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    posted a message on [Q] How do I keep a record of stats?

    I have a melee map, but since it's under arcade I assume that means I can do stuff like; keeping wins/loss/disc records of players between loads of the map? Or even other stats like kills? minerals mined? etc?

    Posted in: Melee Development
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    posted a message on [Q] Random colors?

    http://th04.deviantart.net/fs70/PRE/f/2011/288/c/2/okay_by_rober_raik-d4cw242.png

    Still curious about 2 and 3? Mainly 3.

    PS- I got this weird email: Dear SpoR919,

    Please visit the following URL to confirm your email address: XClick Here to Confirm Your E-mail AddressX

    Alternatively you can enter the following code on the site you registered: XXXXXXXXXXXXXXXXXXXXXX

    Thank you for registering on the Curse network!

    Didn't I already do this to begin posting here?

    Posted in: Melee Development
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    posted a message on [Q] Random colors?

    It worked. cool, thanks. Still have some other issues and the other 1-2-3 questions.

    Posted in: Melee Development
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    posted a message on [Q] Random colors?

    Someone was nice enough to create this for me. Problem is, I don't understand how to implement it.. http://peeeq.de/gui.php?id=3254 http://i.snag.gy/JMQPP.jpg

    Posted in: Melee Development
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    posted a message on [Q] Random colors?

    I dunno if you are giving directions off of memory because they are somewhat vague and I'm having a bit of trouble figuring it out. Thank you for helping me. Sorry, I am familiar with the bw editor but I haven't used it in a long time, and I have barely used the sc2 editor.

    So this is what I did so far: Modules>Data>Data>Edit Advanced Data>Gameplay Data>Click default UI SC2 Gameplay Settings. And then do I click on the right> Basic (UI) Team colors>right click>modify values> Change white to enabled, then change all the other colors with 8 to 0?

    Modules>Triggers>click New Trigger>click event-map initilization>click action-set player color. Now what?

    PS- I assume this means the map can't be used/converted to melee/custom maps now (and must remain arcade)? Or is there a way to do either of these without making it an arcade map?

    Posted in: Melee Development
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    posted a message on [Q] Random colors?

    In bw, there were 3rd party editors that let you add colors to maps, and they would be randomly assigned to players upon the game loading. In sc2, there are more colors (I think 16?) but they are still forced, and you must choose colors. So I have a couple of questions regarding this:

    (A) How do I change my melee map to have all the color options?

    (B) How do I change my melee map to randomly assign colors upon loading the game?

    I also have a few other unrelated questions to my map BloodBath 2013 (all servers): http://www.teamliquid.net/blogs/viewblog.php?id=431926

    (1) Is there an obvious way to make it so that stalkers can not blink across gaps without widening them or changing the terrain too much? Tanks and high Templar still need to be able to unload across the gaps.

    (2) In the orignal BB, there is this meteor/asteroid rock lodged into solar array doodad for platform tileset that has unique properties. IIRC it has LoS blocking from certain angles, and a small unit like a ling or ghost can pass through the middle of it. Is there anything like this, or can I recreate this? If so how do I do that?

    (3) Currently, I have the map set as arcade. I originally created the map before arcade was around and I guess it automatically assigned it to that. I think I would like to switch it to melee/custom but I am wondering if I will lose the custom loading screen, map info, reviews, etc.

    I have remade BloodBath for sc2 HotS as true as possible to the BW balanced version 1.37 I used and kept updated for years: http://www.panschk.de/mappage/comments.php?mapid=4697 also here: Strat thread here: http://www.teamliquid.net/blogs/viewblog.php?id=57264 Liki wiki here: http://wiki.teamliquid.net/starcraft/Blood_Bath

    Posted in: Melee Development
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    posted a message on Sc2 Melee map gimmicks, tricks, tips, etc.

    This is xposted from a TL post I made a long time ago. Any additions you guys know of, please add to the list: http://www.teamliquid.net/forum/viewmessage.php?topic_id=410052

    There were a lot of hacks and editors to SC BW that allowed people to make interesting map features that changed the game (some permanently). I know that the SC2 galaxy editor has much more potential and there are many many gimmicks to be discovered that could be even more interesting. I would like to compile a list of all those gimmicks and even suggestions for new things to try out in sc2 maps.

    I don't think there is a comprehensive list of this anywhere. I can't remember everything, but I will add to this OP whatever I missed that you guys come up with (its helpful to list a map that uses the gimmick as well).

    [b]Island/Hybrid Map Specific Gimmicks:[/b]

    [list]

    [*]Mineral walls that mine out later in the game to turn into a land map. [*]Destructible walls. [*]Strictly island (no building outside bases) map. [*]Plateau maps (can build outside bases after drop), and/or low ground is all connected. [*]3-4 start location maps that have at least 2 spots connected by ground, and the remaining being individual island. [*]Low count mineral blocks to stop terran CC floating imbalance. (although this would have to be changed to 30+ because of orbital SCV loading and mules) [*]Regular land map with Island expansions.

    [/list]

    [b]Gimmicks/Map Features:[/b]

    [list]

    [*]Backdoor Expansions. [*]Mineral blocks. [*]Destructible walls. [*]Stacked destructible walls. (need splash units to destroy simultaneously) [*]In base Expansions. [*]Small mains with small choke outside naturals. [*]Long ramps. [*]Wide ramps. [*]Narrow ramps. [*]Long bridges. [*]Wide bridges. [*]Pattern/doodad cloning/repeating. (aesthetic only) [*]Hallucinated walls. [*]Neutral high armor/hp unit walls. [*]No ramp main. [*]LoS Blocker main. [*]In base Xel Naga towers. (can be used in conjunction with previous) [*]Reverse ramps. [*]Creep patterning/Webbing. (Also allows faster spread). [*]Neutral creep tumors/creep colonies. [*]Neutral buildings. (To help with walling or anti walling) [*]Mineral/gas stacking. [*]Modified mineral/gas counts. [*]Small unit only paths. [*]Unbuildable terrain. [*]Expansions with siege zones/drop platforms above. [*]Low ground mains. [*]Reverse style maps. [*]Mixed; low and high yield resource bases. [*]Neutral Assimilator pathways (Destroy them and the empty geysers create a wall. [BW only?]) [*]Non edged resources in mains. (Resources in middle of the base instead of against the edge of the map, wall, or cliff) [*]Mineral or gas only bases. [*]Neutral CC for infesting (BW only) [*]Backdoor pathways to nat or main. [*]Wide 3rd base on cliff with ramps above nat. [*]Neutral cloaked unit walls. [*]Pocket island expansion inside main. [*]Even level ground on expansion/surrounding with a ditch or narrow wall around. (with or without LoS blocked) [*]Far or unnatural nat. (Doesn't cover main) [*]Ramped cliff surrounding main. [*]Double main. (twice the resources without needing another HQ building) [*]Permanent dark swarm. [*]Permanent disruption web. [*]Permanent forcefield. (can still be removed by massive unit) [*]Permanent blinding cloud. [*]Permanent time warp. [*]Permanent guardian shield. [*]Permanent/cycling Vortex. [*]Permanent point defense drone. [*]C-Rocks to destroy buildings/watch towers (any building or object under 500hp that is immobile, otherwise it does 500 damage and the D-rocks do not appear). [*]C-rocks to eliminate geysers or minerals from a map. (See [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=395769]interesting thread here.[/url]) [*]Domino style C-rocks to close large areas of the map. (all rocks in line take the same damage at the same time)

    [/list]

    edit-Formatting didn't cross over well, sorry. Just check out the TL thread.

    Posted in: Melee Development
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