Hello I've been lurking for a while and this is my first post!
Here it is, I'm making a map in which i need to be able to pick which "map" to use from inside the game. I searched quite a bit and didnt find any answer to this. I heard some people make a huge map and use sections of the map but this wont work for what im doing. I havnt found any trigger that seems to do that either. I heard it is possible though. Apparently some people made it.
Any idea would be very appreciated.
I hope you don't mean trying to load a whole different map as a trigger. As far as I know that no where near possible. You can use sections of a larger map that can be used in sections similar to how the single player defense challenges work, but the game can't load a second map file (as far as I know).
However making a map in sections is actually brought up in one or more of those tips that pop up when you start the map editor if I remember correctly.
I don't think so. it would require an entire rewrite of how battle.net functions and more resources on everyone's comps. There's a reason maps have a limited size for multiplayer. My advice to you is either live with sectioning off part of a max size map or make multiple maps.
@ all this 'not possible' talk.. anything is possible.. there still finding exploits in wc3, that allow external code to run within a map, or outside of it.. which means anything is 'possible' a more apropriate answer is; thusfar i am unaware of any way to do this (followed by your experience level) or something :P
hell id be willing to bet that in the next 10~ years someone finds a way to do this *note i said finds a way(meaning its already there), not blizz patches a way to do this*
So you want to be able to start another map and have the current map you're in cause it to start? I'm sure it's possible as the sc1 campaign has the choice to continue to the next map in the campaign if it's in the right spot.
It is entirely possible but there is a catch. If you want it published on battle.net then it will not work. However, if its offline and single player only then it will totally work. I believe there are triggers like "Set Next Map" and such. I guess if you use some sort of dialog menu to select the map then when they hit OK or Select use the trigger set next map and end current map as victory/loss.
Now, the locations of the maps have to be in a certain place. I'd go into more detail and explain the whole process but without knowing if you need it on battle.net I don't want to waste my breath. If its offline/single player, hit me up and Ill send you a few test maps I have that have this feature working.
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It is a feature I have requested many times to Blizzard. They have always replied with:
"There is no great demand for this feature, so we have no plans to implement it."
"The current pathfinding algorithms would require a total rework, so no, sorry."
"We have considered this, so it may happen in the future."
Which, I all find to be bollocks. The only added resource, to a published map, would be further terrain objects, tilesets, preplaced units and doodads. And, of course, a few new triggers/functions/scripts to allow functionality.
It would be great for all RPG maps, which are currently limited to 256x256. You could have a 256x256 and another 256x256 map, and use the camera bounds system to create a massive world... or use a 256x256, and then two 32x32's and four 64x64's for 'interior' or other 'areas'...
very interesting, the amount of data to use on 2 256 maps would take forever to load, simply to much data to make it usable if it was posible, an idea would be is if terran could be changed durring the current game. that would be cool. EG: earth quake and the map changes from NYC to LA... lol.
EDIT: from what i can find the most you can do now is hide/show existing terrain. such as you could hide a lake and at some point show it. does not mean that you made a lake durring the game just that it was hidden.
Events
Game - Map initialization
Local Variables
Conditions
Actions
Environment - Hide Water
Here's how to make your map larger than 256x256...
...Change the actor scale from 1.0 to 0.2 or even 0.1
I did this and even though I screwed up (reduced models instead of actors) it ran smooth.
The only issues that I have found is the terrain textures look terrible and the order way point is HUGE.
Would be nice to figure a way to reduce the order way point model (reducing it through data editor doesn't seem to work).
Basically reducing actor size to 0.1 (would need to reduce the distance of your game camera) would make the map go from 256x256 to 2560x2560.
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Hello I've been lurking for a while and this is my first post! Here it is, I'm making a map in which i need to be able to pick which "map" to use from inside the game. I searched quite a bit and didnt find any answer to this. I heard some people make a huge map and use sections of the map but this wont work for what im doing. I havnt found any trigger that seems to do that either. I heard it is possible though. Apparently some people made it. Any idea would be very appreciated.
thanks a lot!
I hope you don't mean trying to load a whole different map as a trigger. As far as I know that no where near possible. You can use sections of a larger map that can be used in sections similar to how the single player defense challenges work, but the game can't load a second map file (as far as I know).
