variation with water (sry, no good custom waterfalls)
custom game popularity system (including new 1) is bull
Copy/paste isn't perfect sometimes
I probably could go on...
Cant turn off height displacement in non-follow mode
[11:10] <SouLCarveR> my only problem left is when theres a cliff ledge behind the camera the camera automatically adjusts itself... even if the cliff is not in the way of the camera
[11:10] <doite> So im writing triggers for it, but ill start a thread like you and ask for a data editorinist,since i need alot of destructable items
[11:11] <doite> mm but set it as ignored position then fade the camera depeding on things behind?
[11:11] <doite> Like in ... let me check
[11:13] <doite> at 2.50 theres a clear view of what i mean
[11:13] <doite> and set the transparity to 100% so it doesnt get viewed inside the wall
[11:13] <SouLCarveR> ?
[11:13] <doite> rather, so it can be set inside the wall
[11:13] <SouLCarveR> its not a wall
[11:13] <doite> what was it then did u say?
[11:14] <SouLCarveR> its a hard cliff ledge
[11:14] <SouLCarveR> and im not using "follow mode"
[11:14] <doite> Your locking camera right? so theres no actuall unit?
[11:14] <SouLCarveR> follow mode has a specific setting to turn off relative height adjustments
[11:14] <SouLCarveR> im moving the camarea
[11:14] <SouLCarveR> its not following anything
[11:14] <doite> Yea thats what i mean
[11:14] <doite> yea same for me, hmm
[11:15] <doite> well a cliff would be harder since its a actuall part of the enviroment
[11:15] <doite> could u show me though stream?
[11:15] <doite> www.livestream.com/ ???
[11:15] <SouLCarveR> im at work right now
[11:16] <doite> ah i see
[11:16] <SouLCarveR> but basically here ill show you my crappy ms pain example
[11:17] <SouLCarveR> http://forums.sc2mapster.com/development/triggers/17520-camera-height-v-s-terrain-height-round-1-fight/#p6
[11:17] <doite> hahaha..
[11:17] <doite> HAHA!
[11:17] <doite> nice
[11:18] <doite> thats some serious masterpiece, you should use something similar as loading screen in begining, but yea i understand
[11:18] <SouLCarveR> so yeah
[11:18] <SouLCarveR> i have no idea why that cliff being behind the camerea messes it up
[11:18] <doite> I had this problem in begining with my Resident evil 5, map
[11:18] <doite> what u have to do is make a custom cliff i believe, every one has this problem
[11:19] <SouLCarveR> custom cliff?
[11:19] <doite> a model that looks like a cliff buf is actually just a model so you could make it pathable
[11:19] <SouLCarveR> well that defeats alot of what I wanted to do
[11:19] <doite> what happends is the cliff counts as ground, as u cant make the camera go under ground, and therefor cant make the camera be located with back towards a wall
[11:20] <doite> Mm.. there has to be another way to somehow "ignore" pathing with a camera
[11:20] <SouLCarveR> I may try and rig it to use ... the "follow" mode
[11:20] <SouLCarveR> yeah i would think you should be able to turn off all auto adjusting of the camera
[11:20] <SouLCarveR> its stupid you cant
[11:20] <doite> What if... does a camera have any pathing?
[11:21] <SouLCarveR> not that i know of
[11:21] <doite> ground, digger, builder, air.. what ever
[11:21] <doite> k
[11:21] <SouLCarveR> I may have to run some more exhaustive testing but.... i was hoping to have tight corridors and such
[11:21] <doite> well if obviously has restrictions, which must be able to modify, let me check
[11:21] <SouLCarveR> but with this kinda camere issue I dont want to do that
[11:22] <SouLCarveR> but basically it moves the Z offset of the camerea eye up... then makes the camera angle down to view the point it was aimed at
[11:22] <doite> Field CCamera Height Displacement Factor 1.0000
[11:23] <SouLCarveR> does that have any effect?
[11:23] <doite> what does this do? (your the data expert)
[11:23] <SouLCarveR> no diea
[11:23] <doite> no idea
[11:23] <doite> =)
[11:23] <SouLCarveR> im not an expert lol
[11:23] <SouLCarveR> can you change it
[11:23] <doite> Ofc
[11:23] <SouLCarveR> some of the camera settings in data dont let you change them
[11:23] <doite> It set to 1
[11:23] <doite> ooh..
