Is there any useful way to reduce every models and their ranged+speed to a %? Must be a pain in the ass to go 1 by 1 :S.
Also, another challenge: make limit of players be 16 instead of 14. I think those remaining 2 are just locked because Blizzard wanted, and that they work fine.
I know there's a way. In W3, some advanced editor was buggeable to get 480x480 (you couldn't edit camera limits to 512 because the window for that told you to downsize to 256). I remember making 480x480 maps. I think nowadays all AW, DAoW and LT use 480x480 (or maybe 512x512, no idea how advanced it was).
The "trick" is in altering the game to be able to have more freedom in 256x256, and get stuff like 128x384, and ultimately, 1x511 and 0x512. Once you get that, you alter some other thing, and get able to alter that to a bigger degree, making the sum not neccesarily a maximum of 512, but 1024. That's the way I see it.
Anyway, Blizzard sucks for making 256x256 the limit. With the way textures work now, that may screw the editor. I wonder if you can add more than 8 textures to a map... not even W3 managed to break the tileset limits.
If the editor breaks, but the game not, you could try creating the terrain with an image file (was doable in W3 but was hard, maybe it's in SC2, since you can convert SC1 and W3 maps anyway) and then spawning everything else with triggers; but that's pretty mad xDDD.
Interesting challeng, though I doubt whether it is possbile to create a
real map larger than 256*256. And I have suggestions for next challengs:
1. GE challenge: Cliffs more than 2 levels that work properly with
ramps, units, etc.
2. Dat editor challenge: Bridge that really works so units can walk
across / under it.
The cliff things is doable by using non-cliff elevations. I managed to get 16 levels with this in my map (although you need pits where to hide the terrain differences :P).
ive been sooooooo close to making a bridge work just using the pathing paint brush. I'd say it worked at about 90%, a lil buggy but yea, wtf is with the bridges...
I made a map technically 2560x2560 by making all models 10% their original size. Be careful and reduce their movement speed and weapon range as well. Textures look a bit odd as well. Also, it crashes the game often. Try to only do 50% or no lower than 25% scale.
for one thing your math is wrong the map would be 281.6 x 281.6 or something close to this number. and if you are talking about 90% i think it would = around 486x486
256x256 = 65535
512x512 = 262144
65535 x 4 = 262144 ( see 512x512 is technically 4x bigger then 256x256. )
and you are also wrong with the scale.. I have scaled units down to 0.01(Smallest it lets you i believe ) scale and i am currently making a concept map.. which is a complete step past 0.1 which would be 100% smaller i believe so i am at around 200%.
I have not done the math but i think my scale is somewhat around 1024x1024
1048576
262144(512 total area ) x 4 = 1048576
This is how you determine area.
The amazing thing is with such a small scale the map actually runs better i average 125-150 FPS in a third person camera mode on ultra and my computer cant even normally run sc2 on ultra in a normal map :)
ive been sooooooo close to making a bridge work just using the pathing paint brush. I'd say it worked at about 90%, a lil buggy but yea, wtf is with the bridges...
I had a bridge that worked fine. I made a river and just did a "no pathing" everywhere except the bridge and underneath it. The units had no way underneath it, so they always went across it.
0x11 and 0x15 are map multipliers. Set both to 2, and your maps gets quadripled. Sadly, the game won't allow messing with these values.
There are 2 values, one for height and width which also adjust the more the camera increases. As a matter of fact, if we can get the right value, the game will accept ANY scale.
ALRIGHT. I am on this. I just need someone else who has worked on this to come on sc2mapster chat to combine our info to get the wanted result. I am THIS close to getting a 512x512 map.
Is there any useful way to reduce every models and their ranged+speed to a %? Must be a pain in the ass to go 1 by 1 :S.
Also, another challenge: make limit of players be 16 instead of 14. I think those remaining 2 are just locked because Blizzard wanted, and that they work fine.
I doubt so.
