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    posted a message on Nexus Word Wars was banned

    It's good to hear that they've responded and they're investigating the ban.

    If it were me, first I'd really thank them for the effort that Blizzard takes in assuring the SC2 mapping community stays clean.

    Second, tell them that you will take the effort in eliminating all offensive word from the dictionary. And ask them if there are any extra steps that you need to do in the meantime. Then, when you are ready to publish the map, ask them to kindly confirm that its now "clean" of offensive words and if its ok to kindly allow you to republish it to the online servers once again, and to let you know immediately if there are any further issues.

    TLDR. Take it one step at a time, be cooperative and professional :)

    Hope that helps and best of luck! Btw I haven't tried that map yet, I'm on sucky EU realm :( (did someone publish it to EU yet?)

    Posted in: General Chat
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    posted a message on Can my map get banned for using parts of copyright music?

    well... bah! Luckily i happen to have a variety of international musics and soundtracks that probably could fly under the radar safely.

    man i was REALLY looking forward to using apocalyptica's Hall of the Mountain King :(

    (sorry for bad english, using smatphone in a boring meeting lol)

    edit: and thanks! didnt think anyone is awake yet at this time

    Posted in: General Chat
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    posted a message on Can my map get banned for using parts of copyright music?

    Question is topic: Can my map get banned for using parts of copyright music?

    Erm... also, does anyone know if there a link to the Blizzard custom map policy / EULA where I can find more details on this?

    Thing is, I love including external music into a map as it contributes to its uniqueness and character. If Blizzard does ban for this, it would pretty much "turn off" some of my passion :(

    Many thanks!

    Posted in: General Chat
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    posted a message on Hostile (player 15) zerg refuse to remain burrowed

    Just set the Game difficulty to Hard or above. In the map editor you can set that in the Preferences -> Test Document -> Game Difficulty. I can't remember exactly which trigger or setting changes game difficulty, but you get the picture (You'll need this for when you publish your map).

    (mods: Sorry for being a forum necro, but I accidentally ran across this post while Google-ing and I happened to know its answer. Figured why not answer it)

    Posted in: Miscellaneous Development
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    posted a message on Any problems if I use Player 15 (Hostile) ?

    I'm making a 15 Player map. Did anyone experience any kind of problems when replacing Player 15 (Hostile)'s player slot from "Hostile" to "User"? Is it safe to go ahead or are there some game-environment rules on Player 15 that I need to be careful of?

    Note that I'll be keeping Player 0 (Neutral) as it is, because Player 0 usually owns all minerals and cattle and such. Probably not a good idea to touch that.

    Thanks in advance!

    EDIT: Clarified the question a bit

    Posted in: Miscellaneous Development
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    posted a message on Always hide unit status bars

    @maticpl: Go

    That does it! Thanks!! I knew it had to be somewhere in the actors, but its nasty that you have to click "Show Advanced Fields" in order for it to appear. That's why I missed it I guess.

    @Mod

    My bad, please move this to the "Data" forums whenever possible.. It doesn't seem like this could be done using triggers anyhow.

    Posted in: Triggers
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    posted a message on Camera unfollow / stop follow Unit Group

    @SouLCarveRR: Go

    Thanks for the tip!

    Hahah you caught me red handed! Don't worry at that time I did have only 1 unit per player, I do make an array for the units that I'm going to follow, just didn't include it in yet (I have to do a loop to save them to the array first.. too darned lazy XD)

    Posted in: Triggers
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    posted a message on Always hide unit status bars

    status

    I'd like to make unit status bars be always hidden (forced hidden). I've seen a couple of maps did that like Doodad Hunt, and I'm not sure if this is doable in triggers or data yet...

                    Unit - Set forced status bar state on (Picked unit) to Off
    

    I tried this trigger action (with a "Pick each unit" of-course), but it didn't work and I knew that because the default "Set forced status bar" is off, and that action is used to only set it to force on, not off.

    Thanks !

    Posted in: Triggers
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    posted a message on Camera unfollow / stop follow Unit Group

    @Xenosteel: Go

    Ok nvm I just found it, same action, there's actually a parameter for changing "Follow" to "Stop Following"

    sigh need more coffee

    EDIT: s3rius beats me to it again. TY though :D

    Posted in: Triggers
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    posted a message on Camera unfollow / stop follow Unit Group

    How do I make the camera stop following a unit group? I'm using the command "Follow Unit Group with Camera" Because the other commands seem to pan the camera (Unless I'm doing something wrong?)

    I can't make the camera stop following a unit group!... So far I'm doing this for the follow code:

            Camera - Follow for player (Triggering player) (Any units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) with the camera and Clear Current Target
    

    PS I know that if I use the other command "Make Camera Look at" you can stop it from following by making it look at "No Unit". Doesn't seem to work with unit groups :(

    Posted in: Triggers
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    posted a message on Compendium On Map Creation And Design

    Amazing post!!! I really love this.

    This seems to nail many of the problems I personally see in the current set of custom maps. Atleast on the EU realm. Personally I think EVERY map maker has to have a read through this, and this is especially true to the highly-ambitious map makers, which makes for the majority of them.

    If there's anything I'd quote as my favorite line, its this:

    Quote:

    2. What would you say are some of the elements that make a good and fun map?

    Quote from s3rius:

    Easy understandable gameplay. Not much to say about it.

    I am a KISS principle practitioner by heart even at the days before I heard of it, KISS stands for "Keep It Simple, Stupid!". And I've spent most of my time emphasizing the importance of Usability in everything (Not just IT solutions)!

    To keep it short, I feel the biggest problem with the maps out there is:

    Complexity WITHOUT proper introductory presentation and/or interface!

    Either keep it simple, or make it feel simple!

    EDIT: Where're my manners. THANK YOU EVERYONE who contributed to the interviews! I love all the input and I'm going to put as much as I can of it into practice :) This I can promise

    Posted in: Project Workplace
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    posted a message on How do I save hi-scores?

    @EternalWraith: Go

    Thank you!

    Hmmmm........ After a bit of reading, so... banks cannot be 100% accurate on the only hi-scores, but they can do the job on storing a player's local settings, stats, and his best score in the game.

    I guess its useful to have for the settings.................................. HMMMMMMMMMMMMM !!!!!

    I have an idea actually, I could make a map where a player has an "amateur" zerg that can be trained to devour things to gain certain stats and weapons, maybe I could store the data from that map in a bank, and then load the same bank in another map where he pits his zerg against others in PvP action.

    BUT ! Can the same bank be used by multiple maps? that's the question !

    Posted in: Triggers
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    posted a message on How do I save hi-scores?

    I've seen a couple of published maps that have the ability to perserve the hi-scores and stats/rankings of players... Could anyone give me a brief idea on how that works? and/or point me to a link that explains this? Thanks.

    s3rius: Moved to Triggers.

    Posted in: Triggers
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    posted a message on Sight Radius max/cap. Can I break it?

    @s3rius: Go

    Thank you! I guess this will do the trick :)))

    Posted in: Data
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    posted a message on Sight Radius max/cap. Can I break it?

    @coronbale: Go

    Thanks for your reply, but thats not what I'm intending to do unfortunately :(

    What I'm trying to do is sort of a hide and seek map, where the units all have +1000 sight radius and various LOS (line of sight) Blocker doodads are placed for players to hide behind.

    I just want to make the units see that far, I'm sure there's some default map property / game property somewhere that has this cap on Unit Sight Radius, or there has to be some workaround. It's driving me nuts XD

    Posted in: Data
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