have you tried doing any of this map with just height variation and not cliffs? at least in some parts, i feel as if it always looks better, and you're not limited on height
Np, thx for the feedback - This is pretty much just the first phase of the map making. The terrainers will be going over the maps a few times fine tuning them before the player actually gets to be immersed in them.
I think the bigissue you're going to have is that you're making everything so small. Even if you're trying to essentially make the maps bigger, there's no reason to do it. You can fit enough content on a 256x256 map so that it feels finished and complete but isn't too much. In addition, trying to do that is only going to water down the unique-ness of the environments your trying to create because eventually your terrainers will run out of things they can do and the places will just feel redundant.
this is a gloomy-rainy-jungle-temple WIP i whipped up today (it looks better from default game view as thats what its being designed for), and I think it'll illustrate the point i'm trying to make. this is a 256x256 map, but everything is scaled up at LEAST 2x. All trees, props, environment stuff, etc., even the foilage is scaled up some. This was to make it look realistic in terms of size. Notice though by looking at the minimap that this section barely takes up like 1/30th of the total map area. make it feel natural for the players
I'm going to be constructively critical here, because it's important for you and your project-but these honestly look like an unorganized mess of random doodads.
if you're wanting this to truly succeed, you're going to need professional-looking terrain, as the biggest impact on the player is going to be the environment their character is actually immersed in.
I'm not sure how to use CatalogFieldValueSet ~ Can you give me some details about it? THX again =]
Theres not much to know, just define which catalog (through the presets), put the rawdata name of the entry (such as FungalGrowthDamage) then the field you want to change, such as Damage. Then the input value is a string, so if you want to put an integer there you'll have to do a basic conversion.
There is no deal x amount of dmg function right now. However, you can make an effect that deals 150 damage and you can make hero's strength (attribute) do scaling spell dmg. I guess you can make multiple strength for multiple uses for different heroes.
You can't use the CatalogFieldValueSet function to set the EffectDamage to a calculated amount based on the hero's attribute?
Persistent stats can be implemented if you use 'bank' to save a bitfield with sufficiently advanced encryption.
Not to discourage you from attempting this project, but an exact clone of Dota may be a waste of a good editor. This is a new engine with many revolutionary possibilities (easy WASD controls, powerful ability creator, ...). Why not use these opportunities to create an even better game?
well said
dota is meant for wc3, and it is already on wc3, and in fully stable and working form. If people want to play dota, they can play it on wc3. Use SC2s new capabilities to create something new and original. and im definitely sounding super condescending and negative right now, but i was a top tier DOTA player at one point, and recreating the map isn't going to go anywhere when someone else is surely going to do something that DOTA couldn't do and improve the genre when you are just trying to copy it.
as far as unit models is concerned the campaign units have not been added to the editor yet i will create the abilities and use temporary ones in the meantime. I am working on some spells this map will take months to make because of the large number of heroes and abilities involved. so waiting for unit models to be released is no big deal.
sorry but the couple dozen extra cut/campaign units aren't going to make up the difference.
i think people will find a map more comical than fun playing leoric as a firebat, or lina as a templar. dota is not meant for SC2. AOS is.
yea im gonna try editing the text files and seeing if I can do it that way, if I can I might write a guide or something
The problem is its attached to the command console, so if you use Disable Game UI it will also disable the minimap, no matter where it is. So I don't know if there's even a way to make it recognize a completely new base Layout.
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@TimeIbis: Go
looks pretty sweet
have you tried doing any of this map with just height variation and not cliffs? at least in some parts, i feel as if it always looks better, and you're not limited on height
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id terrain some stuff for you if you want
some stuff ive done:
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I think the bigissue you're going to have is that you're making everything so small. Even if you're trying to essentially make the maps bigger, there's no reason to do it. You can fit enough content on a 256x256 map so that it feels finished and complete but isn't too much. In addition, trying to do that is only going to water down the unique-ness of the environments your trying to create because eventually your terrainers will run out of things they can do and the places will just feel redundant.
take a look at this:
http://img.photobucket.com/albums/v653/sixbrownsnakes2/scaleup.jpg
this is a gloomy-rainy-jungle-temple WIP i whipped up today (it looks better from default game view as thats what its being designed for), and I think it'll illustrate the point i'm trying to make. this is a 256x256 map, but everything is scaled up at LEAST 2x. All trees, props, environment stuff, etc., even the foilage is scaled up some. This was to make it look realistic in terms of size. Notice though by looking at the minimap that this section barely takes up like 1/30th of the total map area. make it feel natural for the players
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@xandramas: Go
I'm going to be constructively critical here, because it's important for you and your project-but these honestly look like an unorganized mess of random doodads.
if you're wanting this to truly succeed, you're going to need professional-looking terrain, as the biggest impact on the player is going to be the environment their character is actually immersed in.
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do a barrel roll!!
edit: yes, you should call it starfoxO_O
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Theres not much to know, just define which catalog (through the presets), put the rawdata name of the entry (such as FungalGrowthDamage) then the field you want to change, such as Damage. Then the input value is a string, so if you want to put an integer there you'll have to do a basic conversion.
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You can't use the CatalogFieldValueSet function to set the EffectDamage to a calculated amount based on the hero's attribute?
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@s3rius: Go
this is pretty awesome
great example of what can be done artistically with sc2
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yeah we're all trolls just because we criticize your idea, which is based on DOTA, automatically a hot topic for discussion.
you're not going to be a successful mapper if you can't handle criticism.
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well said
dota is meant for wc3, and it is already on wc3, and in fully stable and working form. If people want to play dota, they can play it on wc3. Use SC2s new capabilities to create something new and original. and im definitely sounding super condescending and negative right now, but i was a top tier DOTA player at one point, and recreating the map isn't going to go anywhere when someone else is surely going to do something that DOTA couldn't do and improve the genre when you are just trying to copy it.
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sorry but the couple dozen extra cut/campaign units aren't going to make up the difference.
i think people will find a map more comical than fun playing leoric as a firebat, or lina as a templar. dota is not meant for SC2. AOS is.
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and how exactly are you going to find all the unit models to do this ?
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not for taking pictures of the terrain in the editor :(
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added another but its a major WIP
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@LegionofPhoenix: Go
yea im gonna try editing the text files and seeing if I can do it that way, if I can I might write a guide or something
The problem is its attached to the command console, so if you use Disable Game UI it will also disable the minimap, no matter where it is. So I don't know if there's even a way to make it recognize a completely new base Layout.