However making a map in sections is actually brought up in one or more of those tips that pop up when you start the map editor if I remember correctly.
@Krell356: Go Well oh well thats unfortunate...
yes that was what I meant :/ Well thats kinda sad if it's not possible at all... Well thanks for the answer
@Krell356: Go Well oh well thats unfortunate...
yes that was what I meant :/ Well thats kinda sad if it's not possible at all... Well thanks for the answer
@Anonymousy75642: Go
@Krell356: Go
@Krell356: Go
Perhaps theres a "non conventional" way of doing it by some kind of tweek? If anyone has any Idea feel free to express yourself
I don't think so. it would require an entire rewrite of how battle.net functions and more resources on everyone's comps. There's a reason maps have a limited size for multiplayer. My advice to you is either live with sectioning off part of a max size map or make multiple maps.
Yeah, I tried to do that for iCJug. There's no way.
@RodrigoAlves: Go
well I see...thats kinda sad.
thanks a lot guys
Good job on your icjug maps btw rod
Although currently not supported Blizzard has stated that they hope to make it work in the future. Just so you know.
@Ardnived: Go
good to know, thank you
@ all this 'not possible' talk.. anything is possible.. there still finding exploits in wc3, that allow external code to run within a map, or outside of it.. which means anything is 'possible' a more apropriate answer is; thusfar i am unaware of any way to do this (followed by your experience level) or something :P hell id be willing to bet that in the next 10~ years someone finds a way to do this *note i said finds a way(meaning its already there), not blizz patches a way to do this*
So you want to be able to start another map and have the current map you're in cause it to start? I'm sure it's possible as the sc1 campaign has the choice to continue to the next map in the campaign if it's in the right spot.
Don't most people simply lock the camera bounds into a certain section to simulate as if they were multiple maps?
It is entirely possible but there is a catch. If you want it published on battle.net then it will not work. However, if its offline and single player only then it will totally work. I believe there are triggers like "Set Next Map" and such. I guess if you use some sort of dialog menu to select the map then when they hit OK or Select use the trigger set next map and end current map as victory/loss.
Now, the locations of the maps have to be in a certain place. I'd go into more detail and explain the whole process but without knowing if you need it on battle.net I don't want to waste my breath. If its offline/single player, hit me up and Ill send you a few test maps I have that have this feature working.
It is a feature I have requested many times to Blizzard. They have always replied with:
"There is no great demand for this feature, so we have no plans to implement it."
"The current pathfinding algorithms would require a total rework, so no, sorry."
"We have considered this, so it may happen in the future."
Which, I all find to be bollocks. The only added resource, to a published map, would be further terrain objects, tilesets, preplaced units and doodads. And, of course, a few new triggers/functions/scripts to allow functionality.
It would be great for all RPG maps, which are currently limited to 256x256. You could have a 256x256 and another 256x256 map, and use the camera bounds system to create a massive world... or use a 256x256, and then two 32x32's and four 64x64's for 'interior' or other 'areas'...
A map within a map?
I'm sure it's possible, because Hero Attack seems to do it...
Multiple maps are do-able OFFLINE. But you can't have multiple maps within a map on battlenet.
Hero attack is a 256x256 map divided into quadrants and the units are scaled. They use a trigger in which the game camera focuses on a region
very interesting, the amount of data to use on 2 256 maps would take forever to load, simply to much data to make it usable if it was posible, an idea would be is if terran could be changed durring the current game. that would be cool. EG: earth quake and the map changes from NYC to LA... lol.
EDIT: from what i can find the most you can do now is hide/show existing terrain. such as you could hide a lake and at some point show it. does not mean that you made a lake durring the game just that it was hidden.
Events
Game - Map initialization
Local Variables
Conditions
Actions
Environment - Hide Water
@Anonymousy75642: Go
Here's how to make your map larger than 256x256... ...Change the actor scale from 1.0 to 0.2 or even 0.1 I did this and even though I screwed up (reduced models instead of actors) it ran smooth. The only issues that I have found is the terrain textures look terrible and the order way point is HUGE. Would be nice to figure a way to reduce the order way point model (reducing it through data editor doesn't seem to work). Basically reducing actor size to 0.1 (would need to reduce the distance of your game camera) would make the map go from 256x256 to 2560x2560.