[11:23] <doite> let me check
[11:23] <SouLCarveR> youd have to set up a test
[11:23] <doite> ill make a fast map and try
[11:23] <doite> mm
[11:23] <SouLCarveR> it shouldnt be too hard
[11:23] <SouLCarveR> to set up a test for it
[11:24] <SouLCarveR> ive tried a lot of these so far
[11:24] <doite> its just to make 2 camera sets and apply camera 1 -> camera 2 where theres a cliff behind
[11:24] <SouLCarveR> been scratching my head quite a bit
[11:24] <doite> shoud do the trick
[11:24] <SouLCarveR> huh?
[11:25] <doite> the test.. sec ill test something
[11:25] <SouLCarveR> i only have 1 camera object
[11:25] <doite> yes yes
[11:25] <doite> but in the test
[11:25] <doite> ill just make map to see if the height adjustment can be altered with terrian enviromental objects (ground)
[11:28] <SouLCarveR> well i wanted to use cliff levels as part of the map so yea..... if i can only use one cliff height level then ill have to figure out some other ways to do things but yeah... id rather figure out anothe way to go about it...
[11:30] <doite> ok so what happend in my map (without modifying the camera hight) is that i have 1 camera that goes to the other one ( which has its BACK towards a wall.. ) and the height of the camera, due to the wall, get height dislocated
[11:30] <doite> This is the same problem as u have right?
[11:30] <SouLCarveR> kinda yeah
[11:30] <doite> Ignore the amount of cameras
[11:31] <doite> i know u only have 1, but im not going to make a point system of camera just to test something=)
[11:31] <SouLCarveR> where its like the camera's z- offset is higher then it should be
[11:31] <doite> yea
[11:32] <doite> its due to the ground is not a object that can be penetraded
[11:32] <SouLCarveR> now if you move it farther away from the cliff... with wont be so high... and if you move it really far away it wont be adjusted at all
[11:32] <doite> mm
[11:32] <doite> ok so ill try and fix, sec
[11:32] <SouLCarveR> the thing is.... the eye position is in front of the cliff
[11:32] <SouLCarveR> so your really not penetrating the wall
[11:35] <doite> yea i know, but what i mean is that a players view (the bounds of the map) is sourrounded by its envirement (mening ground) and a cliff is just as so a ground object, therefor (if using grinds) you can see that u cant be close with camera with back to wall, becouse the ground (the cliff) has a slope (the grind) showing the pathing of the enviroment
[11:35] <doite> So now im trying to modify that the camera doesnt care about the actuall slope (or envirement at all)
[11:36] <SouLCarveR> this is where in my post... i think it has to do with the field of view
[11:36] <SouLCarveR> possibly get the field of view to not cover the area so far back
[11:36] <SouLCarveR> im not sure
[11:37] <doite> M im testing with the "height displacement factor of the default camera"
[11:37] <doite> Its now set to 1
[11:37] <SouLCarveR> on the camera object your setting it to make sure distance is set to 0
[11:39] <doite> there no such option the actuall camera object
[11:39] <doite> only on default camera
[11:39] <doite> isnt default camera correlated with the camera object?
[11:39] <doite> meaning same thing
[11:39] <SouLCarveR> no...
[11:39] <doite> damn
[11:39] <SouLCarveR> well
[11:40] <SouLCarveR> default camera loads all the original settings
[11:40] <SouLCarveR> theres theres terrain cameras
[11:40] <SouLCarveR> which change "some of the settings"
[11:41] <doite> ah this pisses me off!
[11:42] <doite> has to be a way
[11:42] <SouLCarveR> try making a spot on the map... where you use the "raise terrain tool" not the raise level the ... other terrain sculpting
[11:42] <SouLCarveR> and see if that causes the same problem
[11:43] <doite> ok
[11:44] <SouLCarveR> as far as i can tell.... lots of people have had this problem but everybody has it using the "follow" mode... nobody just moves the camera by changing the properties like im trying to do..... but you would think if you set the camera's properties it wouldnt adjust it after that...
[11:44] <doite> Jupp it causes the same error
[11:44] <doite> Its still ground collision
[11:45] <SouLCarveR> I could make fake terrain....
