Note that, as soon as you change anything to Map > Player Properties, you will get a Custom mode without any way to hide it. So retards may still set it to custom and fuck up your game. I consider this automatic Custom Mode thing a bug and I hope Blizzard will fix it in the next patch.
That should be it for now! Try hosting your game with the settings and you’ll be sure the teams and such are in order.
Information about this: There's a fix to that. It's actually not bugged :p
Just go to game variants, right-click on your custom variant and tick "Default".
It seems like there are 3 problems that people will run into when trying to get lobby arranged teams to work.
The first problem is Neutral and Hostile aren't given their own fixed starting points. These invisible players will displace other random player start locations and cause confusion and mess up team groupings. Someone on one team will still be allied to their team but their start location will be with an enemy team.
The other one is that it seems due to blizzard design that although a team arranged in the lobby can correspond to a team in game, it will be a *random* team from the ones created in the map's team placement settings.
Another thing I noticed is that if you set the map up to support uneven number of players on teams everything gets messed up. I don't know what to do about this :(.
Another thing I noticed is that if you set the map up to support uneven number of players on teams everything gets messed up. I don't know what to do about this :(.
This is true, blizzard has a built in computer placement team balance thing going on. For instance if you setup a 4v4 game like this in the lobby.
Team1
Player1
ComputerA
ComputerB
ComputerC
Team2
ComputerD
What happens is blizzard forces a team balance. It switches back and forth plugging in computer players to the lowest populated team. There is no way to stop this.
Player 1 will goto Team1.
ComputerA will goto Team2 (This is caused by the AI forcing balance and it just rotates between teams from here on out until it runs out of computer players)
ComputerB will goto Team1.
ComputerC will goto Team2.
ComputerD will goto Team1.
Rule of thumb is never try to create a game that has unbalanced teams with specified start locations.
I'm not quite talking about lobby teams being even, I am talking about when you create the teams in the map (team placement) you have to make the teams composed of equal number of start locations and corresponding players.
As far as I have seen if you use fixed starting locations you can't arrange teams in lobby anyway. If you move a player they will only appear to be moved in the lobby.
You have to use random locations (fixed for neutral and hostile so they don't interfere) and then set up team placement settings then in game variants set (player)team to player 1 team1[1] unlocked, player 2 team1[2] unlocked, player 3 team1[3] unlocked... for each player on each team and teams have to be even.
Then when your in the lobby the game won't change the teams that are arranged there, even if they are unfair as far as I can tell(so long as you are under the mode that corresponds to your game variant settings) but when the teams are place in the map they may be in any location designated for a team rather than a specific one.
UB, I made 2 custom maps so far for SC2, Forge 3 vs 3, and Armada 3 vs 3. Both work great. I tested them extensively.
The only thing I can't figure out is how to change the large custom preview image (the one you see when you pick the map from the list and in the lobby I think). Think the problem is the size. It looks like it's 125 x 125 from snapshots TGA, but that doesnt work. I tried some diff size but nothing works. Unless I pick Map Image, the images look screwed up when you actually pick the map to play.
I've changed the big loading screen successfully and the small preview image (the one you see when you load saved games).
Has any progress been made on this? I've been talking to people in the IRC channel, but no one has any information on how to set this up. I looked around Soulwhip's template map, but it doesn't quite do everything, such as picking start location based on lobby location.
I folloed this guide in order to create a map that spawns 1 builder based on the race selected in the lobby. I am using
Value: Attribute Player Value
Attribute: Race
Player: player (the local variable used for the loops)
And this does not seem to be working. I am unsure why. If I set this just to the value Race Protoss, everything else will work and it will spawn a probe at initialization. I've been trying to search, but everyone having problems with lobby and teams makes it very hard to find any information on this >.>
I folloed this guide in order to create a map that spawns 1 builder based on the race selected in the lobby. I am using
Value: Attribute Player Value Attribute: Race Player: player (the local variable used for the loops)
And this does not seem to be working. I am unsure why. If I set this just to the value Race Protoss, everything else will work and it will spawn a probe at initialization. I've been trying to search, but everyone having problems with lobby and teams makes it very hard to find any information on this >.>
Alright, posted this sooo many places, but finally got a workaround. Seems Attribute Player Value is bugged for any default values, it returns unknown information or nothing, idk, but can't use it. So in order to do this you want to use Race of player Player, and if you want a variable use Game Link - Race. Which you can then use this tutorial for letting your users select the race in the lobby and creating custom units for each race, like only one builder!
Note that, as soon as you change anything to Map > Player Properties, you will get a Custom mode without any way to hide it. So retards may still set it to custom and fuck up your game. I consider this automatic Custom Mode thing a bug and I hope Blizzard will fix it in the next patch. That should be it for now! Try hosting your game with the settings and you’ll be sure the teams and such are in order.
Information about this: There's a fix to that. It's actually not bugged :p
Just go to game variants, right-click on your custom variant and tick "Default".
Props to Greedape for telling me this.
Wait, am I doing something wrong? This doesn't work for me. No matter what I do, the "custom" option shows up in the lobby, even if I leave the Player Properties windows COMPLETELY BLANK except for controllers. Actually, it only shows my mode in public games, but in private the un-hide-able
"custom" mode shows up no matter what. Any way to get rid of it in private games? If not, that does indeed seem bugged...
Wait, am I doing something wrong? This doesn't work for me. No matter what I do, the "custom" option shows up in the lobby, even if I leave the Player Properties windows COMPLETELY BLANK except for controllers.
Having this problem too. The only setting in player properties that I have changed is controller.
I've spent a lot of time on this, and inspected the games that have fully locked settings.
It's my opinion that having a fully locked game is something related to forcing the lobby to set a non-player as the host. I have no idea how, and this could just be a bug.
