• 0

    posted a message on Comprehensive List of Melee Tips and Tricks
    Quote from TacoManStan: Go

    "Altered Melee" are games like Phantom Mode and Fastest Map. They use melee concepts and gameplay, but alter an aspect of the game. ICJUG is altered melee, etc. If you use all the melee default triggers (unless you made your own melee AI of course), then I would consider it an "altered melee".

    What I mean by Data is altering build times, damage, maybe adding in a unit, etc. That is melee. When you change the way you play the game, then it is no longer melee. For example, these concepts would void the game of "melee" status, in my opinion. No traditional mining. (Desert Strike income, etc) No traditional spawning. (Units must be trained from a building. Once again, Desert Strike) Units must cost resrouces. (Marine Arena, where buildings constantly spawn units for free) Altered victory conditions. (Point system, like Roundabout War, One Base per team, like Nexus Wars) Obviously if the gameplay is altered rediculously, like a TD or Tug of War.

    Note that this might not necessarily mean that your map is not melee if it uses ONE of those concepts. For example, maybe you have a game where it is melee, but bases are easily destroyed? The person with the most bases destroyed at the end wins. That is a point system, but I would still consider it a melee map.

    Use your judgement, and common sense.. If you think it could be a melee map, post it here. If it isn't, it will just be moved to the proper forum.

    Oh well, that's not melee then, it's a custom map. No judgement needs to be made. The Editor tells you if a map is custom or melee. For the most part, if you're editing data, triggers, or anything other than terrain, your map is not a melee map. The Editor will tell you that your map is a Custom map.

    Posted in: Melee Development
  • 0

    posted a message on Does this boss fight look fun?
    Quote from Vexal: Go

    @Mephs: Go

    And then? Which direction should I go after starting over?

    I feel like this is a good place to re-continue the discussion.

    Posted in: General Chat
  • 0

    posted a message on Comprehensive List of Melee Tips and Tricks

    What exactly is "altered" melee?

    Posted in: Melee Development
  • 0

    posted a message on Patch 1.3.5 - new galaxy natives
    Quote from Qancakes: Go

    Could this "Nydus" thingy have something to do with the marketplace perhaps? Or some kind of Armory for Starcraft :o perhaps regarding maps and such.

    Actually... The link when reporting a player is http://nydus.blizzard.com, or something along those lines. Odd.

    Posted in: General Chat
  • 0

    posted a message on European website?

    Unfortunately, I do not have the power to create my own language, nor do I have the power to change someone's accent. Kay.

    Posted in: Off-Topic
  • 0

    posted a message on What happened to the download button?

    Yeah, and... Prencher is working on a fix, I believe.

    Posted in: General Chat
  • 0

    posted a message on Help understanding Sc2 .m3 file
    Quote from Drakken255: Go

    Will Blizzard PLEASE release StarTools with HoTS?

    It's a possibility.

    Posted in: Artist Tavern
  • 0

    posted a message on Starting an actual wiki
    Quote from Forge_User_03903326: Go

    @Helral: Go

    As in the one outside of mapster? The one the OP was trying to start?

    Nuh uh, we use the one on Mapster, :P.

    Posted in: Wiki Discussion
  • 0

    posted a message on Popularity Box (Mapster)

    vjeux added it, heh.

    Posted in: General Chat
  • 0

    posted a message on Marine Poker

    If it was Texas Hold'em, i'd play it, ;P.

    Posted in: General Chat
  • 0

    posted a message on UI Panel

    If you make a new map, is it there?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Starcraft II Modding
    Quote from Tolkfan: Go

    @IskatuMesk: Go

    You can't upload a map that has non-blizzard dependencies outside battle.net. I've experimented with uploading a dummy dependency and having the real one in the mods directory - that didn't work. I've tried editing the xml files that list the dependencies - that only managed to crash the game. I don't think there's any way to cheat the game into loading a local dependency :/

    I'm sure it's possible, the same way it's possible for us to use fake maps. When you download a mod, does it go into your Battle.net Cache as well? If so, that's how you do it, :P.

    Posted in: General Chat
  • 0

    posted a message on SC II Galaxy Editor Memes
    Quote from Gorandor: Go

    We need to change the background... the color composition really hurts your eyes. Maybe instead of two colors, make it 3 and add all the race logos? or turn it mapster orange/black :P

    Mapster OJ/Black gets my vote, :P.

    Posted in: General Chat
  • 0

    posted a message on SC II Galaxy Editor Memes

    Haha, this was good, :P.

    Posted in: General Chat
  • 0

    posted a message on Starcraft II Modding

    Whew, I didn't expect the thread to blow up like this, haha. So yes, I read it all! Keep up the discussion...

    Quote from KratsAU: Go

    @IskatuMesk: Go

    Your missing the point, there is much more to DoTA than the map. In fact you can not create a DoTA map with just mapping. I never said anything about how big the map is, but DoTA involves heavy trigger work and lots of data editor modifications.

    Whether it's 1 map or more is irrelevant, a mod doesn't HAVE to be a total conversion that works with multiple maps.

    Even if you think it does, you could easily take DoTA, modify the map and have the same game mechanics. I.e. It's a mod even by your own definition.

    Yeah, but the difference between a Map and a Mod is that a map is one single instance. If there was a DotA Mod, it would be like using DotA heroes in melee maps, TD's, Line Wars, Footies, etc.

    I like the examples used already, however I think Blizzard has given us a perfect example of what a Mod and a Map are. We can make SC2Mod files. They are Mods. Mods are applied and used not in just one map, but in numerous maps. In this specific case, we are talking about complete mods, where we don't need to apply the SC2Mod to separate maps, but we "apply" it once to the game itself and the changes in our mod exist in an and all maps.

    Quote from ProzaicMuze: Go

    There is a general misunderstanding that the map upload limit applies to mods as well. This isn't true. While a map has a limit on the number of dependencies (mods) it can have, you can actually apply dependencies to those dependencies. This means you can chain mods together to create as many alterations as you need. Each of the mods can now fit under the size limit and you have an infinitely large game.

    Now it is unknown if there is a hard limit to this given that nobody has tried (mostly due to lack of knowledge), but there ARE many projects (that I have seen first hand) that are running online (privately during testing) with massive art mods engine mods and [insertwhateveryouneed] mods that are chained together and working wonderfully on Battle.Net.

    They have a cap on the size we can upload in total, ;\.

    Quote from IskatuMesk: Go

    @ProzaicMuze: Go

    Ugh... why would you want to go through the anguish of chaining together dependencies? A better solution would be to make a single large dependency and externally distribute it, if that's even possible.

    That's what Mapster is for, :).

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