I bet they wont be blocked or deemed "Inappropriate"
None of these words are used in profane manners. "Oh.. jesus christ" is however a profane saying so yea.. Jesus is a swear. No one says "Oh.. buddha" unless they see a fat guy statue in china town smiling. (even though the real buddha isn't fat)
A tower defense with actually good scenery. Never thought I’d see the day…
I always wondered about this. Molding some land, texturing and adding doodads is about a 30minute job. Why do so many mappers skip this step?
Sorcerers defense is a cool map, although last i played it it crashed my game relentlessly (could never finish because it would literally crash to desktop). Perhaps those bugs have been fixed?
This is an odd question i know. But i've recently started working on a varient version of Ghostwalker's Retribution TD (with his blessing). I have a map with existing terrain/doodads/textures I had created already that I want to use and I now have his map file. I need to merge them the most pain free way possible.
I've tried copying each trigger from his map over to mine, but it seems most of that is a nightmare to move over one by one. I want to avoid remaking all of my work from the past few days in his file (aka whiping his terrain/doodads and restarting it trying to copy mine) so i want to just copy my work over and do the rearranging necessary to make it work correctly.
I'm not new to mapping (been doing it for about 12 years now) but I am still learning the SC2 editor so I figured I would see if anyone out there with more experience with this program knows a solution. Can it be done?
Just a note, this doesn't help new mappers as anyone opening up this file in the editor will see more clutter and nonsensical crap then they know what to do with. You have to already have a decent understanding of the editor to even understand what you are looking at just to make any use of it. The reality is that if you know what you're looking at here then you probably already know how to make it on your own. Specifics you can most often simply ask about and don't need to shred open a secure file to see. I've never met a mapper who wasn't honored in being asked how they did something cool.
From my experience this kind of method of "learning" is only ever useful if the author has done something truly unusual and refuses to share with the community. However, that almost never happens.
I agree, Hammer Editor is a buggy, unstable, complex piece of junk... but it is extremely powerful once you learn its quirks. The strength in valve custom content is the flexibility you get with WHAT you make, while blizzard offers you the easier method to actually develop but can censor you at the drop of a dime.
If the link Lobster22221 posted has any merit to it, it could spell trouble for the game's future... even if from valve. A great team can't do it's job if being restricted by a totalitarian project head. Who knows though, i'll test the waters and email icefrog myself and see if he is receptive enough to reply to me. So far everyone i've emailed at valve (aside from Gabe Newell) has always gotten back to me even if they can't answer my questions or help me.
We'll see. Valve customers tend to be very loyal to the brand, and if the CSS and TF2 community move into DOTA2 and have nothing but problems with Icefrog, i don't see Gabe keeping the guy around long.
I'm extremely excited about this. Why? I know Hammer Editor inside and out (long time halflife/tf2/CSS mapper here) and a few things I hate about these stupid (dota-esk) games can be immediately fixed.
1) Using source mod you can add a 3rd or 4th team. Hell, if you email valve they might even add the capability in. I've emailed the lead programmer (robin walker) from the valve tf2 team many times and he always responds to me and has even patched a few of my concerns on the editor's functionality. Unlike blizzard which never repond, i've found Valve's developers to be MUCH more open to the community's ideas and concerns.
2) Using some simple triggers you can change the "last hit" earning to "per damage dealt" earning which lowers the difficulty curve considerably. As well as turning off denying entirely via the editor.
3) Change the potency or army size of spawns.
4) Allow base rebuilding
5) additional earning methods.
6) disable items!
7) Add more environment tasks or quests.
the list goes on and on...
