• 0

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

    As a final try for today here is another map. I might do something else next week. Depends of the inspiration =P

    So, this is a 1v1 map, very small, very simple, few heigh 3 portals per player. This IS my first idea that was a try to recreat the place where Zeratul meet Kerigan. I liked the idea of placing tall rocks and moving around them like Zeratul does in the video. I know the result is very different and is not as good as my Xel'Naga ship, but it still can be fun. Small maps are most of the time faster to make so instead of taking me 3-4hours or more, it tooks me one hour.

    The only bad thing about my map is that the space restriction is incorrect. It looks like in a cave. Used Ulaan (cave) tileset though. I wanted to make it looks like if it was an asteroid where plants growth, but it is just pretty simple. I also forgot to add a space background caus Ulaan doesn't have any background.

    Posted in: Terrain
  • 0

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

    I just made a second map that looks really more impressive. Inspired by the mission into the campaign on a Xel'Naga ship, I made my own ship. But this is not my first idea again -_- I'm always doing something else than what I want. haha

    This is more playable in a 1v1 or 2v2. There is no much space to walk, but just enough to make some epic battle. Once again, I don't know where the portals teleport to, but this don't really matter. The persons that will make the trigger will modify those portals and place them where they really want.

    It tooks me less time then the other one just top of this post... but it looks better. xD

    Posted in: Terrain
  • 0

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

    So, here is my map =D I wanted to do a kinda big map. I choosed the 6v6 option. It is in space, as asked. It is really not the primary idea I had. I will probably make another map that will do my other idea. It is 97% symetric, so, no rigged place. The 3% is some doodates and textures. But there is the same amount on eatch side. The start point for the team is no accessible from the other team. Except if a Hero have a blink ability, this will need to be set correctly.

    So, I finally got to something probably interesting. There is some nice strategies that could be used during the game. For example, you can go to the Xel'Naga Tower into the center of the map by using a portal. This give you the vision of most of the map, it shows the bridges, all around, and a part of the portal section of the ennemy. It can be crutial if you want to know where are going your ennemies. Also, being at the Xel tower give you an advantage caus of the heigh. Through all the map, there is many place where smoke bloc vision. To cast spell, you must have the vision. So, to hit your ennemy you must show yourself. But, if you have low hp and have to flee, you can run through the smoke to make your ennemy unable to attack you.

    There is also a few destructibles in the map. For one side of eatch bridges, there is a destructible debris and a destructible billboard. You can use your time killing the debris, but if you have to pass now, you should just kill the billboard and pass, and come back later for the rock for easier passing. In the middle of eatch bridge, there is also some anti-vision. Meaning, if you want to pass, you don't always know what is on the other side. Although, if someone of your team is controlling the tower, the other side of the bridge is show, so you might be able to attack your ennemy first while he is not seeing you.

    Except the bridges and the Xel'Naga Tower, there is many portal that I don't exacly know how they will work. I added a kind of bridge on the map edges for both team. If you get into the right portal, you could pass through the other side and get something usefull. At the moment, the bridge are not working though. So there might be some workaround when making the triggers later. I added in the corner an elevated square with four portals. They will teleport somewhere, but at the moment this ain't fix. I don't know where eatch portal will teleport to. But at those corners, there might also be something usefull for the battle.

    Lastly, I added a destructible that is a Shakled Ultralisk. This is just an idea, but, we could make something that if you kill your ennemy's ultralisk cage, it leberates it and starts attacking the ennemy. Or, if you leberate your Ultralisk, he starts going for your ennemy. There is also Mengsk Hologram that could do something if you kill it in the middle of the map. Etc.

    I know it looks a bit empty, some places may be more filled in. But, I'm asking myself, at 6v6, does it really need to be filled? You need some places to run around and be able to run-fire, run-fire... And with the spells effects, will those places be filled? I think so. Notice that the screenshot doesn't show well the many 'LOS' places. It only gives a good idea of the map.

