The map is playable in 3on3 but it is still to large for the goal to "kill the enemy". But other game modes can/should concentrate the gameplay to a more channelled goal and more easily to achieve in 3on3 (to not get lost on the big map) so I will work on that.
- currently everybody has his own units and you can just share like normale(including heroes)
- the win condition seems unfamilar to RTS and thats right.
currently it works this way: you have your recovery building, you can rebuild it everywhere on the map and relocate your whole base if you get rushed or anything else happens. The intention is to implement a "catch-up" mechanic for the whole team. Heroes currently have a respawn time of 20 seconds so if all of you die you can still respawn when you base defense/recovery building is alive.
I think I will change it to something like if the "recovery building is not alive you have 30 secs to rebuild it, or loose" in the next versions.
ranking an achievements/gamemodes can all be implemented but currently I have some issues to get fixed first. The overall gameplay!
I need to get it balanced and the gameplay right(a lot of people already tell me its fun when I get them to play it) but I cant get a continuous group of players(dont know if the game is just not fun enough or if it is bnet 2.0). So Iam running a little bit around in the nirvana in my decisions.
The point I am struggling is that my concept was to make a big dynamic playground for 5v5. You spawn at 4 random position on the map and scout and conquer territory. With the ability to build a new recovery building(respawn point for your heroes) you are able to relocate your whole base. There are e.g. 2 smart double res locations where it would be clever to relocate to. My intention is to let the teams decide where to build their base.They can either stay in their starting base or create a new one. So you have several opening strategies. Because of that the win trigger is not bound to the recovery building.
If a team is beeing just luckily rushed in early/early-mid game and the support/eco archetype of the loosing team can escape.
He shall be able to create a new base anywhere(due to the size of the map)and the team would have the chance to make a comeback. Such a comeback can also be denied by nice scouting etc. It all shall be upon the players and more upon the whole teams arrangement and coordination what is possible and what not.
One another point fitting into this is that the heroes can construct buildings. You can guess of somewhat a mix of sc2,wc3,dota and a zone control map. The defense buildings are expensive but also strong. With a coordinated team strategy and gameplay you can also break such a defense. It is getting really complex right here and there are dozens of ways to play and react with several counter stragies. I wanted much focus on a more team-strategy oriented gameplay than just tactical and item decided moves like in the MOBAs out there.
The dynamic approach shall grant the map a higher replay value. But to achieve that it also has to be large to generate a lot of action and make it exiting in 5v5. The drawback is that 1v1 is playable and due to small automatic attack waves(which scale in strength upon the current number of tapped terrazine veins) there is also some action. But the fun is not that intense and funny like in 5v5.
The calldown mechanism up to now is accepted well and can only be used when you are not in combat, to deny easy hero surrounding in the fight. But if you calldown a lot of marines or lings old graphic cards get busted . Thats something to be discussed an evaluated.
We have to figure out how big the army of a one player can be and how much supply different units shall cost. One other point on the calldown is that you have to hold shift and press the hotkey to make several calldowns in a row. A guy didn't like that and wanted more buttons to make e.g. a calldown of 20 units at once. I think thats something to perhaps come in the future.
The game is at alpha status and I just want to see if it makes sense to invest more time into the project or not.
Overall the map and all the stuff is complex and I am still figuring out how to evolve it.
(10 heroes, 40 different skills, 15 different units, 15 different units, +28items)
There are a lot of things to be improved and developed.
As soon as I get it to be played constantly I will release it to the US.
Right now I am very busy with my job.
But I am happy to any approach/idea and everything is up to be changed. It is still alpha.
since 1.4 I can not test my map with the editor or on battle.net. I always get this message in the moment the loading screen should appear:
.
That error message is just wrong. I tested several video card drivers from nvidia(actual,beta,archived) and I can run every game and map. I reinstalled the drivers and also repaired SC2 and later reinstalled it.
