dunno which looks better. Honest Advice from me- If this is your first project, you can not do a third person shooter. I'd suggest starting smaller. But anyway.....There are several door units that already exist, you just need to place one in the editor. The closed doors have the 'open' ability already, but the open doors do not have the 'close ability'. You will need to add the close ability to its command card. I've got some novice level tutorials in my signature, you can check those out for some help. Good Luck!
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I have a sc2mapster friend that may be able to help me with the third person shooter part, but I think your right about that I should start small. But if people can help me once I finish designing the map, then I can start making triggers, and maybe with some help too.
I think Security Gates would be best suited for your map. It'll work better for the fence. As for the Fences, pick the shorter ones...those won't get caught by the siege tanks. If that doesn't matter to you, then pick the tall fence.
Edit: If you need any help at all with triggers, then just ask me. I'm good with those. However, I'm still learning about 80% leaderboards, 50% dialogs, and 25% cameras.
But if people can help me once I finish designing the map, then I can start making triggers, and maybe with some help too.
Quoted just to tell you the usual way is to start with triggers and data (at least to define the basic gameplay rules) before actually designing the map. You shouldn't do the terrain unless 60-70% of the triggers and datas to include are done and working properly. I would also advice NOT to do triggers+terrain+data at the same time, because it's pretty confusing and you will forget what you've already done.
About the uploaded screenshots, I'd say the short fences are better: They have almost the same height as the fences on the lower cliff level, and as Yukaboy said it won't mess with the tanks cannons. I'd also suggest removing the streetlight(s) in the middle of the road. Put 2 streetlights on each side if you want, but not a single one in the middle... It's not coherent. I'd remove (or move elsewhere) the supply depots and houses too, because they make the passage a bit too narrow. I wouldn't let the 2 barracks with tech lab where they are, so I'd suggest moving them up to avoid blocking the ramps. I would raise the cliff level to put the 2 bunkers behind the electric walls on the same level as the tanks. Either that, or remove them and place the 2 other bunkers closer to the walls, on a better spot. Basically the whole gate seems odd to me, because the path is narrowed for no logical reason... The " > < " shape of the cliffs does not fit, in my opinion. Because of the shape it has, you're forced to place buildings on the corners and angles, and in the end it makes the passage too narrow, especially around the ramps.
These are just suggestions, try them and see if it fits. I also agree with Zeldarules, you should make less ambitious projects to handle things in the editor (especially data), and once it's done you should come back to this map. You'll gain much time if you know the editor better when doing complicated stuff.
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i learned about lighting, so it has a darker feeling now.
which of these pictures look better and make better sense, the picture with the tall fence, or the picture with the short fence?
dunno which looks better. Honest Advice from me- If this is your first project, you can not do a third person shooter. I'd suggest starting smaller. But anyway.....There are several door units that already exist, you just need to place one in the editor. The closed doors have the 'open' ability already, but the open doors do not have the 'close ability'. You will need to add the close ability to its command card. I've got some novice level tutorials in my signature, you can check those out for some help. Good Luck!
@zeldarules28: Go
I have a sc2mapster friend that may be able to help me with the third person shooter part, but I think your right about that I should start small. But if people can help me once I finish designing the map, then I can start making triggers, and maybe with some help too.
where do I find the door that closes upward, or can somebody give a list of gates that I can use to open and close?
Hi dude, any updates on your map? You can find the gates by searching "gate". Most gates there are operational (close/open)
I think Security Gates would be best suited for your map. It'll work better for the fence. As for the Fences, pick the shorter ones...those won't get caught by the siege tanks. If that doesn't matter to you, then pick the tall fence.
Edit: If you need any help at all with triggers, then just ask me. I'm good with those. However, I'm still learning about 80% leaderboards, 50% dialogs, and 25% cameras.
Quoted just to tell you the usual way is to start with triggers and data (at least to define the basic gameplay rules) before actually designing the map. You shouldn't do the terrain unless 60-70% of the triggers and datas to include are done and working properly. I would also advice NOT to do triggers+terrain+data at the same time, because it's pretty confusing and you will forget what you've already done.
About the uploaded screenshots, I'd say the short fences are better: They have almost the same height as the fences on the lower cliff level, and as Yukaboy said it won't mess with the tanks cannons. I'd also suggest removing the streetlight(s) in the middle of the road. Put 2 streetlights on each side if you want, but not a single one in the middle... It's not coherent. I'd remove (or move elsewhere) the supply depots and houses too, because they make the passage a bit too narrow. I wouldn't let the 2 barracks with tech lab where they are, so I'd suggest moving them up to avoid blocking the ramps. I would raise the cliff level to put the 2 bunkers behind the electric walls on the same level as the tanks. Either that, or remove them and place the 2 other bunkers closer to the walls, on a better spot. Basically the whole gate seems odd to me, because the path is narrowed for no logical reason... The " > < " shape of the cliffs does not fit, in my opinion. Because of the shape it has, you're forced to place buildings on the corners and angles, and in the end it makes the passage too narrow, especially around the ramps.
These are just suggestions, try them and see if it fits. I also agree with Zeldarules, you should make less ambitious projects to handle things in the editor (especially data), and once it's done you should come back to this map. You'll gain much time if you know the editor better when doing complicated stuff.