[11:45] <doite> what if you alter the "terrian cliff" collision to 0
[11:45] <SouLCarveR> lol
[11:45] <doite> Thats was i said in the begining
[11:45] <SouLCarveR> is that possible?
[11:45] <doite> My thing?
[11:45] <doite> Yea
[11:45] <SouLCarveR> oh
[11:45] <doite> or ill check
[11:45] <doite> has to be
[11:45] <SouLCarveR> no im saying
[11:45] <SouLCarveR> i want multiple levels
[11:46] <SouLCarveR> eh i might just rig it to use follow mode
[11:46] <SouLCarveR> cause in follow mode you can turn the displacements off
[11:46] <SouLCarveR> which is retarded lol
Ability to disable health/energy bars always showing for units owned by an unallied player. Choices: Allow Always, Allow Selected for (Enemy/neutral/allied/self)
Ability to enable/disable other UI options such as Builder Helper Grid.
Don't any of you have any shame about this? There are things and improvements I would like to see, but not expecting. One reason why I don't expect the improvements is because Blizzard can't give everyone everything they want and second, they gave us this powerful editor that can do extraordinary things and we just like...whine, complain and throw it in their faces.
I realize everyone is upset about the Popularity System, the map upload limits, etc. But don't you think we should be grateful for what we have. Some games don't even have modding support, and if they do its not this advanced. We can make our own unique games with unique gameplay all in the Galaxy Editor.
On top of all that, Blizzard added all this new stuff with patch 1.2. I didn't see one thank you to Blizzard at all, all I saw was, "Whine, whine, whine. Complain, complain, complain." Why are we so ungrateful towards them? Another thing! The maps that Blizzard released, good quality maps, all I see is complaining. I personally thought the ideas were unique and made for interesting gameplay, but everyone just complain...like we own the editor or the game likes its our property, when its really blizzards and they decide what they put in the game.
Blizzard made a mistake towards Creation, yeah. But there fixing it coming on good terms to Creation and yea he asked for all our cries for stuff but that still doesn't mean he should go and whine to Blizzard about it...
Why not just be grateful for what we have...start thanking Blizzard and request things without whining. Degrading people with whines and complaints does not make you want to help someone out and add features, in fact it does the exact opposite. But if you thank Blizzard and ask with a grateful heart surely they would be more motivated to help us out. :D
My point is: I think this is a really bad idea. Are we all really like 5yr old kids whining and complaining because we didn't get what we wanted?
I didn't really read many of the other posts, but I thought this was a thread full of suggestions, not complaints and whining. It is possible to make suggestions without it being a complaint or whiny. For example, I could suggest an improvement for the Join Game menu so you can sort by more than just popularity (such as recently played, or recently uploaded, or genre, or alphabetically), and even an addition of a search bar to make finding maps easier. It is not a complaint that these things are not in place. It would be nice to have somebody talk to Blizzard directly about this stuff. It seems every time Blizzard has a Q&A and things like this are brought up, Blizzard misunderstands and answers the question incorrectly and there's no room for clarification.
For example, I recall someone asking about map switching online and they answered in a very unrelated way. I believe it was after they showed custom maps for the first time (Ghost/Ultralisk/Viking).
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Things i would like to see:
- Text alignment in dialogs and what not. - The ability to actually use a units ability using triggers. And with that i really mean like when you would have clicked its ability icon, so including the nice mousesplat effects and changing mouse cursor that the ability would normally have
Don't any of you have any shame about this? There are things and improvements I would like to see, but not expecting. One reason why I don't expect the improvements is because Blizzard can't give everyone everything they want and second, they gave us this powerful editor that can do extraordinary things and we just like...whine, complain and throw it in their faces.
I realize everyone is upset about the Popularity System, the map upload limits, etc. But don't you think we should be grateful for what we have. Some games don't even have modding support, and if they do its not this advanced. We can make our own unique games with unique gameplay all in the Galaxy Editor.
On top of all that, Blizzard added all this new stuff with patch 1.2. I didn't see one thank you to Blizzard at all, all I saw was, "Whine, whine, whine. Complain, complain, complain." Why are we so ungrateful towards them? Another thing! The maps that Blizzard released, good quality maps, all I see is complaining. I personally thought the ideas were unique and made for interesting gameplay, but everyone just complain...like we own the editor or the game likes its our property, when its really blizzards and they decide what they put in the game.