Every map with Bel'Shir just run fine except my map does not work! Probably it is the same issue some guys had with loading the map GSL Bel'Shir Beach.
Does anybody know if that got fixed and when how?
I would appreciate any hint.
the map received some upgrades and I made a little promo.
Content
2 teams a 5 players fight for the resource terrazine on an abandoned space platform.
Every player controls one mercenary.
The player's income is based on how many terrazine veins the team controls.
The mercenary can calldown units and construct buildings by spending the ressources. A team wins when all enemy heroes are dead for 30 seconds at the same time.
Archetypes
Every mercenary has a specific purpose in the team.
everyone has 5 difference skills
can construct buildings
can calldown units
Support & Eco Heroes: Prospector & Queen
These mercenaries are the backbone of every team. They can calldown the „Builder“ or „Morpher“ which can also tap terrazine veins. The Prospector and the Queen build the most important structure: The recovery building. While this building is up all Heroes who die on the battlefield will respawn there.
The Prospector and the Queen have good survival skills due to their importance in the game.
Support & Heal Heroes: Medic & Weaver
They have a lot of skills to support the team in any kind of situation. Besides being able to heal, both mercenaries can defend themselves. With different support skills they support the team.
Assault & Tactical Heroes: Engineer & Predator
The Engineer and Predator gain their power through tactical moves and smart positioning.
Both can construct defensive buildings to secure map control. Additional they have good skills to hold or break defenses.
Assault & Heavy Heroes: Gunner & Enforcer
These mercenaries are the towers of strength in their teams. They have damage reducing skills and engage with a lot of damage having aoe damage ability.
They can also construct defensive buildings.
Specialist & Scout Heroes: Seargent & Lisker
The Seargent and Lisker are scouts. They have to locate the enemy and support their team with some unique skills.
Combined with good teamplay their ultimates can unleash a huge threat to the enemy.
Gameplay
You start at one of 4 randomized positions on the map. The teams have to secure as many terrazine veins as possible.
Invest the ressources given to you wisely. Set up defenses around your recovery buildings (It is recommended to build more than one). Only the Prospector and Queen can build them, so guard them well.
A unit creates a building and through that building every hero who is on the same team respawns there
If the building dies there shall be no respawn possible, but when its rebuild anywhere the heroes shall respawn to the new location of the building.
so far the theory
here is what i have got:
gv
TerranRespawnWait = TerranRespawnWait <Point>
TerranRespawnValue = No Unit <Unit>
RespawnPointTerra = RespawnTerra <Point>
NoRespawnPointYet = NO SPAWN YET <Point>
Events
Unit - Any Unit dies
Local Variables
DeadHero = (Triggering unit) <Unit>
temp group = (Empty unit group) <Unit Group>
Conditions
((Unit type of (Triggering unit)) is Hero) == true
Actions
Unit Group - Pick each unit in (Any units in (Region((Position of (Triggering unit)), 0.0)) owned
by player Any Player matching Required: Item, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to temp group
Unit - Hide (Picked unit)
Unit Group - Pick each unit in temp group and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering player) <= 5
RespawnPointTerra != NO SPAWN YET
Then
General - Custom Script: UnitRevive (lv_deadHero);
Unit Group - Pick each unit in temp group and do (Actions)
Actions
Unit - Create one (Unit type of (Picked unit)) item in the inventory of DeadHero
Unit - Move DeadHero instantly to RespawnTerra (No Blend)
Else
General - Custom Script: UnitRevive (lv_deadHero);
Unit Group - Pick each unit in temp group and do (Actions)
Actions
Unit - Create one (Unit type of (Picked unit)) item in the inventory of DeadHero
Unit - Move (Triggering unit) instantly to TerranRespawnWait (No Blend)
Events
Unit - Any Unit uses EnableReviveGenerator at Generic6 - Complete stage (Ignore shared abilities)
Local Variables
Conditions
Actions
Point - Move RespawnTerra To (Position of (Triggering unit))
Variable - Set TerranRespawnValue = (Triggering unit)
Unit - Move (Triggering unit) instantly to RespawnTerra (No Blend)
Events
Unit - TerranRespawnValue dies
Local Variables
Conditions
Actions
Point - Move RespawnTerra To NoRespawnPointYet
This works so far the building is alive and the ability is used. All heroes respawn nice.
