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    posted a message on Lava Corridors - 1v1 Melee Map with Lava Controls

    @Mozared: Go

    I attempted to pretty the map up. I'm not sure what exactly I should do to make it nicer, I played with the textures and added a few doodads.

    I also updated it because I heard a lot of complaining that there weren't enough opportunities for flanking, etc. Added some ramps into the central expansions for that type of game play.

    Posted in: Map Feedback
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    posted a message on Lava Corridors - 1v1 Melee Map with Lava Controls

    Hey guys, I made a map, with the help of the outstandingly wonderful community here. It's my first map since the Starcraft 1 Editor so It took some getting use to. It's a very basic map. There's no insane changes and It's not an entirely new game. This is Starcraft 2 melee.

    If you enjoy that I think you'll like my map. When Blizzard first talked about Maps with hazards on them such as lava that raised and lowered on a timer being included in the ladder play(way back in alpha) I thought it was an awesome idea. While for obvious reasons it can't be truly included in the ladder I thought of a way to make it a little less RNG and more dependent on the players choices. Give the players control and it becomes less of a gimmick and more of a map attribute/strategic choice, like destructible rocks.

    Anyways I made this map, Lava Corridors. It's a small 1v1 Melee map, but there are 3 attack routes covered in lava. Controlling a Xel'Naga tower lowers the lava, allowing larger armies to pass through the center with ease, as well as opening back door attack routes, and access to gold expansions through the other two paths.

    It's my only map on sc2Mapster, and it's published on the US servers as "Lava Corridors" if you want to check it out. Tell me what you think, I would love to hear some feedback.

    p.s. There are pathing blockers that spawn in the middle of the central lava pit in order to make it easier to rally units past the lava if it is not down. When down the pathing blockers are hidden and allow units to move through there easily.

    Also, a link to the map on sc2mapster: http://www.sc2mapster.com/maps/lava-corridors/

    And an earlier version I uploaded to Youtube:

    Posted in: Map Feedback
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    posted a message on Creating and removing Pathing Blockers using triggers?

    @Zanryu1337: Go

    Thanks a bunch, how do I get it to tell All the Units in the unit Group to Hide, or should I do it with a Region? Atm It's only hiding one of the units.

    I set it to a Periodic event for causing the trigger of .5 seconds, checks the integer that is the unit group of units at Xel'Naga Towers to be a certain value and then will randomly choose a unit from the Pathing Blockers Unit group and hide it. So it works with the "Random unit from Unit Group Trigger" at least. Seems to be okay. not sure if that's the most ideal method or not.

    Posted in: Triggers
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    posted a message on Creating and removing Pathing Blockers using triggers?

    @Zanryu1337: Go

    Was using them earlier. Was spawning them on points, but I can "hide" them and that makes them not effect the map? That'd be great! I was under the assumption that hidden units were just another form of cloak that wasn't detectable in game. I'll try it out now.

    Posted in: Triggers
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    posted a message on Creating and removing Pathing Blockers using triggers?

    @JhamanGamer: Go

    Ahh crap, was playing as terran and built a supply depot, all was good until I burrowed it and it became cloaked as well as unselectable or targetable. Now I gotta figure out what to copy and fix in the data editor to make it unique instead of switching to Supply Depot (lowered), but rather to my lowered cloaked depot unit.

    Posted in: Triggers
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    posted a message on Creating and removing Pathing Blockers using triggers?

    @xKenneth: Go

    U the man, Thank-you very much. had to learn a lot about the Data Editor but I now have it working! Lava Corridors if you're interested in checking it out. Also: YouTube!

    http://www.youtube.com/user/Jhamantheshaman#p/u/0/PBdf6G2R5-o

    But the center now has pathing blockers if the laa is up. Makes units run around.

    Posted in: Triggers
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    posted a message on Creating and removing Pathing Blockers using triggers?

    @xKenneth: Go

    When i type in "Tower" under "Unit Uses Abiility" as my event I don't see "Tower Capture" in the Value sheet. All I see is "Build Sensor Tower."

    Posted in: Triggers
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    posted a message on Creating and removing Pathing Blockers using triggers?

    Still working on this atm. It seems like such a simple thing But I can't seem to get it to do what I want. Also I could not find then ability "Tower Activated" to call on my trigger. It appears in the data editor as an ability but I did not see it in the Trigger section as something I can call on.

    Posted in: Triggers
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    posted a message on Creating and removing Pathing Blockers using triggers?

    @xKenneth: Go

    I guess I gotta ask the Data Editor boys :D I am really lost in there. Time to figure out how to make invisible, invulnerable supply depots. W/o Messing up the normal supply depots built from SCV's by players.