Blizzard made a mistake towards Creation, yeah. But there fixing it coming on good terms to Creation and yea he asked for all our cries for stuff but that still doesn't mean he should go and whine to Blizzard about it...
Why not just be grateful for what we have...start thanking Blizzard and request things without whining. Degrading people with whines and complaints does not make you want to help someone out and add features, in fact it does the exact opposite. But if you thank Blizzard and ask with a grateful heart surely they would be more motivated to help us out. :D
My point is: I think this is a really bad idea. Are we all really like 5yr old kids whining and complaining because we didn't get what we wanted?
@StatusQ3: Go
Personally I haven't noticed any whining in this thread but Creation said he'll compile the questions into a neat presentable package...so whatever whining there is will most definitely be phased out.
@TheZizz: Go
theres some in here, but all over the sc2mapster forum there is so much whining!
And yet all that's worth nothing until they fix the custom game list!
This ONEEE fix and so many people would shut up.
Although keyboard events need a much lower delay... it makes zero sense why mouse events use the default built-in latency, but keyboard events use a much longer latency.
@StatusQ3: Go
You have to remember that Blizz wants very high quality maps because they eventually intend to sell them and promote SC2 itself thru them. They need us to point out the major problems that are hindering map creation because the better our maps the more money Blizz stands to make. SC2 map making is a bit different than in ages past where you were a peasant thankful for any scraps thrown your way and all you could make were dinky little hero and TD maps.
By not being vocal about bugs/limitations we are not only hurting the maps themselves but also Blizz's vision for what they want the SC2 custom map world to be. Without proper feedback they may not know how to improve the product. The vast majority of people are not whining and have very valid concerns that would improve conditions for a great many map makers.
@Foolish_Fool: Go
If you were to make an extraordinary product and give it to someone to test/play and they came back days later and said, "This piece of crap sucks. It doesn't have this, this or this, its a piece of horrible crap, why did you even bother spending your time on that?" Would that really make you feel motivated to improve it and make it better?
Yes we need to be vocal, but not in the horrible way we act towards Blizzard. They made a good product I am sure all of you can agree, we can at least thank them and ask kindly when the subject is brought up. We really don't have to be rotten people.
With this editor we have more then little hero and TD maps. Why not be thankful? You can be thankful and still express a want but in a more respect and nice way. Acting like a complete jerk will never get you what you want.
@OneSoga: Go
I don't think you see how much coding, art assets, animations, etc, it would take to redo the popularity system. Blizzard wants to make the Popularity System in the best way they can, so yes, they would needs lots of time to do this. Right now this is what we have. We may not see something new till Heart of the Swarm or later in the coming months.
Footprint editor still does not properly load existing footprints - to modify a footprint you must recreate it from scratch each time.
Morphing a unit with behaviors which modify the units max HP or Energy cause the HP and Energy to be reset.
Changing an object type is still buggy, for instance, changing an Effect - Target to Effect - Instant creates all kinds of problems.
Editor speed is still poor with maps with large numbers of Data objects, though 1.2 did improve this in certain areas.
Editor FPS is very poor when placing pathing paint.
Editor documentation is still very incomplete.
Reset to Parent is not undo-able (it is not added as part of the Undo/Ctrl-Z queue).
Undo/Redo is still buggy in general.
Inability to interact with the parents of objects which have been modified. For example, modify the Pylon object, then the original, unmodified Pylon object cannot be properly interacted with. Not being able to modify is obvious, but it should still be possible to view and navigate the fields. Duplicating the original is still possible as a work-around.
Many hidden objects still exist, such as actors for Cloaking.
Lack of control or customization of the Help menu - we can't seem to add our own tech trees or unit info.
Ability to access command card data via trigger would be nice.
Stand End animations are buggy for units with Ground movers. Air works fine.
Changing Resource icons is buggy. First opening of a map for an instance of SC2 will not show the new icons, and the icons will then persist into other maps until SC2 is restarted.
Pathing paint does not override pathing in ramps. While it is possible to get around the problem in other ways, it would be nice for it to work the same as cliffs and such.
