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    posted a message on Weekly Terraining Exercise #45: Haunted Forest

    @SheogorathSC: Go

    This is interesting, I think I would have add a few persons. Also, I wonder what happend to the trees in that weird cicle. You know... there are massive trees all around but that spot.

    Technique tip: I would have use the fog instead of the cloud doodates. Or use both. Since the fog doesn't make the "random cloud effect" but just a flat effect like we can see in my pictures.

    Maybe make the trees more tall? In my map, the trees are really weird without the lighting effect caus the are deformed. They are x=150 y=150 z=350. For most of them. But it does still look realistic. When you look at your camp, you see the bench and suppose someone on it and look at the tree next to it... almost the same size.

    You can search on the net and try finding idea based on you fire camp. For example: http://www.tamarackcabins.com/images/Fire.jpg Founded on Google after 1min search. Look how similar it is from what you did, but look also to what is around, house, fence, maybe stacked logs... etc

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #45: Haunted Forest

    I missed a few WTE, I migh at less try this one =)

    Edit: after about 30-40min works here what I got for this morning.

    There is only trees on the map and one texture for the ground. The rest is only fog and lightning. I like the result.

    Inspired from: http://www.ouramazingplanet.com/images/stories/scary-forest-101026-02.jpg

    Posted in: Terrain
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    posted a message on Terraining Exercises: Global Information/Idea Thread

    What about a WTE that ask everybody to take another WTE of his choice, do his creation and then the other person who participate to the WTE try to find wich one that person tryed to create.

    So, everybody that missed WTE or want to redo one they liked caus they still have nice ideas, they can. And it will be fun to find what everyone made. I think xD

    Posted in: Terrain
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    posted a message on Creep tumor makes player stay alive

    I don't have the Campaign dependency active. Though, I tryed to add it, I tryed to put Multi on top, Campaign or the normal Liberty... Nada. Nothing special the Creep Tumor remains the same stupid building that won't give up xD

    Also, I don't have creep Tumor from the Campaign one. There is just 2 types of creep tumor, one that is the burrowed and one that is the creep beeing build that will burrow.

    Edit: nvm I had to clic on Display all object source...

    Edit: Well I've been working around and asking for help for hours. I surrender since I foudned a way to make it works but that may have some bug. I'll remove the Structure attribute. So, it doesn't count anymore as an active structure. But, some spell like Storm will hit them or any kind of splash effect.

    Posted in: Triggers
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    posted a message on Creep tumor makes player stay alive

    There is only Prevent Defeat, Prevent destroy and Prevent reveal. But none of them are checked.

    Posted in: Triggers
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    posted a message on Creep tumor makes player stay alive

    For some reasons I don't know, the creep tumor makes the players stay alive. In normal games, creep tumor doesn't. But here it does. >.< Any idea why? I've been working around to find a way to "pick" all the units and if only creep tumor stay then just give them to any other player so the comp will die or w/e.

    So, I'm lloking for a kind of "Victory if computer commands only Creep Tumor"

    Also, as a side question, is there any way to pause the game by trigger? Or just... everything: units, spell, energy, movement, commands... etc but not dialogs.

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #41: Tofu Arena Contest!

    @Victiln: Go

    Interesing. But I prefer my ship =D

    I'm starting today a remake of the Colisée of Rome. It might be interesting if well made. I know I'm not respecting again the Space theme, but I was inspired and I think if the result is good, they take it. There is no reason to pass next to this kinda of work!

    Edit: After at less 2 hours of work i got something as a preview what it would looks later =D

    For those who don't know what is the Colisée: http://fr.wikipedia.org/wiki/Colis%C3%A9e (you might also clic on english on the left)

    http://antique.mrugala.net/Rome/Italie,%20Rome,%20Colisee/Italie,%20Rome,%20Colisee,%20vue%20aerienne%20(2).jpg

    Edit: Added a new printscreen. That's what I did for now. I'll take a break since I got sick by being too long at computer and for too much concentration about my map. =/ This is freaking long and everything must be changed of small angle...

    Edit: I continued a little bit this morning. I will probably continute later. But I learned to take break mostly for this map. Actually, near 1700 doodates. I don't think I'll have the time to finish it before next monday. It's kinda long... There is missing the 3th and 4th lvl for about 50%, there will be a 3lvl high inside that is started and another maybe 2 or 1 lvl high mroe inside. The stage where we sit will be also made. They will be the Stone Zealot base caus it have a footprint like a bridge. So I could place units in the air on these. =D The place that will stay in the middle will looks like something 8x8 what is a 6v6. All the interior is not made atm. Imagine an arena inside a Colossum, this will be. =) I estimate like 30-40% finish.

    Posted in: Terrain
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    posted a message on Starcraft 1 -> Starcraft 2

    Well, thanx for help to some people on the sc2 chat. And hope you enjoy my map. Search on b.net on North America version, Double Build Micro. You migh find something made by Fenix. ;)

    Posted in: Triggers
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    posted a message on Starcraft 1 -> Starcraft 2

    @Yaos01: Go

    I changed the game variants yeah. What I should set back to normal to allow the control groups?