    Posted in: Terrain
  • 0

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

    This is pretty interesting, + the added week =D

    Edit: Created 3 times a new map and modifying the textures, close the editor at less 5 times.... God!! This editor NEED a f*ing reload button!!!!! This is so stupid restarting the application every times you make some type of change -___-

    Edit: Why do I always one stupid texture not f*ing working!!!!!!!!!!!!!!!!!!! =@ "New Map, - Data - Change the texture - Restart - one of eight textures is not working" wtf

    Edit: Created more than 5 new maps and restarted the editor more than 15 times -__- Finally got it by changing all texture except the first, save, restart, load, go into map texture in the menu, change the first texture to something else (to make sure there is NOTHING staying from this texture), change it into the Data for what you want, save, restart the editor, and there you go with your dam 8 stupid textures -_-

    I never had that much trouble for changing textures >.<

    Edit: My map is getting great. I still need to find a way to fill some places and it will be nice. But, enough work for now, 4h am -- I think I started around 11h pm...

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #40: Prisonmake

    Wow, I'm getting late -_- Caus of all the problem with computer, I haven't see this week pass... I still might try to do something soon =)

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #39: Two-fold Textures

    So finally, I was able to render my video. I had some more troubles with my comp, anyway, working, for the moment.

    So here is what I got to:

    Embed Removed: https://www.youtube.com/v/AgYMyH7krNs?fs=1
    Posted in: Terrain
  • 0

    posted a message on Creating a calculator

    @b0ne123: Go

    It looks logic and easy... But I'm actually not there in my Galaxy understanding xD I would need a demonstration map to understand xD

    Also, is there a maximum decimals number? There is a maximum of 524k, but could it be 523k.23095498120948029458023850245023758024758023740982340981052478 ? xD

    Posted in: Triggers
  • 0

    posted a message on Creating a calculator
    Quote from Forge_User_59026135: Go

    everything in starcraft is saved in 19 bit variables. 524288 is the maximum value. You have to split it into multiple integers if you want to calculate with higher numbers

    Is this the same thing with units hp, damage, etc? If it is, how could you make a unit have 1 milion hp? I don't have any clue how we could modify the units hp with many integers... And even only for a basic calculator... I don't have more idea about how to show 1 milion with multiple integers xD

    And also, you should specify, starcraft "2" because starcraft "1" biggest value is 65 535 and 255 for some other things.

    Posted in: Triggers
  • 0

    posted a message on Creating a calculator

    @TacoManStan: Go

    I'll wait until tomorrow caus I am also tired and going to bed just like..... um, now. xD

    Posted in: Triggers
  • 0

    posted a message on Creating a calculator

    Thanx for help =D I finally got a fully working calculator. There is just something not fun... A real value can't be very high... something like 1 000 000 is not possible. It starts going into negative randomly everytimes you add new number. Also, I'm sure there is a better way to do a calculator than what I did. So, I'm going to ask generally, does anyone know how I could optimise my trigger ; have less but work better?

    I used few integer variable as loop with 0 or 1. I don't know wich kind of variable can be turn as a true or fals, but, by doing it with integer like I did, you can have as much as you want intervals, 0, 1, 2, 3.... That's how I was doing variables in sc1, by using minerals as integer for a repeatable loop.

    I wanted also to add a "Equal plus" "Equal minus"... This happend when you do an operation ex: 6/2=3 and instead of doing = you press another operation. What normally happend on a real calculator is it keeps the result as the first value and wait for the second. I tryed but, I wanted to go sleep so, I stopped and just desabled it.

    @nevjmac: Go Well, I do not have any variables for the position. The way that work the triggers, if you do: "Set Value 1 = ((Value 1*10) + NumberOfTheButtonPressed)" you will always be fine.