Also if i destroy the building and rebuilt it + ability use, the heroes die and will respawn correct.
But if a hero dies while there is no building and ability used he is "lost in space" at TerranRespawnWait
And i dont know how to get him back.
I tried it with an attachment to a region but this works only for the last triggered unit and when i press the ability he is warped back to building what shouldnt happen after he is revived.
[solved]
RespawnLostInSpaceHeroes
Events
Unit - Any Unit is revived
Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) == true
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering player) <= 5
Then
General - Wait for (Conditions), checking every 1.0 Game Time seconds
Conditions
RespawnPointTerra != NO SPAWN YET
Unit - Move (Triggering unit) instantly to RespawnTerra (No Blend)
Else
tadaaaaaaaaaaaaaaaaaaaaa :D
if u have better solutions let me know.
hi, i try to create a building by a unit of my own and afterwards set the owner of the building to a 3rd party with whom iam allied and share controls.
The shared building includes the hero revive ability and i can use it but after i have shared the building to my ally all the buttons of the dead heroes disappear and i cant revive them, anyone got an idea?
i need a hero revive solution bound to a building created by one player of a team which works for the hole team :/
hi there,
since 1 hour i get this message when i want to test the document, dont know where it comes from.
I still can publish the map and play it online but iam not able to run: Test Document and it only appears on one map.
Anybody got an idea?
[10/6/2010 6:40:38 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/AbilData.xml' System Error: Core: file invalid
[10/6/2010 6:40:39 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/ActorData.xml' System Error: Core: file invalid
[10/6/2010 6:40:39 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/BehaviorData.xml' System Error: Core: file invalid
[10/6/2010 6:40:40 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/ButtonData.xml' System Error: Core: file invalid
[10/6/2010 6:40:40 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/EffectData.xml' System Error: Core: file invalid
[10/6/2010 6:40:40 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/FootprintData.xml' System Error: Core: file invalid
[10/6/2010 6:40:40 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/ModelData.xml' System Error: Core: file invalid
[10/6/2010 6:40:41 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/MoverData.xml' System Error: Core: file invalid
[10/6/2010 6:40:41 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/RequirementData.xml' System Error: Core: file invalid
[10/6/2010 6:40:41 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/RequirementNodeData.xml' System Error: Core: file invalid
[10/6/2010 6:40:42 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/SoundData.xml' System Error: Core: file invalid
[10/6/2010 6:40:42 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/UnitData.xml' System Error: Core: file invalid
[10/6/2010 6:40:42 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/UpgradeData.xml' System Error: Core: file invalid
[10/6/2010 6:40:42 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\GameData.version' System Error: Core: file invalid
[10/6/2010 6:40:43 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/AbilData.xml' System Error: Core: file invalid
[10/6/2010 6:40:43 PM] Error: Unable to save test document to 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map'
0
have just tried it and that is really nice work even though there is lot copied. respect to get the whole spellcast system running.
where did u got the spellcast animations from? have you done them by yourself from scratch?
stuff i would think about:
- small crosshair or at least something to aim with your spells
- attack waves/creeps
keep on rockin´ thats awesome!
0
@Pimpmunkeh: Go
You nailed it :)
The map is playable in 3on3 but it is still to large for the goal to "kill the enemy". But other game modes can/should concentrate the gameplay to a more channelled goal and more easily to achieve in 3on3 (to not get lost on the big map) so I will work on that.
