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    posted a message on MechCraft (Working Title), Dev State & Progress

    Looks awesome, bommes.

    Posted in: Project Workplace
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    posted a message on Best Way to Map With a Team?

    You can easily merge maps if they are seperate modules (ex. data & terrain). You can either copy/paste all of the stuff from one map to another, or you can save your maps as .sc2component, and then copy/paste the files that you need from the folder. This technique can copy all of your data and terrain at once.

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #92: Fulla's Lava Arena

    I decided to stick to the lava theme. Here's what I came up with:

    I kept the terrain very clean to avoid distraction from the gameplay.

    edit: lighting looks way better ingame

    Posted in: Terrain
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    posted a message on Global Publishing in Arcade - how does it work?
    Quote:

    Global Publishing in Arcade - how does it work?

    Well, it doesn't.

    Posted in: Miscellaneous Development
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    posted a message on Weekly Terraining Exercise #92: Fulla's Lava Arena

    Is the lava theme a must? Or could we build something slightly different, keeping the same color scheme?

    Posted in: Terrain
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    posted a message on [M] (2) Tainted Underworld

    @Mozared: Go

    Did I just get the Mozared's Seal of Approval? Great!

    Posted in: Melee Development
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    posted a message on There is a Cow Level.

    O__O

    Posted in: General Chat
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    posted a message on [M] (2) Tainted Underworld

    This is a close-up screenshot of a couple of small units. As you can see, even the zergling is clearly visible. It's only it's feet that is inside the pipes. Which is not visible at all from the normal camera. The pipes' height is equal to the height of mar sara terrain foliage.

    Posted in: Melee Development
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    posted a message on [M] (2) Tainted Underworld

    Thanks for the nice words all of you :)

    @Mozared: Go

    There is no issues with units walking over the pipes. You can see them perfectly fine.

    Posted in: Melee Development
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    posted a message on [M] (2) Tainted Underworld

    Tainted Underworld
    Created by Scorp & Timetwister

    Published to: EU NA


    Tainted Underworld


    Aesthetics


    http://i.imgur.com/JMsbW.jpg
    http://i.imgur.com/oEVRV.jpg
    http://i.imgur.com/gMjcs.jpg
    http://i.imgur.com/cOFZ1.jpg


    Details
    Spawns: 2
    Playable Bounds: 116x134
    Bases: 12 (2 halfbases)
    Main2Main: 140.3

    Feel free to leave a comment.

    Posted in: Melee Development
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    posted a message on 1v1 Map Dimensions
    Quote from Psyballa: Go

    @Bowz3r: Go

    This question, while old, is relevant to another question I had wanted to ask regarding accessing map dimensions. Is there a way to access a map's height and width in the script editor? As in, if I were to write this code:

    int[mapWidth][mapHeight] dimensions;

    I would want mapWidth and mapHeight to be whatever the current width and height of the map are regardless of the map.

    I have been looking into this as well, but I have not found such function. I think your best shot is to loop through all x and y axis points on the map and check if they're in the Playable Map Area.

    Posted in: Miscellaneous Development
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Ah that solves my problems

    Posted in: Tutorials
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    posted a message on Weekly Terraining Exercise #90: Texture Specific

    @TheHolyArk: Go

    Not trying to sound like a dick, but you totally misunderstood it.

    Let me go through the quote you made:

    Quote:

    you'll be creating a terrain that is focused around textures

    Very simple. You use terrain textures to create a terrain.

    Quote:

    You can (and should) use doodads, but the main idea of this week's theme is that you create something interesting on the floor using solely textures, decals and ground prop doodads.

    This means that this week's theme is textureplay assisted by decals and ground prop doodads. If you are unfamiliar with these doodads, use the searchbar in the doodads palette.

    Quote:

    Think really advanced-texture play to create a new kind of metal floor, or really detailed roads created with decals.

    In this sentence, we have the word "textureplay" again. It means playing around with the terrain textures in an artistic manner. You can blend different textures to make a new kind of metal floor, or you can blend different textures to make really detailed roads created with decals. You may be unfamiliar with "textureplay", so I have been so kind to show you a couple of examples, to avoid any further discussion:

    The author of this terrain has thought really advanced textureplay to create this new kind of metal floor.

    A new kind of metal floor

    While this is not a metal floor, it still is textureplay, which is this week's theme. Decals are used to assist the terrain textures.

    Really advanced textureplay

    I apologize that I couldn't find the screenshot of a really detailed road created with decals; I had one in mind, but couldn't recall the name of it.

    I hope I have made my point clear anyway. Let's not discuss this further.

    Posted in: Terrain
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    posted a message on Starbow

    It is safer to use Texture Select By ID. If you're not familiar with this, check out the tutorial or PM me the mod file.

    Posted in: Team Recruitment
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    posted a message on Omnom Arena

    Pretty much what I was having in the works. I suppose my map now belongs in the scrapped folder. :)

    Posted in: Project Workplace
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