Got a new PC, able to run SC2 at highest graphics with no problems at all, so now I can work with the editor with all its power. Guess I should check the potential it has for terraining (one of my favorite parts of making maps). So yeah, I'm "back" to posting (never left reading), until I get angry with this game again, lol.
I'm working on this project: http://www.sc2mapster.com/maps/koprulu-sector/ and some pathing advices would be nice. Basically, I want to make anti air doodads, and I know how to, but I want to know what's the most effective way. Since Blizzard doesn't seem to like to update the editor, the terrain-path brush tool will be terrible for some long time.
Ideas I have:
Use the foot decal thing, annoying because I'll need thousands of those and I can't effectively check how much space they take without testing.
Check paths of doodads. I think anti-air is white or green, I'm not sure. I would need to make a new .tga or whatever extension the game uses and import it, going with the old W3 model of collision boxes.
And maybe more ways I don't know of.
Tips on terraining are welcomed, too. The anti-air zones go around the planet's borders, where I plan to put small walls of rocks that merge with the cliffs and hide them, but I'm not sure if it's the best way to go.
Anyway; I'm not completely sure where your question is in all this, but if you want to control pathing for air units, you're going to have to place (a payload of) anti-air zones. Unless it's possible for your map to create a simple region that teleports any entering flight unit to another region (this looks crude and ugly, but it's an easy option for some maps), this is your best bet I think.
Anyway; I'm not completely sure where your question is in all this, but if you want to control pathing for air units, you're going to have to place (a payload of) anti-air zones. Unless it's possible for your map to create a simple region that teleports any entering flight unit to another region (this looks crude and ugly, but it's an easy option for some maps), this is your best bet I think.
Yeah... I'm annoyed we got a path tool that lets you draw anti-building and anti-land, but doesn't let you draw anti-air, or common sense, doesn't let you make new styles and define their collision using the fields from the data editor. It annoys me to no end.
The solution I like the most is giving some doodads anti air path, but I'm not sure if that would even work. I'm going to place doodads in each "planet"s border anyway, so it could save me a lot of work. I hate placing those footprints because you can't see the space they take from the editor, and they could require various annoying testings.
Regions aren't an option, just look at the map layout: http://imgur.com/a/U5qT2#3 (red should be permanent anti-air, yellow destructible anti air).
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Got a new PC, able to run SC2 at highest graphics with no problems at all, so now I can work with the editor with all its power. Guess I should check the potential it has for terraining (one of my favorite parts of making maps). So yeah, I'm "back" to posting (never left reading), until I get angry with this game again, lol.
I'm working on this project: http://www.sc2mapster.com/maps/koprulu-sector/ and some pathing advices would be nice. Basically, I want to make anti air doodads, and I know how to, but I want to know what's the most effective way. Since Blizzard doesn't seem to like to update the editor, the terrain-path brush tool will be terrible for some long time.
Ideas I have:
Tips on terraining are welcomed, too. The anti-air zones go around the planet's borders, where I plan to put small walls of rocks that merge with the cliffs and hide them, but I'm not sure if it's the best way to go.
Thanks from advance ;).
One of your ideas is ways you don't know of? :D
Anyway; I'm not completely sure where your question is in all this, but if you want to control pathing for air units, you're going to have to place (a payload of) anti-air zones. Unless it's possible for your map to create a simple region that teleports any entering flight unit to another region (this looks crude and ugly, but it's an easy option for some maps), this is your best bet I think.
Yeah... I'm annoyed we got a path tool that lets you draw anti-building and anti-land, but doesn't let you draw anti-air, or common sense, doesn't let you make new styles and define their collision using the fields from the data editor. It annoys me to no end.
The solution I like the most is giving some doodads anti air path, but I'm not sure if that would even work. I'm going to place doodads in each "planet"s border anyway, so it could save me a lot of work. I hate placing those footprints because you can't see the space they take from the editor, and they could require various annoying testings.
Regions aren't an option, just look at the map layout: http://imgur.com/a/U5qT2#3 (red should be permanent anti-air, yellow destructible anti air).