Also, yes, the only way that I can find to remove the custom game setting is to literally have only 1 person in the player properties.
No worries. It's just I've spent the last 2 hours trying different combinations of player properties and game variants, so when I saw your comment I was like, hah...
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Information about this: There's a fix to that. It's actually not bugged :p
Just go to game variants, right-click on your custom variant and tick "Default".
Props to Greedape for telling me this.
I finished a Lobby Template for anyone to use.
It features in game lobby team detection and custom start locations based on lobby player color with working melee AI.
Enjoy... this took many hours to figure out.
http://www.sc2mapster.com/maps/bridgetest/files/6-lobby-template-sc2map/
It seems like there are 3 problems that people will run into when trying to get lobby arranged teams to work.
The first problem is Neutral and Hostile aren't given their own fixed starting points. These invisible players will displace other random player start locations and cause confusion and mess up team groupings. Someone on one team will still be allied to their team but their start location will be with an enemy team.
The other one is that it seems due to blizzard design that although a team arranged in the lobby can correspond to a team in game, it will be a *random* team from the ones created in the map's team placement settings.
Another thing I noticed is that if you set the map up to support uneven number of players on teams everything gets messed up. I don't know what to do about this :(.
This is true, blizzard has a built in computer placement team balance thing going on. For instance if you setup a 4v4 game like this in the lobby.
Team1
Player1
ComputerA
ComputerB
ComputerC
Team2
ComputerD
What happens is blizzard forces a team balance. It switches back and forth plugging in computer players to the lowest populated team. There is no way to stop this.
Player 1 will goto Team1.
ComputerA will goto Team2 (This is caused by the AI forcing balance and it just rotates between teams from here on out until it runs out of computer players)
ComputerB will goto Team1.
ComputerC will goto Team2.
ComputerD will goto Team1.
Rule of thumb is never try to create a game that has unbalanced teams with specified start locations.
I'm not quite talking about lobby teams being even, I am talking about when you create the teams in the map (team placement) you have to make the teams composed of equal number of start locations and corresponding players.
As far as I have seen if you use fixed starting locations you can't arrange teams in lobby anyway. If you move a player they will only appear to be moved in the lobby.
You have to use random locations (fixed for neutral and hostile so they don't interfere) and then set up team placement settings then in game variants set (player)team to player 1 team1[1] unlocked, player 2 team1[2] unlocked, player 3 team1[3] unlocked... for each player on each team and teams have to be even.
Then when your in the lobby the game won't change the teams that are arranged there, even if they are unfair as far as I can tell(so long as you are under the mode that corresponds to your game variant settings) but when the teams are place in the map they may be in any location designated for a team rather than a specific one.
@ubdead: Go
@UB
UB, I made 2 custom maps so far for SC2, Forge 3 vs 3, and Armada 3 vs 3. Both work great. I tested them extensively.
The only thing I can't figure out is how to change the large custom preview image (the one you see when you pick the map from the list and in the lobby I think). Think the problem is the size. It looks like it's 125 x 125 from snapshots TGA, but that doesnt work. I tried some diff size but nothing works. Unless I pick Map Image, the images look screwed up when you actually pick the map to play.
I've changed the big loading screen successfully and the small preview image (the one you see when you load saved games).
Can you help me out?
Has any progress been made on this? I've been talking to people in the IRC channel, but no one has any information on how to set this up. I looked around Soulwhip's template map, but it doesn't quite do everything, such as picking start location based on lobby location.
@soulwhip: Go
Thanks a lot dude, it works, I can finally know in what team a player is. :D
How do you lock the place of 2 computers couldnt find it anywhere.
thx in advance Khazr
I folloed this guide in order to create a map that spawns 1 builder based on the race selected in the lobby. I am using
Value: Attribute Player Value Attribute: Race Player: player (the local variable used for the loops)
And this does not seem to be working. I am unsure why. If I set this just to the value Race Protoss, everything else will work and it will spawn a probe at initialization. I've been trying to search, but everyone having problems with lobby and teams makes it very hard to find any information on this >.>
Alright, posted this sooo many places, but finally got a workaround. Seems Attribute Player Value is bugged for any default values, it returns unknown information or nothing, idk, but can't use it. So in order to do this you want to use Race of player Player, and if you want a variable use Game Link - Race. Which you can then use this tutorial for letting your users select the race in the lobby and creating custom units for each race, like only one builder!
Both the default game and player attributes seemed to be bugged.
Wait, am I doing something wrong? This doesn't work for me. No matter what I do, the "custom" option shows up in the lobby, even if I leave the Player Properties windows COMPLETELY BLANK except for controllers. Actually, it only shows my mode in public games, but in private the un-hide-able "custom" mode shows up no matter what. Any way to get rid of it in private games? If not, that does indeed seem bugged...
Having this problem too. The only setting in player properties that I have changed is controller.
I've spent a lot of time on this, and inspected the games that have fully locked settings.
It's my opinion that having a fully locked game is something related to forcing the lobby to set a non-player as the host. I have no idea how, and this could just be a bug.
Also, yes, the only way that I can find to remove the custom game setting is to literally have only 1 person in the player properties.
Alright so;
Player 1 set up in player properties. No custom mode.
Player 2 set up in player properties. No custom mode.
Player 1 and 2 together. Custom mode created.
There's definitely something missing here. It's not JUST player properties.
no you need to work in the game variants 2.
Needs demotivational facepalm picture.
ahh bugger... 2 late.. I realised it after I pressed post and wanted to edit but i-net popped out. :S
No worries. It's just I've spent the last 2 hours trying different combinations of player properties and game variants, so when I saw your comment I was like, hah...