    Actually i got: Game Type:

    Category: Melee Mode: 1v1 (even if it's a kind of 2v2) Max Team Size: 2

    Game Attributes:

    Game Speed -> Default [faster] -> Hidden Lobby Delay -> 5 -> Hidden Locked Alliances -> Default [yes] -> Hidden

    Players Attributes: Player 1 (player that control the 2 others players) -> Team 1 -> Open -> Light Pink (hidden) -> Random (unlocked) -> hamdicap [default] Hidden.

    Player 2 (Named as the Right Player) -> team 1 -> computer (locked) -> and color, difficulty and handicap for all others computer are at hidden and default. The races are unlocked.

    So, when in the lobby you can only change the starting races.

    Just saw an option, is the "Locked On Team" checkbox the problem?

    Nevermind. Got it. I had a trigger "Hide control group panel"

    Posted in: Triggers
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    posted a message on Starcraft 1 -> Starcraft 2

    Since I pass another day on it, the split resources works!

    Though i got another problem. When using the Test Document button, ingame it allows me to do control groups with the allied units/structures. After publishing the map on b.net, I was not able to do control groups, since basicly you can't do control groups with shared allied units.

    Is there any way on allowing the control groups for allies? Or I must do button pressed: ctrl+1 -> set control goup idk what after... ?

    Posted in: Triggers
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    posted a message on Starcraft 1 -> Starcraft 2

    Well, since I pass all the day on it, I finally got most of it working. The last thing I have to find a way by now is how to split the resource between player 1 and player 2, but both controled by P1.

    Posted in: Triggers
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    posted a message on Problem with "Modify player property" trigger

    Well, I do have this bug also. I just created a new integer, put 1 to it and then used it as the player's number. Though, this should be fixed.

    Posted in: Triggers
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    posted a message on Starcraft 1 -> Starcraft 2

    I would like to make the resources of my base and computer's base seperated. Like, having a double mineral/gas/supply UI like in the 1v1 replay. That using resources for P1 only use the P1's resources, same for P2, that will be controled by P1. There is a way to allow shared control/mineral etc with computers, but, it doesn't split the resources and I can't make him stop doing something.

    I know this may represent many triggers (or just some but with many explications so I understand and later be able to help someone else), but if someone could help me, it would be very nice =D

    Edit: Found a way to stop the computer. "Turn Player 2 'Shared Control' Off towards Player 2". This looks stupid, but it's 60% working. The comp stop doing anything but, all rally points doesn't work and you can't harvest gas for some reason. There might be an easier way to do this...

    I also tried to give all P2 units to P1 but, this mean if on a side you do an upgrade, on the other side you will also have it. I really need to use 2 different players and I need for the firsts seconds to make the allied comp mine and build his first worker.

    I will not take care of bugs like Mass Recall and Nydus or scan at the moment.

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #41: Tofu Arena Contest!
    Quote from Exaken: Go

    Are we allowed to use line of sight blockers?

    Why not? This take a real part in strategy in those kind of game. Using some LOS is a good thing. Just don't put thousand everywhere. A few in specific strategic places may be cool :P

    Anybody like my Xel'Naga ship? =P

    Posted in: Terrain
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    posted a message on Starcraft 1 -> Starcraft 2

    Many persons here may have made a map in Starcraft 1. You might have notice that Sc1 Editor trigger doesn't work as the Sc2 does. For example, there is no Event.

    I would like to know how to "translate" some trigger from sc1 to sc2. I'm very confuse about how doing this and that in sc2 when... in sc1 it is the most easy thing to do.

    I am making a map to pratice my micro skills. There is many on the net, but I like none of them. Making a stupid probe move around all the time is actually not the kind of map I'm looking for. So, my map is seperate in two. It is like a combination of two identic maps. (copy & paste). I will start with a random race on a side. I'll ask my units to mine and make my first builder. About 10 sec later, I'll gain control of the computer on the other side of the map. Those two part doesn't connect. There is some no fly zone and no pathing.

    So, I'll have to control two bases at a time and kill two computers at the same time. It is like a double 1v1 RTS.

    After this, I want that if you lose on one side, you lose the game. So, I put a one huge location on both sides. I want that if player 1 doesn't have a building in side left, he lose. If he doesn't have a building in side right he lose also.

    In Startcraft one, that trigger would looks like this: Players: Player 1

    Condition: Bring - Player 1 brings exactly 0 buildings to 'Left Side'.

    Action: Defeat.

    (as a side note, what is the difference in sc1 between the 'Command' trigger and 'Bring' trigger?)

    Everything is in the condition. In Starcraft 2, it is different. It needs an event, could be units die, units enter/leave region, periodic event... Then you add conditions, which player?, which unit? Etc.

    But if I want that this trigger activate when a unit die, generally our last building will die and not be removed, I can't specify that the unit must be a building (other way it will end only if your last unit die). I can't also specify for which side of the map.

    I know this is just a stupid trigger, but I don't know how to translate from the sc1 to sc2.

    I'm looking for a kind of "Number of building for player x = 0"

    How could I make my map work?

    Also, I would need a way to stop a computer from doing something, any clue? Caus I want the computer that we will control to be our fully control and not a semi-auto comp.

    Posted in: Triggers
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