Yet I can't share my artwork (or movie, or song) at all until the winners have been announced, even though after the deadline that too cannot be stolen now that it is finished and submitted?
I'm not really sure how to go about this. What I'd like to do is make non-pathable terrain based on how steep the terrain is, like many games with similar terrain.
Additionally, I'm not exactly sure how to make that point non-pathable. Ordering the unit to stop would give a split second of movement time, so spam clicking would let you go anywhere, or maybe get the unit stuck.
I honestly don't see the logic in keeping the map confidential during the submission period but not before the winners are announced. What would have been the point in keeping it confidential in the first place?
I wouldn't be so sure. I don't see what the point was in keeping it confidential while the submission period was still current if we can just unveil everything now.
Same goes for every other contest, such as the fan art contest. I am pretty sure all the contests said not to disclose any information until the winners have been announced, and just to be safe, I would not in case your map is disqualified for that reason.
Are you sure you're able to discuss this already? It doesn't make a lot of sense to me that the maps would already be available in one way or another long before they are even announced at BlizzCon. The map is supposed to be played at BlizzCon, and it would be kind of strange if most people have already played it or know about it when it's supposed to be a new experience. What would have been the point of keeping it confidential for all that time in the first place?
I don't want to use SM models because they lack many animations and they're out of place without using higher quality assets which are either already used for SM or custom made.
And I'm not dedicated to high poly modeling for SC2 until the map size limit is increased, at least. However, I guess now you could make a lot of mods and stuff models in there to use as dependencies for a map (I think that works, anyway).
What would happen if you used the restart game action at the end instead of end game? If it works right over Battle.net, it would be more efficient and you could do things like leave SC2 open overnight.
Any space station tileset has it by default. Any other tileset, you can go to the Data Editor and check hide lowest cliff level, and change the skybox.
Increase the fog density in the Data Editor or via trigger. That won't stop something from rendering, though, so using a mix of both would give the best visual.
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@Pandonetho: Go
Yet I can't share my artwork (or movie, or song) at all until the winners have been announced, even though after the deadline that too cannot be stolen now that it is finished and submitted?
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I'm not really sure how to go about this. What I'd like to do is make non-pathable terrain based on how steep the terrain is, like many games with similar terrain.
Additionally, I'm not exactly sure how to make that point non-pathable. Ordering the unit to stop would give a split second of movement time, so spam clicking would let you go anywhere, or maybe get the unit stuck.
Anybody have ideas?
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@progammer: Go
I honestly don't see the logic in keeping the map confidential during the submission period but not before the winners are announced. What would have been the point in keeping it confidential in the first place?
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@RileyStarcraft: Go
I wouldn't be so sure. I don't see what the point was in keeping it confidential while the submission period was still current if we can just unveil everything now.
Same goes for every other contest, such as the fan art contest. I am pretty sure all the contests said not to disclose any information until the winners have been announced, and just to be safe, I would not in case your map is disqualified for that reason.
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Are you sure you're able to discuss this already? It doesn't make a lot of sense to me that the maps would already be available in one way or another long before they are even announced at BlizzCon. The map is supposed to be played at BlizzCon, and it would be kind of strange if most people have already played it or know about it when it's supposed to be a new experience. What would have been the point of keeping it confidential for all that time in the first place?
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You could go to the Lighting editor and turn down saturation.
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I don't want to use SM models because they lack many animations and they're out of place without using higher quality assets which are either already used for SM or custom made.
And I'm not dedicated to high poly modeling for SC2 until the map size limit is increased, at least. However, I guess now you could make a lot of mods and stuff models in there to use as dependencies for a map (I think that works, anyway).
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@Gurrgel: Go
Is there anything relating to texture variations or variations in general?
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Very awesome.
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@RodrigoAlves: Go
I see. I tried this and the restart function doesn't work online anyway. Nor does setting the next map to the current map and ending the game.
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What would happen if you used the restart game action at the end instead of end game? If it works right over Battle.net, it would be more efficient and you could do things like leave SC2 open overnight.
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@Karawasa: Go
Doesn't that limit the image to 256 colors? And can't you do that, except save it as .DDS, and get even better compression?
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Any space station tileset has it by default. Any other tileset, you can go to the Data Editor and check hide lowest cliff level, and change the skybox.
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@Skoite: Go
I believe Triggering Unit works.
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Increase the fog density in the Data Editor or via trigger. That won't stop something from rendering, though, so using a mix of both would give the best visual.