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    posted a message on Framerate drops greatly in the initial ~10s

    Would it be useful if I uncheck the Initial Active box for units I don't needed at the beginning and use trigger to show them afterward?

    Posted in: Miscellaneous Development
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    posted a message on Framerate drops greatly in the initial ~10s

    I am making a 256x256 map. As I added more and more doodads, units, triggers, etc, the drop in framerate during the initial 10 seconds became more severe, though it returned to normal afterward.

    I have tried my best to switch off all the triggers that are not needed in the beginning. Any other ways to reduce this initial framerate drop? Thanks!

    Posted in: Miscellaneous Development
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    posted a message on How to remove the "Cooldown is Active" error message?

    No....

    Well, sorry that I didn't make it clear. The error message is correct. However, when I test the map, I naturally spam the keys (just like when playing World of Warcraft), which result in multiple "Cooldown is Active" error message. It's just kind of annoying.

    For WoW, there is a something like "script:ClearErrorMessage" or something like that that can add in a macro to clear the error message spam. I would like to know if there is something similar in SC2 editor.

    Posted in: Miscellaneous Development
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    posted a message on How to remove the "Cooldown is Active" error message?

    I am making a RPG map. All the abilities of the hero have cooldown. So during actually playing, the "Cooldown is Active" error message keep spamming the screen. How to turn this off?

    Posted in: Miscellaneous Development
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    posted a message on I need a few protoss names!

    @Paladia: Go

    Nice little tool! Thanks!

    Posted in: General Chat
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    posted a message on Need comment about my map's Terrain

    Thanks a lot! The feedbacks are useful!

    Actually I had tried my best to add doodad. I even went through the doodad list one by one. Yet I am just not used to do terrain and not sure what I should put at each location. I will try again!

    Should I use another texture for the mountains? Or just add more doodad to them will be good enough?

    Is there other ways to add creep in the map editor or do I need to put down a creep tumor for it?

    Posted in: Terrain
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    posted a message on I need a few protoss names!

    I am making a map with Ulrezaj as the main character. The story outline, which is happened shortly before his appearance in Starcraft 1 Brood War bonus campaign, is already set. Though I need a protoss name for the boss he is going to kill. Any official name that is suitable? Otherwise, I'm going to invent the name.

    Besides, does Ulrezaj have any named followers at that time? I can use a few if there are.

    Another somewhat related question: how do Ulrezaj's followers address him? "Master"? How does Ulrezaj address his followers? How about Alan Schezar and his followers? "Captain"? "Boss"? "Mr. Schezar"?

    Sorry for the silly questions but I really want to make sure I don't make stupid mistakes in my map. XD

    Posted in: General Chat
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    posted a message on Need comment about my map's Terrain

    Despite I have experience with map making since Warcraft 3, embarrassingly this is the first time I am serious at making a beautiful terrain for my RPG map. (My previous maps are all mini games with ugly terrains. :P)

    I had already read most of the terrain tutorials but still think I did terribly at the terrain. Therefore, I upload some screenshots and hope some more experienced with terrain can give me some comment and tell me what I did wrong.

    Map data:
    Type: RPG
    Location: Aiur
    Forces:
    - player: Protoss
    - enemies: Zerg, Terran, Protoss
    Texture used: Aiur dust, grass, rock, large brick, small brick, grunge; Vanhalla (?spelling) plateform; (the editor was buggy and did not let me to use the 8th texture I replaced)
    Cliff used: Aiur organic and manmade; Vanhalla manmade

    Player base
    http://a.imageshack.us/img715/1919/terrain001.th.jpg

    Quest area
    http://a.imageshack.us/img412/7229/terrain002l.th.jpg

    Zerg area 1
    http://a.imageshack.us/img291/7985/terrain003c.th.jpg

    Zerg area 2
    http://a.imageshack.us/img409/7728/terrain004.th.jpg

    Zerg base
    http://a.imageshack.us/img137/5158/terrain005.th.jpg

    Terran area 1
    http://a.imageshack.us/img843/7243/terrain006.th.jpg

    Terran area 2
    http://a.imageshack.us/img822/5463/terrain008.th.jpg

    Terran base
    http://a.imageshack.us/img441/9451/terrain007.th.jpg

    Enemy protoss area
    http://a.imageshack.us/img507/4676/terrain009.th.jpg

    Enemy protoss base
    http://a.imageshack.us/img716/6381/terrain010.th.jpg

    1) Please tell me what do you think about the terrain and how I can improve it!

    Also, some specific questions:
    2) I used Aiur rock for the mountains but it looks strange. How to improve it?
    3) Terran base is not completely finished. I will add more Terran buildings. Yet the current look is a bit boring. Any suggestion?
    4) Terran area 1 is quite empty. Any suggestion to improve it?
    5) How to fix that bug I mentioned that did not let me to use the last texture I replaced?

    Thanks in advance!

    Posted in: Terrain
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    posted a message on How to have actor show/hide depending on the target type?

    I looked at the respective actor setting but it does not seem to have an Impact Map field. I suspect I used a wrong actor type. (I used Model) Which actor type should I use actually?

    Posted in: Miscellaneous Development
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    posted a message on How to mix two types of cliff together?

    @Victiln: Go

    Thanks a lot!!!

    Posted in: Terrain
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    posted a message on How to have actor show/hide depending on the target type?

    Thanks a lot! I'll try these tonight!

    Posted in: Miscellaneous Development
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    posted a message on How to have actor show/hide depending on the target type?

    Anyone?

    Some more questions: 2) how can I hide the resource/supply displayed at the top right corner?

    3) how can I change the color of the dialog: progress bar?

    Thanks in advance!

    Posted in: Miscellaneous Development
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    posted a message on How to mix two types of cliff together?

    When I make a risen area with natural cliff then try to add an area with the other type of cliff on the top of it, the editor won't let me do so. Instead, it lowers the risen area until it is ground level, then add the new cliff inside that lowered area. Did I have the wrong setting? How to one type of cliff over an area with another type of cliff?

    Also, I see some official maps have two types of cliff side by side. How to do this?

    Posted in: Terrain
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    posted a message on How to do Diablo 2 style stats system?

    Thanks again! Very detailed explanation! I'll try both methods and see which fits my map!

    Posted in: Miscellaneous Development
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    posted a message on How to do Diablo 2 style stats system?

    Thanks.

    Actually, I would like to avoid using trigger as much as possible for these types of thing, as my map already has used tons of triggers for different fights and events and will have even more as I continue on it. However, if data editor fails to do this, I will go back to trigger.

    Posted in: Miscellaneous Development
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