    Posted in: Triggers
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    posted a message on Creating and removing Pathing Blockers using triggers?

    Hey guys, I had another post in my other topic but I'm having a new problem. I created a map that has lava being raised and lowered by the players. Controlling a Xel'naga tower lowers the lava. It is raised by default. I want pathing blockers to spawn int he cent of the lava and to go all the way across the path to the other cliff face.

    This is to make units that are rallied past the lava not run into it, but run around. The problem I'm having is that the game doesn't know when to stop making or removing pathing blockers. I tried making a variable that counts the amount of pathing blockers and limits them based on that but they don't seem to stop removing or creating pathing blockers no matter the conditions I list.

    I put in a debug to display text based on how many pathing blockers were in the unit group, and it keeps generating numbers that look something like this: 12-0-1-3-7-12-0-0-0-12-0-15-0 Every second it changes. Sometimes it will stabilize when it actually reaches 15 or 0, but it's not doing it automatically every time the lava changes.

    Really annoying me as I could just not include them, but I feel like they're important for intuitive map design in this case. I don't want to block off the lava. Running a unit into the lava should still be possible, like when chasing air units (Ground units die as soon as they touch lava). I just want them to be smart enough to run around the lava if clicked past.

    Posted in: Triggers
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    posted a message on Point/Region Triggers

    I need some more help!

    -I'm having trouble with spawning dynamic pathing blockers 2x2. I had it working sort of. It began to lag the game the longer they went so I added a debug feature to tell me how many were spawning. It now counts the amount of units in the region, including the dynamic pathing blockers. It turns out it was spawning tons of em. While it worked, sort of. The lag is the worst thing I don't want.

    I'm looking into scrapping the entire pathing blockers spawning atm. I can't figure out a way to make them spawn in a straight line across the lava canyons. W/o screwing it up.

    I tried making it only able to spawn 14 at the most, but it seems to hate me and it keeps bouncing between 0 and 11 every couple seconds.

    My triggers are attempting to limit it by throwing them into a unit group and counting them into an integer and if the integer is >0 when the lava is down it is supposed to remove all unit path blockers. When the lava is up, and the integer is <13 it is supposed to spawn unit pathing blockers. But for some reason it keeps spawning them and removing them at the same time no matter if the lava is up or not.

    Just wondering if there is an easier way to do this, I can't seem to get my triggers to want to function properly. I just don't want the units to run into the lava if you click past it.

    Posted in: Triggers
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    posted a message on Point/Region Triggers

    I figured it out, sort of. But the units will dance around the lava continually trying to go through but realizing they can't make it and turning around. Not ideal but at least they're not running directly in.

    edit- yeah they're dancing around the lava.. Hmm Trying to wonder if there's a way to make them realize it's completely blocked off and not reset.. every couple seconds they turn around and go back towards the lava, and then turn around again when their pathing see the pathing blockers, and again a couple seconds later they'll turn around. If they're already around the corner they'll go around but they get stuck running around the corners back and forth.

    Posted in: Triggers
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    posted a message on Point/Region Triggers

    I have another question now. I'm trying to create pathing blockers in the center of the lava while it is up, and then removing them when the lava goes down. I already have the triggers to raise and lower the lava but I'm not sure how to create the pathing blockers in the correct position. Should I use Regions or Points? And any idea what functions I should use to spawn/remove the pathing blockers?

    I want pathing blockers to make units pathing smarter. Rallying past the lava should not cause your units to run into it when the lava is up. I wanted the pathing blockers in the center so that if you had flying units fly over the lava units might chase them into it but clicking past the lava the units will be smart enough to run around. Any ideas?

    Posted in: Triggers
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    posted a message on Point/Region Triggers

    I did publish the map, still in a "beta" I guess since it doesn't have doodads or textures and I need to finalize the Terrain layout.

    It's called "Lava Corridors" on NA-Battle.net if you're interested in playing a melee map against your friends that involves controlling lava, you're in luck!

    I also made a quick video of it:

    Thanks for the help guys!

    Posted in: Triggers
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    posted a message on Point/Region Triggers

    Got it guys! Thanks!

    Here's the Triggers:

    2 variables - Any unit that enters the region is added to the unit group. (Xel'Naga Towers are units in the triggers So I had to account for them.) One Trigger counts units in the Unit group and adds them to an integer. If the Integer is >= 3 then the lava lowers, if it's <=2 Then it stays raised. It checks every .5 secs to see what units are in the unit group.

    Thanks for the suggestions. I did delve into the data editor a bit but it's beyond me at the moment. Gonna keep working at it.

    Posted in: Triggers
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