• 0

    posted a message on Previous map seems to use old rules/abilities, even when standard "melee" game

    @Ousnius: Go

    All I see are these, which is a standard "melee" map?

    Posted in: Melee Development
  • 0

    posted a message on Previous map seems to use old rules/abilities, even when standard "melee" game

    @Kueken531: Go

    It should be unlocked, and is on NA arcade, just search "Befall" and you'll get it as the only result.

    @ScorpSCII: Go

    I'm trying to find out how, but can't seem to. How do I set that after the map has been created?

    Posted in: Melee Development
  • 0

    posted a message on Previous map seems to use old rules/abilities, even when standard "melee" game

    Hey all,

    I made a map called Desolation, made with the SC2 map editor v. 1.5.3. I had it as a regular map and as an Arcade map, and both suffered the same strange occurrence.

    Basically, the ruleset used is from beta or something. Neural parasite isn't researched, it's default, Kharidian Amulet and Void Ray speed inc. upgrades are there, Corruption on Corruptors is actually Contaminate from Overseers, even though it doesn't say that.

    This makes no goddamn sense. I changed nothing in the Units stuff, but in the Data I see things like this, where the Infestation Pit has only the old upgrades.

    Any idea why this is happening or how to make my map a standard, updated melee map?

    Posted in: Melee Development
  • 0

    posted a message on [M] (2) Desolation

    @Mozared: Go

    Cool, I'll check out a ton of maps and see what I could do better with textures that makes it more attractive. Yeah, the pics do look a bit bland, just worried about it seeming cluttered. But I'll update later with new pics.

    Updated! Lemme know what you think of the changes!

    @ScorpSCII: Go

    It's all done by hand and the analyzer isn't working, so you'll have to be far more specific if you actually want to be constructive.

    Posted in: Melee Development
  • 0

    posted a message on [M] (2) Desolation

    Desolation

    Description

    Once a Terran research post aimed at investigating the planet's many ruins, the sparse equipment now lies abandoned. Ruins of one have joined ruins of another on this barely habitable planet.

    Screenshots

    Details

    Players: 2

    Bases per player: 6 (one 6M1G base each)

    Playable Area: 149x168 (Large)

    Features: A secluded natural behind the ramp allows for safer early expansions, though a wider ramp and a blocked backdoor to the third will require solid mid-game defense. Long open areas in the middle provide for large-scale battle possibilities, with additional bases scattered around the map in defensible positions.

    Server: US

    Actual name: Desolation [Befall]

    This is my first published map, but don't go easy on me. I tried my best to balance this without the analyzer (can't get it to work and it seems no one else can), and pretty it up. Let me know what you think! :)

    Updates:

    • 2.0: Added tons of texture additions, doodads, fixed main size in northern base
    Posted in: Melee Development
  • 0

    posted a message on Applying lighting to tilesets in 1.5

    @SheogorathSC: Go

    I've been troubleshooting for hours, and going through everything on sc2mapster and TL forums about it, but I can't get the stupid thing to work.

    I set up the places for grabbing maps properly and the path for logs to be dropped, and no matter what I get the same two issues:

    Warning: Could not open map MPQ archive file test.SC2Map Warning: Could not read required map files for test, skipping

    Nothing gets added to the log stuff. Any idea why this happens? I can't find anyone with this specific error gahhhh.

    Posted in: Terrain
  • 0

    posted a message on Applying lighting to tilesets in 1.5

    @SheogorathSC: Go

    Fantastic, thanks. I guess in terms of balance and other specifics of map-making, I'll just study popular maps and what makes them balanced and smartly made.

    Posted in: Terrain
  • 0

    posted a message on Applying lighting to tilesets in 1.5

    @Hobrow: Go

    Also, I'm struggling to find specific resources I'm looking for. I'd like to make standard 1v1 melee maps, any idea where there's a guide or collection of stuff regarding guidelines for them, how to do those map-over things that show distance by ground/air, measuring square area in each base, etc? Basically, whatever makes sure it's a fair, even, game-worthy map?

    Sorry for all the inquiries. :\

    Posted in: Terrain
  • 0

    posted a message on Applying lighting to tilesets in 1.5

    @Hobrow: Go

    Thanks for the advice! Set up the trigger, and it properly sets the lighting at the beginning. However now I'm having issues with my light where nothing updates in the scene as I'm changing the light as it is in the TOD info array. Either I'm stupid or this is a tough learning curve.

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