0
hi and thanks,
to answer your questions here we go
- currently everybody has his own units and you can just share like normale(including heroes) - the win condition seems unfamilar to RTS and thats right. currently it works this way: you have your recovery building, you can rebuild it everywhere on the map and relocate your whole base if you get rushed or anything else happens. The intention is to implement a "catch-up" mechanic for the whole team. Heroes currently have a respawn time of 20 seconds so if all of you die you can still respawn when you base defense/recovery building is alive. I think I will change it to something like if the "recovery building is not alive you have 30 secs to rebuild it, or loose" in the next versions.
ranking an achievements/gamemodes can all be implemented but currently I have some issues to get fixed first. The overall gameplay!
I need to get it balanced and the gameplay right(a lot of people already tell me its fun when I get them to play it) but I cant get a continuous group of players(dont know if the game is just not fun enough or if it is bnet 2.0). So Iam running a little bit around in the nirvana in my decisions.
The point I am struggling is that my concept was to make a big dynamic playground for 5v5. You spawn at 4 random position on the map and scout and conquer territory. With the ability to build a new recovery building(respawn point for your heroes) you are able to relocate your whole base. There are e.g. 2 smart double res locations where it would be clever to relocate to. My intention is to let the teams decide where to build their base.They can either stay in their starting base or create a new one. So you have several opening strategies. Because of that the win trigger is not bound to the recovery building. If a team is beeing just luckily rushed in early/early-mid game and the support/eco archetype of the loosing team can escape. He shall be able to create a new base anywhere(due to the size of the map)and the team would have the chance to make a comeback. Such a comeback can also be denied by nice scouting etc. It all shall be upon the players and more upon the whole teams arrangement and coordination what is possible and what not.
One another point fitting into this is that the heroes can construct buildings. You can guess of somewhat a mix of sc2,wc3,dota and a zone control map. The defense buildings are expensive but also strong. With a coordinated team strategy and gameplay you can also break such a defense. It is getting really complex right here and there are dozens of ways to play and react with several counter stragies. I wanted much focus on a more team-strategy oriented gameplay than just tactical and item decided moves like in the MOBAs out there.
The dynamic approach shall grant the map a higher replay value. But to achieve that it also has to be large to generate a lot of action and make it exiting in 5v5. The drawback is that 1v1 is playable and due to small automatic attack waves(which scale in strength upon the current number of tapped terrazine veins) there is also some action. But the fun is not that intense and funny like in 5v5.
The calldown mechanism up to now is accepted well and can only be used when you are not in combat, to deny easy hero surrounding in the fight. But if you calldown a lot of marines or lings old graphic cards get busted . Thats something to be discussed an evaluated. We have to figure out how big the army of a one player can be and how much supply different units shall cost. One other point on the calldown is that you have to hold shift and press the hotkey to make several calldowns in a row. A guy didn't like that and wanted more buttons to make e.g. a calldown of 20 units at once. I think thats something to perhaps come in the future.
The game is at alpha status and I just want to see if it makes sense to invest more time into the project or not.
Overall the map and all the stuff is complex and I am still figuring out how to evolve it. (10 heroes, 40 different skills, 15 different units, 15 different units, +28items)
There are a lot of things to be improved and developed. As soon as I get it to be played constantly I will release it to the US. Right now I am very busy with my job. But I am happy to any approach/idea and everything is up to be changed. It is still alpha.
0
space for updates
0
@ BloodClud
Yes I heared some sound starting and it immediatley crashed.
I changed my loadscreen background and it seems to work again. (weird)
Yeah!
edit: have converted the loading screen picture from .dds to .tga - the .dds type caused the error
0
@ BloodClud
Just tested your map and I get the exact same error like you.
There is something wrong with 1.4...
0
Hi,
since 1.4 I can not test my map with the editor or on battle.net. I always get this message in the moment the loading screen should appear:
.
That error message is just wrong. I tested several video card drivers from nvidia(actual,beta,archived) and I can run every game and map. I reinstalled the drivers and also repaired SC2 and later reinstalled it. Every map with Bel'Shir just run fine except my map does not work! Probably it is the same issue some guys had with loading the map GSL Bel'Shir Beach. Does anybody know if that got fixed and when how? I would appreciate any hint.
