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    posted a message on How to use other map pallets

    It's kind of a pain. I found this video very helpful.

    Posted in: Terrain
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    posted a message on Cliff height/textures - Metalopolis - how?

    I am trying to learn how Blizzard makes their maps look so damn good. So here is my questions.

    Everyone is familiar with Metalopolis, it used the Korhal texture set and there is 3 levels to every map (really there is 4). You got the 3 levels units can actually walk (1-3) on and level 0 which is inaccessible and just for eye candy. With Metalopolis the texture set Korhal, the "man made" cliffs are kind of a normal height at level 0 (about twice as tall as a standard cliff) but the "skyscraper cliffs" are super tall. I have found this is independent of starting height fields (Metalopolis is an 8 BTW). All the starting height fields do as far as I can tell is adjust where the fog is.

    Ok so I want the "skyscraper" really tall cliffs of Metalopolis but using a different texture set like Castanar... But if you change the texture set you lose the skyscraper high cliffs... Try changing the texture set on Metalopolis and see how it destroys the map.

    So my question is:

    1) How do I modify the cliff heights in the data editor to give Castanar "skyscraper" cliffs of Metalopolis? I searched and searched (web and editor) and I can't find a "how to" anywhere. The data editor is pretty complex so I'm I'm having a hard time fighting through it.

    One more question, I did manage to modify a map with a custom texture set (what a pain) but I have a question with using them for Blizzard ladder maps. Basically my goal is someday to make ONE map that is good enough that it gets added to the blizzard 1v1 melee map pool. 2) Would using custom texture sets cause any problems for a melee map? Or would it be best to use the standard set? The reason I ask is melee maps have stricter requirements to still be considered melee and was wondering if blizzard required using the standard texture sets.

    Ok thanks in advance.

    Posted in: Terrain
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    posted a message on Team Melee (using Blizzard's 1v1 ladder maps)

    I made a Team Melee map for WC3 a long time ago (with some help). You can see screenshots and D/L it here: http://www.wcreplays.com/forums/showthread.php?t=96205

    What is “Team Melee"?

    Team Melee is basically a solo 1v1 game but with multiple players controlling each side. This allows better micro management of units, and in theory perfect control of economy. This version allows up to 5 players on each side to share in the duties and 2 observers.

    This is not a new idea. Team Melee maps has been used by Star Craft for years. Often having one Pro player take on 3 decent ladder players (Some VOD’s can be found on the Team Liquid site). Some professional starcraft players use team melee maps to practice playing against really tough opponents, using two other pro players.

    I would like to do the same for SC2. Basically take all the popular SC2 ladder maps and edit the triggers to make a nice Team melee map. It's also a nice touch to change a few of the banners or billboards to read something like "SC2 mapster team melee" and "team liquid - team melee". It just adds to feeling professional. //

    Anyway I am looking for some people who want to help me. Because I haven't started looking at the triggers in SC2. OR someone can just take my idea and run with it, I don't care.

    My dream would be for one of these map to get popular enough for two pro Korean teams play on (at the same time). I would love to watch that replay! The micro would be insane :), can you say 1500APM!!!!

    Posted in: Miscellaneous Development
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    posted a message on Stacking doodads? (SC2 vs WC3) and other stuff.

    Ok I just tried it... It works perfectly!!!!!

    Also the reason I didn't see the 'ignore placement requirements' box was the default menu size had that section hidden. I didn't see it until I pulled the box bigger :).

    Anyway thanks again.

    Posted in: Miscellaneous Development
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    posted a message on Stacking doodads? (SC2 vs WC3) and other stuff.

    Oh, hold shift while placing, I was placing the doodad and then holding shift while trying to move it. I’ll give this a try.

    The ignore placement requirement would also probably work.

    Thanks again, I’ll try this out tomorrow.

    Posted in: Miscellaneous Development
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    posted a message on Stacking doodads? (SC2 vs WC3) and other stuff.

    @zifoon: Go

    The shift key seem to have no effect for me? It simply brings up the selection box???

    I did some more experimenting.

    For example, "Large rocks" and "rock" demand their own space but "small rock" can almost be stacked on the bigger rocks because the green circle for "large rocks" is much smaller then the doodad.

    Basically it seem that no doodads will allow another doodad into their green circle. Some doodads are much larger then the green circle so those appear to stack but really they don't.

    Unless I'm missing something?

    Posted in: Miscellaneous Development
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    posted a message on Stacking doodads? (SC2 vs WC3) and other stuff.

    I searched but didn't find this question.

    Hi, I've been playing around with the SC2 editor and noticed you can't bunch up doodads like you could in WC3. In WC3 you could hold down CRTL and then use the number pad to move various doodads almost on top of each other.

    Something else you could do in WC3 was place tons of shrubs and bushes right on top of each other, this allowed you to make very natural looking landscapes.

    In SC2 all the doodads seem to demand their own space This really limits what you can do in SC2. For example if you have a huge column that you want vines running up it's entire length. You can't do this in SC2 because it won't allow you to stack doodads on top of each other. Is there some trick I'm missing? If not I sure hope they add this before release because this really limits some of the visual effects you can do.

    Second question, Billboards! How to change the writing / images on the billboard? This was a pain to do in WC3 but I was able to change the textures in WC3 to accomplish this. Can someone link to a tutorial how to do this for SC2?

    Thanks

    Posted in: Miscellaneous Development
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