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    posted a message on Weekly Terraining Exercise #250: Plains

    why should it always be grass? I like ash and lava rock plains better...

    Posted in: Terrain
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    posted a message on Can't find "mineral shards" in data editor and how to change mineral/gas drop off

    Here is the thing, mineral shards are campaign Assets, so when you create your map, you have to check "Load campaign data". Only then you can find the mineral shards.

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #249: Melee Situation

    Well, we see StarCraft Merely as a game... But What if it was real, what if the horrors of the zerg, protoss, and Terrans were real? The first two is what we see in game, the other two is a re-creation... ( I dont know why, but the first two make me feel that i was making a terrain for Brood Wars...)

    Posted in: Terrain
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    posted a message on [Video Tutorial] Basic UI

    Finally, Ive been looking for this my entire life.... The dialogue map is so useful, i just reverse engineered it into the map i needed the dialogue for....

    Posted in: Tutorials
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    posted a message on Do Protoss have children?

    @Zolden: Go

    Regarding the main Question and other posts

    As described by one of the people who posted on this thread, There was concept art of Protoss tending eggs in a pool of water in Starcraft: Ghost... Wouldn't this be evidence of the developers thinking, or even showing us how Protoss are born. Perhaps when a "Male" Protoss gets on with a "Female" Protoss he releases a part of his spirit and the female does as well... The two spirits merge and materialize into an egg....

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #247: A Mystery

    Wow, that looks great! Very nice with the xelnaga temple, is that a single piece, or did you construct it from multiple doodads?

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #247: A Mystery

    I went with the "strange" and "mysterious"... Whats more mysterious than a strange glowing stone door in the middle of a void of blackness and nothingness...

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #246: Mapster Plays Editor

    well, i am creating an arcade game that is fairly simple but fun in concept... The mod is is practicly done... All that is left to do is to edit the triggers to a mellee-like start up and apply some custom assets into the game...

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #246: Mapster Plays Editor

    perhaps we can submit our own arcade games and have a different people create the terrain for each other?

    Posted in: Terrain
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    posted a message on Halo: Recollection (Campaign)

    the thing is, my computer is pretty weird... Unless it's all in a folder, i cant download or convert .dds files or my computer just rejects them...

    Posted in: Project Workplace
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    posted a message on Halo: Recollection (Campaign)

    Hey... Might if I jump in? What we need is a person that can take some of my .png files and convert them to .dds for the textures for the units to work in-game... The custom assets are doing well, especially the vehicles...

    Posted in: Project Workplace
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    posted a message on Tutorial Request

    Hi, I am very bad with triggers and I am also just as bad with both, written and video tutorials.... What I need is a dependent mod that has a specific trigger I need... What I need is a button at the right hand corner of the screen that appears only when the player has won and the victory screen has no opened yet... When pressed, any allied faction or player in the map that you are allied with win as well, and all the other players that are NOT allied face a defeat... The button is labeled "Allied win" and is exactly like in the arcade game called "civilization sapphire", both in function and visuals. To win, a player must have 14 auto-vespene gas refineries under control... Once agian, I am horrible with tutorials and I would prefer that any good person willing to help should PM me the dependent Mod with the win trigger...

    Posted in: Tutorials
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    posted a message on Weekly Terraining Exercise #246: Mapster Plays Editor

    I smudged and made the dirt path wider that runs from the main bases, I created smaller dirt paths that divert from the main circle dirt path that run into the center... I also made the lower levels of the map more "Green" and replaced the temple ramps and xelnaga structure ramps with doodad stairs which you can delete if you don't like...

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #246: Mapster Plays Editor

    I will work on some of the middle's and expansion's texturing later today...

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #246: Mapster Plays Editor

    When opening the map, it says that I do not have the dependencies to do so. I only have Wings of Liberty, not Hots and Lotv... Is there any way to fix this? I REALLY want to work on the lowest level's and the fog levels's doodads...

    Posted in: Terrain
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