0
that is so good Oneiros33. thank you very much for this tutorial!
0
Hi there,
the map received some upgrades and I made a little promo.
Content
2 teams a 5 players fight for the resource terrazine on an abandoned space platform.
Every player controls one mercenary.
The player's income is based on how many terrazine veins the team controls.
The mercenary can calldown units and construct buildings by spending the ressources. A team wins when all enemy heroes are dead for 30 seconds at the same time.
Archetypes
Every mercenary has a specific purpose in the team.
Support & Eco Heroes: Prospector & Queen
These mercenaries are the backbone of every team. They can calldown the „Builder“ or „Morpher“ which can also tap terrazine veins. The Prospector and the Queen build the most important structure: The recovery building. While this building is up all Heroes who die on the battlefield will respawn there.
The Prospector and the Queen have good survival skills due to their importance in the game.
Support & Heal Heroes: Medic & Weaver
They have a lot of skills to support the team in any kind of situation. Besides being able to heal, both mercenaries can defend themselves. With different support skills they support the team.
Assault & Tactical Heroes: Engineer & Predator
The Engineer and Predator gain their power through tactical moves and smart positioning.
Both can construct defensive buildings to secure map control. Additional they have good skills to hold or break defenses.
Assault & Heavy Heroes: Gunner & Enforcer
These mercenaries are the towers of strength in their teams. They have damage reducing skills and engage with a lot of damage having aoe damage ability.
They can also construct defensive buildings.
Specialist & Scout Heroes: Seargent & Lisker
The Seargent and Lisker are scouts. They have to locate the enemy and support their team with some unique skills.
Combined with good teamplay their ultimates can unleash a huge threat to the enemy.
Gameplay
You start at one of 4 randomized positions on the map. The teams have to secure as many terrazine veins as possible.
Invest the ressources given to you wisely. Set up defenses around your recovery buildings (It is recommended to build more than one). Only the Prospector and Queen can build them, so guard them well.
Remember: This is alpha version
Good luck in battle!
Some pictures:
green dots = start locations
pink dots = terrazine veins
yellow dots = shops
team1
team2
terrazine tapping
shop 1
shop 2
0
aaaaah thanks! =)
0
where can i adjust the amount of health a hero does respawn with?
i can't find it :(
please help
0
A unit creates a building and through that building every hero who is on the same team respawns there
If the building dies there shall be no respawn possible, but when its rebuild anywhere the heroes shall respawn to the new location of the building.
so far the theory
here is what i have got:
gv
TerranRespawnWait = TerranRespawnWait <Point>
TerranRespawnValue = No Unit <Unit>
RespawnPointTerra = RespawnTerra <Point>
NoRespawnPointYet = NO SPAWN YET <Point>
trigger 1: Respawn
____________________________________________________________
Events
Unit - Any Unit dies
Local Variables
DeadHero = (Triggering unit) <Unit>
temp group = (Empty unit group) <Unit Group>
Conditions
((Unit type of (Triggering unit)) is Hero) == true
Actions
Unit Group - Pick each unit in (Any units in (Region((Position of (Triggering unit)), 0.0)) owned
by player Any Player matching Required: Item, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to temp group
Unit - Hide (Picked unit)
Unit Group - Pick each unit in temp group and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering player) <= 5
RespawnPointTerra != NO SPAWN YET
Then
General - Custom Script: UnitRevive (lv_deadHero);
Unit Group - Pick each unit in temp group and do (Actions)
Actions
Unit - Create one (Unit type of (Picked unit)) item in the inventory of DeadHero
Unit - Move DeadHero instantly to RespawnTerra (No Blend)
Else
General - Custom Script: UnitRevive (lv_deadHero);
Unit Group - Pick each unit in temp group and do (Actions)
Actions
Unit - Create one (Unit type of (Picked unit)) item in the inventory of DeadHero
Unit - Move (Triggering unit) instantly to TerranRespawnWait (No Blend)
trigger 2: RespawnReLocator
__________________________________________________________________________________________________
Events
Unit - Any Unit uses EnableReviveGenerator at Generic6 - Complete stage (Ignore shared abilities)
Local Variables
Conditions
Actions
Point - Move RespawnTerra To (Position of (Triggering unit))
Variable - Set TerranRespawnValue = (Triggering unit)
Unit - Move (Triggering unit) instantly to RespawnTerra (No Blend)
Trigger 3: RespawnLocator
___________________________________________________________________________________________
Events
Unit - TerranRespawnValue dies
Local Variables
Conditions
Actions
Point - Move RespawnTerra To NoRespawnPointYet
This works so far the building is alive and the ability is used. All heroes respawn nice.