I know there's a way. In W3, some advanced editor was buggeable to get 480x480 (you couldn't edit camera limits to 512 because the window for that told you to downsize to 256). I remember making 480x480 maps. I think nowadays all AW, DAoW and LT use 480x480 (or maybe 512x512, no idea how advanced it was).
The "trick" is in altering the game to be able to have more freedom in 256x256, and get stuff like 128x384, and ultimately, 1x511 and 0x512. Once you get that, you alter some other thing, and get able to alter that to a bigger degree, making the sum not neccesarily a maximum of 512, but 1024. That's the way I see it.
Anyway, Blizzard sucks for making 256x256 the limit. With the way textures work now, that may screw the editor. I wonder if you can add more than 8 textures to a map... not even W3 managed to break the tileset limits.
If the editor breaks, but the game not, you could try creating the terrain with an image file (was doable in W3 but was hard, maybe it's in SC2, since you can convert SC1 and W3 maps anyway) and then spawning everything else with triggers; but that's pretty mad xDDD.
(But this is probably wrong anyway, lol)
The cliff things is doable by using non-cliff elevations. I managed to get 16 levels with this in my map (although you need pits where to hide the terrain differences :P).
@Lonami: Go
Actually, in WC3, you could have more textures in a texture pallet. I'm not sure how, but I had 1 map with about 30 different textures 0.o
@Lonami: Go
ive been sooooooo close to making a bridge work just using the pathing paint brush. I'd say it worked at about 90%, a lil buggy but yea, wtf is with the bridges...
for one thing your math is wrong the map would be 281.6 x 281.6 or something close to this number. and if you are talking about 90% i think it would = around 486x486 256x256 = 65535 512x512 = 262144 65535 x 4 = 262144 ( see 512x512 is technically 4x bigger then 256x256. )
and you are also wrong with the scale.. I have scaled units down to 0.01(Smallest it lets you i believe ) scale and i am currently making a concept map.. which is a complete step past 0.1 which would be 100% smaller i believe so i am at around 200%. I have not done the math but i think my scale is somewhat around 1024x1024
1048576
262144(512 total area ) x 4 = 1048576 This is how you determine area.
The amazing thing is with such a small scale the map actually runs better i average 125-150 FPS in a third person camera mode on ultra and my computer cant even normally run sc2 on ultra in a normal map :)
I had a bridge that worked fine. I made a river and just did a "no pathing" everywhere except the bridge and underneath it. The units had no way underneath it, so they always went across it.
Longstoryshort, no terrain. Good so far.
0x11 and 0x15 are map multipliers. Set both to 2, and your maps gets quadripled. Sadly, the game won't allow messing with these values.
There are 2 values, one for height and width which also adjust the more the camera increases. As a matter of fact, if we can get the right value, the game will accept ANY scale.
ALRIGHT. I am on this. I just need someone else who has worked on this to come on sc2mapster chat to combine our info to get the wanted result. I am THIS close to getting a 512x512 map.
And then you find out that particle effects don't scale properly
It all boils down to the limits of the Map Sizes - Maximum Cells field under the Gameplay Data data type
With the bridges you need to use the Actor - Footprint field with a good pathable custom footprint.
As for scaling down the terrain textures that can be done with the Tiling Frequency field of the Terrain Texture Sets data type.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
So instead of scaling there map down, why not allow more cells? If there is a maximum cells field, increase it?
@Reaper872: Go
That just determines whether the map is "Tiny," "Small," "Medium," "Large," "Huge," or, "Epic."
No idea how to make a map bigger but you could somewhat save multiple maps into one.
Make a program to read a map file and extract some information.
Convert everything to triggers - CreateModelAtPoint(doodad, xyz), CreateUnit(), Skybox(), Splats(), etc.
Then load and unload whatever "Sets" you want.
?Maybe even some terrain modification of terrain height can be done using abilities, idk.?
Multiple maps stored into one map. You start with a blank map then load whatever set of doodads you want. Then remove them and load another set.
@zandose: Go
See attached link:
http://www.sc2mapster.com/forums/development/terrain/24898-a-theory-that-overcomes-the-256x256-map-size-limit/#p5