Inability to control the left/right parallax-type effect with unit bars. By this I mean as a unit approaches the left hand side of the screen, it's unit bar is offset to the right (and vice-a-versa).
More interaction with water would be nice - being able to specify a unit to "float" or in some way use the height of the water in it's mover.
Ability to detect or interact with cliffs with missile movers, e.g., strike a cliff going up, fly over a cliff going down.
Maps in player screen - in b.net player screen, new tab should be added with all (public) maps that were published on this account, along with some stats. The author name on all maps should be a link to the author, rather than just a name. (So that players can see what other maps the author made, if they like some of his work). There could be a mini-discussion or at least some way to tell the author anything. That's actually part of my next point:
Way to communicate with author - There should be a way to leave feedback for the author. There should be some way players could message author directly from the game (if there is a contact they could use, no one would ever say anything. There needs to be a single-click way to post messages, then there is a slight chance of getting any kind on feedback on the map)
Bug reporting - if there is a bug, players click according button, write a message and author gets a replay and the comment about the bug.
Map stats - I would like to see some statistics for my map, as number of games played, how often players leave.... I just would like to know what is going on with my maps.
Fixed it so whispers fire a different chat event from the normal one meant for in-game. Currently any whispers you send out fire the chat event. I would like it so you can have a separate event for whispers, Send and received whispers.
Also this:
"The possibility to let people join already STARTED custom game if the Host (or player 1) has set the ALLOW before game start, THIS would let people join in an RPG map that started long ago! OR maybe the possibility to invite people to join in the game."
Unrestrict the restricted function for flash dialog item in Starjeweled.
And do it NOWZ.
@StatusQ3: Go
I agree with you, but that's not the point of this topic. The whole point is for everyone to dump their suggestions here, then Creation edits out the whining, and formats it nicely to give to blizzard saying "please consider these changes" not "this editor is horrible, it needs all of this for us to even think about using it". Too bad that there are so many people with the attitude you spoke about...
No under the terrain caves for those of us who are poor and can not buy 3ds, only 3 cliff levels, custom script has no auto currect for basic typos, No way to make height variation with water (sry, no good custom waterfalls) custom game popularity system (including new 1) is bull Copy/paste isn't perfect sometimes I probably could go on...
Cant turn off height displacement in non-follow mode
[11:10] <SouLCarveR> my only problem left is when theres a cliff ledge behind the camera the camera automatically adjusts itself... even if the cliff is not in the way of the camera
[11:10] <doite> So im writing triggers for it, but ill start a thread like you and ask for a data editorinist,since i need alot of destructable items
[11:11] <doite> mm but set it as ignored position then fade the camera depeding on things behind?
[11:11] <doite> Like in ... let me check
[11:13] <doite> at 2.50 theres a clear view of what i mean
[11:13] <doite> and set the transparity to 100% so it doesnt get viewed inside the wall
[11:13] <SouLCarveR> ?
[11:13] <doite> rather, so it can be set inside the wall
[11:13] <SouLCarveR> its not a wall
[11:13] <doite> what was it then did u say?
[11:14] <SouLCarveR> its a hard cliff ledge
[11:14] <SouLCarveR> and im not using "follow mode"
[11:14] <doite> Your locking camera right? so theres no actuall unit?
[11:14] <SouLCarveR> follow mode has a specific setting to turn off relative height adjustments
[11:14] <SouLCarveR> im moving the camarea
[11:14] <SouLCarveR> its not following anything
[11:14] <doite> Yea thats what i mean
[11:14] <doite> yea same for me, hmm
[11:15] <doite> well a cliff would be harder since its a actuall part of the enviroment
[11:15] <doite> could u show me though stream?
[11:15] <doite> www.livestream.com/ ???
[11:15] <SouLCarveR> im at work right now
[11:16] <doite> ah i see
[11:16] <SouLCarveR> but basically here ill show you my crappy ms pain example
[11:17] <SouLCarveR> http://forums.sc2mapster.com/development/triggers/17520-camera-height-v-s-terrain-height-round-1-fight/#p6
[11:17] <doite> hahaha..
[11:17] <doite> HAHA!