The problem with DoTa, Sotis, HoN etc etc is that the community is restricted in what they can actually DO with the game itself. VALVe has a long and close history with its development community and (in the case of TF2 and AlienSwarm) officially releases many of the best mods and maps out there allowing the community to bend the future of a game. TF2 is a classic example of this. Almost everything in the game that is new is either based on community content, direct release of community content, or embellishes on community ideas. I'm @#$%ing excited! :D
0
None of these words are used in profane manners. "Oh.. jesus christ" is however a profane saying so yea.. Jesus is a swear. No one says "Oh.. buddha" unless they see a fat guy statue in china town smiling. (even though the real buddha isn't fat)
0
I always wondered about this. Molding some land, texturing and adding doodads is about a 30minute job. Why do so many mappers skip this step?
Sorcerers defense is a cool map, although last i played it it crashed my game relentlessly (could never finish because it would literally crash to desktop). Perhaps those bugs have been fixed?
0
This is an odd question i know. But i've recently started working on a varient version of Ghostwalker's Retribution TD (with his blessing). I have a map with existing terrain/doodads/textures I had created already that I want to use and I now have his map file. I need to merge them the most pain free way possible.
I've tried copying each trigger from his map over to mine, but it seems most of that is a nightmare to move over one by one. I want to avoid remaking all of my work from the past few days in his file (aka whiping his terrain/doodads and restarting it trying to copy mine) so i want to just copy my work over and do the rearranging necessary to make it work correctly.
I'm not new to mapping (been doing it for about 12 years now) but I am still learning the SC2 editor so I figured I would see if anyone out there with more experience with this program knows a solution. Can it be done?
0
Just a note, this doesn't help new mappers as anyone opening up this file in the editor will see more clutter and nonsensical crap then they know what to do with. You have to already have a decent understanding of the editor to even understand what you are looking at just to make any use of it. The reality is that if you know what you're looking at here then you probably already know how to make it on your own. Specifics you can most often simply ask about and don't need to shred open a secure file to see. I've never met a mapper who wasn't honored in being asked how they did something cool.
From my experience this kind of method of "learning" is only ever useful if the author has done something truly unusual and refuses to share with the community. However, that almost never happens.
0
@OneTwoSC
I agree, Hammer Editor is a buggy, unstable, complex piece of junk... but it is extremely powerful once you learn its quirks. The strength in valve custom content is the flexibility you get with WHAT you make, while blizzard offers you the easier method to actually develop but can censor you at the drop of a dime.
If the link Lobster22221 posted has any merit to it, it could spell trouble for the game's future... even if from valve. A great team can't do it's job if being restricted by a totalitarian project head. Who knows though, i'll test the waters and email icefrog myself and see if he is receptive enough to reply to me. So far everyone i've emailed at valve (aside from Gabe Newell) has always gotten back to me even if they can't answer my questions or help me.
We'll see. Valve customers tend to be very loyal to the brand, and if the CSS and TF2 community move into DOTA2 and have nothing but problems with Icefrog, i don't see Gabe keeping the guy around long.
0
I'm extremely excited about this. Why? I know Hammer Editor inside and out (long time halflife/tf2/CSS mapper here) and a few things I hate about these stupid (dota-esk) games can be immediately fixed.
1) Using source mod you can add a 3rd or 4th team. Hell, if you email valve they might even add the capability in. I've emailed the lead programmer (robin walker) from the valve tf2 team many times and he always responds to me and has even patched a few of my concerns on the editor's functionality. Unlike blizzard which never repond, i've found Valve's developers to be MUCH more open to the community's ideas and concerns.
2) Using some simple triggers you can change the "last hit" earning to "per damage dealt" earning which lowers the difficulty curve considerably. As well as turning off denying entirely via the editor.
3) Change the potency or army size of spawns.
4) Allow base rebuilding
5) additional earning methods.
6) disable items!
7) Add more environment tasks or quests.
the list goes on and on...
The problem with DoTa, Sotis, HoN etc etc is that the community is restricted in what they can actually DO with the game itself. VALVe has a long and close history with its development community and (in the case of TF2 and AlienSwarm) officially releases many of the best mods and maps out there allowing the community to bend the future of a game. TF2 is a classic example of this. Almost everything in the game that is new is either based on community content, direct release of community content, or embellishes on community ideas. I'm @#$%ing excited! :D