Also if i destroy the building and rebuilt it + ability use, the heroes die and will respawn correct.
But if a hero dies while there is no building and ability used he is "lost in space" at TerranRespawnWait
And i dont know how to get him back.
I tried it with an attachment to a region but this works only for the last triggered unit and when i press the ability he is warped back to building what shouldnt happen after he is revived.
[solved]
RespawnLostInSpaceHeroes
Events
Unit - Any Unit is revived
Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) == true
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering player) <= 5
Then
General - Wait for (Conditions), checking every 1.0 Game Time seconds
Conditions
RespawnPointTerra != NO SPAWN YET
Unit - Move (Triggering unit) instantly to RespawnTerra (No Blend)
Else
tadaaaaaaaaaaaaaaaaaaaaa :D
if u have better solutions let me know.
0
hm fixed anyhow. removed some weird code
0
hi, i try to create a building by a unit of my own and afterwards set the owner of the building to a 3rd party with whom iam allied and share controls. The shared building includes the hero revive ability and i can use it but after i have shared the building to my ally all the buttons of the dead heroes disappear and i cant revive them, anyone got an idea?
i need a hero revive solution bound to a building created by one player of a team which works for the hole team :/
0
hi there, since 1 hour i get this message when i want to test the document, dont know where it comes from. I still can publish the map and play it online but iam not able to run: Test Document and it only appears on one map. Anybody got an idea?
[10/6/2010 6:40:38 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/AbilData.xml' System Error: Core: file invalid
[10/6/2010 6:40:39 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/ActorData.xml' System Error: Core: file invalid
[10/6/2010 6:40:39 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/BehaviorData.xml' System Error: Core: file invalid
[10/6/2010 6:40:40 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/ButtonData.xml' System Error: Core: file invalid
[10/6/2010 6:40:40 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/EffectData.xml' System Error: Core: file invalid
[10/6/2010 6:40:40 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/FootprintData.xml' System Error: Core: file invalid
[10/6/2010 6:40:40 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/ModelData.xml' System Error: Core: file invalid
[10/6/2010 6:40:41 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/MoverData.xml' System Error: Core: file invalid
[10/6/2010 6:40:41 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/RequirementData.xml' System Error: Core: file invalid
[10/6/2010 6:40:41 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/RequirementNodeData.xml' System Error: Core: file invalid
[10/6/2010 6:40:42 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/SoundData.xml' System Error: Core: file invalid
[10/6/2010 6:40:42 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/UnitData.xml' System Error: Core: file invalid
[10/6/2010 6:40:42 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/UpgradeData.xml' System Error: Core: file invalid
[10/6/2010 6:40:42 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\GameData.version' System Error: Core: file invalid
[10/6/2010 6:40:43 PM] Error: Unable to write to file 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map.temp\Base.SC2Data\GameData/AbilData.xml' System Error: Core: file invalid
[10/6/2010 6:40:43 PM] Error: Unable to save test document to 'E:\StarCraft II\Maps\Test/EditorTest.SC2Map'
manual save still works