[11:17] <doite> nice
[11:18] <doite> thats some serious masterpiece, you should use something similar as loading screen in begining, but yea i understand
[11:18] <SouLCarveR> so yeah
[11:18] <SouLCarveR> i have no idea why that cliff being behind the camerea messes it up
[11:18] <doite> I had this problem in begining with my Resident evil 5, map
[11:18] <doite> what u have to do is make a custom cliff i believe, every one has this problem
[11:19] <SouLCarveR> custom cliff?
[11:19] <doite> a model that looks like a cliff buf is actually just a model so you could make it pathable
[11:19] <SouLCarveR> well that defeats alot of what I wanted to do
[11:19] <doite> what happends is the cliff counts as ground, as u cant make the camera go under ground, and therefor cant make the camera be located with back towards a wall
[11:20] <doite> Mm.. there has to be another way to somehow "ignore" pathing with a camera
[11:20] <SouLCarveR> I may try and rig it to use ... the "follow" mode
[11:20] <SouLCarveR> yeah i would think you should be able to turn off all auto adjusting of the camera
[11:20] <SouLCarveR> its stupid you cant
[11:20] <doite> What if... does a camera have any pathing?
[11:21] <SouLCarveR> not that i know of
[11:21] <doite> ground, digger, builder, air.. what ever
[11:21] <doite> k
[11:21] <SouLCarveR> I may have to run some more exhaustive testing but.... i was hoping to have tight corridors and such
[11:21] <doite> well if obviously has restrictions, which must be able to modify, let me check
[11:21] <SouLCarveR> but with this kinda camere issue I dont want to do that
[11:22] <SouLCarveR> but basically it moves the Z offset of the camerea eye up... then makes the camera angle down to view the point it was aimed at
[11:22] <doite> Field CCamera Height Displacement Factor 1.0000
[11:23] <SouLCarveR> does that have any effect?
[11:23] <doite> what does this do? (your the data expert)
[11:23] <SouLCarveR> no diea
[11:23] <doite> no idea
[11:23] <doite> =)
[11:23] <SouLCarveR> im not an expert lol
[11:23] <SouLCarveR> can you change it
[11:23] <doite> Ofc
[11:23] <SouLCarveR> some of the camera settings in data dont let you change them
[11:23] <doite> It set to 1
[11:23] <doite> ooh..
[11:23] <doite> let me check
[11:23] <SouLCarveR> youd have to set up a test
[11:23] <doite> ill make a fast map and try
[11:23] <doite> mm
[11:23] <SouLCarveR> it shouldnt be too hard
[11:23] <SouLCarveR> to set up a test for it
[11:24] <SouLCarveR> ive tried a lot of these so far
[11:24] <doite> its just to make 2 camera sets and apply camera 1 -> camera 2 where theres a cliff behind
[11:24] <SouLCarveR> been scratching my head quite a bit
[11:24] <doite> shoud do the trick
[11:24] <SouLCarveR> huh?
[11:25] <doite> the test.. sec ill test something
[11:25] <SouLCarveR> i only have 1 camera object
[11:25] <doite> yes yes
[11:25] <doite> but in the test
[11:25] <doite> ill just make map to see if the height adjustment can be altered with terrian enviromental objects (ground)
[11:28] <SouLCarveR> well i wanted to use cliff levels as part of the map so yea..... if i can only use one cliff height level then ill have to figure out some other ways to do things but yeah... id rather figure out anothe way to go about it...
[11:30] <doite> ok so what happend in my map (without modifying the camera hight) is that i have 1 camera that goes to the other one ( which has its BACK towards a wall.. ) and the height of the camera, due to the wall, get height dislocated
[11:30] <doite> This is the same problem as u have right?