    Posted in: Triggers
  • 0

    posted a message on Weekly Terraining Exercise #39: Two-fold Textures

    Starting with Haven 4 firsts, and Char 4 lasts and I'm giving myself a subject: Lost Temple inspired by Duncs878's second image.

    Edit: I've done my map, I got the Fraps video but.... I can't start WMM to save it and make it be way lighter caus my sound driver need to be updated. I also can't directly upload it to youtube caus it is too heavy (721Mo). So, I will upload and post once I'll be able =)

    SheogorathSC, watch your MP.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #39: Two-fold Textures

    @Darkyvm: Go

    Well, I really like your. The first time I saw your printscreen, I though it was modified to add the image of the portal... But once I oppened the map... I wouldn't imagine this. Very nice. I also like the Doodate mixed with the terrain object for the Shakuras Hero Gate. Gj.

    Posted in: Terrain
  • 0

    posted a message on Creating a calculator

    This is just a personnal project to learn the Galaxie Editor. I want to creat a basic calculator with button 0-9 and + - / * operations. I'm really confuse about how to do... I'm trying, but I'm stuck somewhere about a variable.

    Everybody know that if you clic on a number on a calculator, it will show up the number, ex: 9. If you clic it again it will show: 99 and etc. But, by using variables, let's say my first value is 9 and I want it to become 99, I don't want it to show 18, 0, 1 or 81. I want it to combine the actual value with the new 9. But, when you try to Set variable, there is no combine possibilities. Like to combine multiple numbers to create another without doing math operations . So, I tryed to combine it with text. The text work almost perfectly, but you can't come back into a real value from text. Also, if you want it to show some decimals, it will combine the text into something like 0.000.00 what is actually 0.00 and 0.00.

    I've been working around to make it work but i don't have any clue how to continute. Anybody know if there is a kind of function to combine numbers to set a variable? Or juste any tutorial on making a calculator? xD

    Here is a kind of example about how works my triggers... Um, if you don't understand, it's fine, I just want some tip or better way to do =)

    Total value: Final number

    Value 1: first number

    Value 2: second number

    Text: text that show into the calculator screen

    Button 1 pressed ->set Value 1 = 1 -> set dialog item text (combine: Total value and Value 1) [10] -> trying to set Total value = Text

    Then, (if value 1 finally get the value of text). If the button is pressed again it will redo the operation, so Total value will have 3 numbers. If an operator button is pressed like + - / * , then it will set Value 1 to Total Value and the previous operations will be with Value 2.

    Once you press the equal button, I want it to set Total Value with the operation Value 1 + - * or / Value 2. This done, it will just set the Text item to Total Value.

    Problems at the moment: no combine through set variable. And you can't remember the operation asked in the middle of the operation (ex: 10 + 10) Edit: you can use anything basic like an integer and make it be 1 instead of 0 if you choosed the + and another for the -, another for / and then *.

    Before trying to go farter, I had a working version where the Value could only be 1 number. You clic ex: 7 and then it pass to Value 2, you choose the number and then the operator. if you wanted to multiply 3 by 2, you press 3 (value 1) then 2 (value 2) then the multiplier.

    Anyway, if you get lost through my triggers and/or my explications / problems / whatever, it is normal. Caus I'm alot confuse also. I though it would be easier... This ain't easy. Help?

    Posted in: Triggers
  • 0

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

    I got an idea for us, what about using no doodate? Yeah I know, we've done that before... but, allowing the use of units and Terrain Object. Into the Campaign there is alot of units used as a doodate, so if we look through them carefully, we could make something pretty nice without doodate. With the addition of Terrain Object, it could be great too and we won't see always the same doodate model. Use destructibles units like trees to put trees instead of the doodate tree, put destructible light, etc. Use units as doodate. =D

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #38: Deadman's Port

    @Dresnia: Go

    It is not a terrain object. I don't have any in my video caus I forgot to put some xD

    Posted in: Terrain
  • To post a comment, please or register a new account.