[11:30] <SouLCarveR> kinda yeah
[11:30] <doite> Ignore the amount of cameras
[11:31] <doite> i know u only have 1, but im not going to make a point system of camera just to test something=)
[11:31] <SouLCarveR> where its like the camera's z- offset is higher then it should be
[11:31] <doite> yea
[11:32] <doite> its due to the ground is not a object that can be penetraded
[11:32] <SouLCarveR> now if you move it farther away from the cliff... with wont be so high... and if you move it really far away it wont be adjusted at all
[11:32] <doite> mm
[11:32] <doite> ok so ill try and fix, sec
[11:32] <SouLCarveR> the thing is.... the eye position is in front of the cliff
[11:32] <SouLCarveR> so your really not penetrating the wall
[11:35] <doite> yea i know, but what i mean is that a players view (the bounds of the map) is sourrounded by its envirement (mening ground) and a cliff is just as so a ground object, therefor (if using grinds) you can see that u cant be close with camera with back to wall, becouse the ground (the cliff) has a slope (the grind) showing the pathing of the enviroment
[11:35] <doite> So now im trying to modify that the camera doesnt care about the actuall slope (or envirement at all)
[11:36] <SouLCarveR> this is where in my post... i think it has to do with the field of view
[11:36] <SouLCarveR> possibly get the field of view to not cover the area so far back
[11:36] <SouLCarveR> im not sure
[11:37] <doite> M im testing with the "height displacement factor of the default camera"
[11:37] <doite> Its now set to 1
[11:37] <SouLCarveR> on the camera object your setting it to make sure distance is set to 0
[11:39] <doite> there no such option the actuall camera object
[11:39] <doite> only on default camera
[11:39] <doite> isnt default camera correlated with the camera object?
[11:39] <doite> meaning same thing
[11:39] <SouLCarveR> no...
[11:39] <doite> damn
[11:39] <SouLCarveR> well
[11:40] <SouLCarveR> default camera loads all the original settings
[11:40] <SouLCarveR> theres theres terrain cameras
[11:40] <SouLCarveR> which change "some of the settings"
[11:41] <doite> ah this pisses me off!
[11:42] <doite> has to be a way
[11:42] <SouLCarveR> try making a spot on the map... where you use the "raise terrain tool" not the raise level the ... other terrain sculpting
[11:42] <SouLCarveR> and see if that causes the same problem
[11:43] <doite> ok
[11:44] <SouLCarveR> as far as i can tell.... lots of people have had this problem but everybody has it using the "follow" mode... nobody just moves the camera by changing the properties like im trying to do..... but you would think if you set the camera's properties it wouldnt adjust it after that...
[11:44] <doite> Jupp it causes the same error
[11:44] <doite> Its still ground collision
[11:45] <SouLCarveR> I could make fake terrain....
[11:45] <doite> what if you alter the "terrian cliff" collision to 0
[11:45] <SouLCarveR> lol
[11:45] <doite> Thats was i said in the begining
[11:45] <SouLCarveR> is that possible?
[11:45] <doite> My thing?
[11:45] <doite> Yea
[11:45] <SouLCarveR> oh
[11:45] <doite> or ill check
[11:45] <doite> has to be
[11:45] <SouLCarveR> no im saying
[11:45] <SouLCarveR> i want multiple levels
[11:46] <SouLCarveR> eh i might just rig it to use follow mode
[11:46] <SouLCarveR> cause in follow mode you can turn the displacements off
[11:46] <SouLCarveR> which is retarded lol
- afk hosts. (make them to time out, or switch to host , or vote on game start or anything but get rid of afk hosts)
Ability to disable health/energy bars always showing for units owned by an unallied player. Choices: Allow Always, Allow Selected for (Enemy/neutral/allied/self)
Ability to enable/disable other UI options such as Builder Helper Grid.
Bug:
Camera - Lock camera mouse relative mode On for player player
Camera - Turn camera mouse rotation On for player player
Those 2 Triggers will make mouse cursor disapear even after the game in battle net menu.
Can't use variables in events... I'd get my damn Library done if I could do this...
This thread is derailing into a whining thread ... There are reasons for why the engine was code that way, specifically for events
I didn't really read many of the other posts, but I thought this was a thread full of suggestions, not complaints and whining. It is possible to make suggestions without it being a complaint or whiny. For example, I could suggest an improvement for the Join Game menu so you can sort by more than just popularity (such as recently played, or recently uploaded, or genre, or alphabetically), and even an addition of a search bar to make finding maps easier. It is not a complaint that these things are not in place. It would be nice to have somebody talk to Blizzard directly about this stuff. It seems every time Blizzard has a Q&A and things like this are brought up, Blizzard misunderstands and answers the question incorrectly and there's no room for clarification.
For example, I recall someone asking about map switching online and they answered in a very unrelated way. I believe it was after they showed custom maps for the first time (Ghost/Ultralisk/Viking).