Alrighty, sorry for the double post, but the contest is over. It's been over for 2 hours and 22 minutes so anyone posting their submissions past this post is late.
Naturals are blocked by rocks on a ramp, behind the main's mineral line
One high yield expansion in the middle of the map, blocked by destructible rocks
Three Watch Towers are located on the three islands surrounding the middle island
SC1 minimap, SC2 minimap, SC2 balance results, and three screenshots showing the map's terrain are exhibited below, along with the map itself.
The map is also published on the NA server with the name "Stepping Stones Classic".
While looking for the texture for the Protoss Loading Bar, I was heftily greeted by what I can only explain as a true surprise.
So, I decided to dive further! Turns out, Blizzard actually put the BlizzCon 2010 Decal Goodies into StarCraft II before they show them public! If you don't mind seeing spoilers, you can click here to view them.
Looking good, BigBlue! I think I have competition now :D
Okay, so, I have a release candidate published on the US servers. Please, do test it. It's got the name "Stepping Stones Classic". Some pics are attached.
I think I'm done with Stepping Stones. I'll attach my map now. I decided, after testing it with some friends for imbalances, to add in ramps to the high-ground naturals, however they are blocked by destructible rocks. I've also resized some islands and repositioned a few things, in order to be out of range of sieged tanks. On top of the original SC1 map image, here is a fully ultra-rendered image for you to enjoy, as well as the map file itself.
EDIT: I'm turning these pics into previews. The map actually needs some work, mainly balance issues. I've found after playing with some friends that this map is EXTREMELY favored towards terran, moreso than the original, and extremely disfavored towards Zerg (can't even expand early, Zerg need that in sc2). Hence, I'm revising some of the layout (to exact details, for example avoiding tank harass, adjusting watch tower positions to make them only reveal what i want them to reveal, etc) and the new version should be out soon.
Online interactions not rated. For those of you using the excuse that the rating is affected by what's online, no, it's not. While I agree that Blizzard has done something horrible, I disagree in the fact that some of what they did was good. No doubt many of you agree that removing hostile slang terms, no matter how offensive or non-offensive they are, is an act that should be enforced. However, Blizzard should at least put a "suspension", not a "ban", on a map that has been regarded as containing ill content. The map maker should then diagnose these issues, and resubmit the map to Blizzard, where a moderator team would check the map to ensure that any issues reported have been dealt with. The map could then be republished with the same popularity and be on it's merry way.
Hey, is there any way to do an action when a variable (integer, global) reaches a certain point? For example, once the player's score hits a certain amount, how do I give the victory message to said player?
EDIT: Nevermind, I figured it out. Just set the event to Map Initialization, and the Actions to:
General - Wait for (Conditions), checking every 0.1 Real Time seconds
Conditions
Or
Conditions
Score 1 == 100
If you're still trying to find out, Paint.NET comes with built-in DDS, PNG, TGA, JPG, BMP, GIF, and TIFF compatibility. For DDS saving, use DXT5 with default settings. You can download Paint.NET for free from www.getpaint.net.
I'm aiming for a continuous movement like how it worked in Worm Wars, for Warcraft III. There, however, there was an ability that did it easily, without need for triggers; no such thing in StarCraft II.
EDIT: I figured it out after finding out I used an invalid point because of the event referencing order target, not ability target. For all to reference in the future, the trigger is as follows:
-Movement-
Events
Unit - Any Unit is issued an order to Move
Local Variables
Conditions
(Unit type of (Triggering unit)) == Infestor (Spellcaster)
Actions
Unit - Order (Triggering unit) to ( Stop) (Before Existing Orders)
Unit - Order (Triggering unit) to ( Move targeting ((Position of (Triggering unit)) offset by 500.0 towards (Target point for (Triggering order)))) (Replace Existing Orders)
Hey, I'm trying to make it so that when you tell a unit to move somewhere, he goes there, but then keeps going in the same direction. But then, if you tell him to move somewhere else, he begins anew, and when he reaches that point he keeps going. Is there any easy way to do this via triggers?
Soul, pathing and whatnot comes when at least half of the terrain is done. We've hardly got anything here.
EDIT: I'm done. I adjusted some of the colony, adding more detail. Changed the parked coups to more fitting colonist vehicles. Worked around the hill. Also threw in a new random installation you can use if you want. Just a heads up, whenever I get the map, I'm going to work a bit on pathing from now on; a little bit here and there. Don't bother setting your own up, I'll be working on that.
Awesome. I have some time now so I'll take a look, and maybe sprout some new ideas around the map.
EDIT: Well shit, my galaxy editor just crashed. Craappp. I'll redo my changes (albeit slight) and keep working. Oh, and Rr3, just for future reference, I'm trying to keep the colony as peaceful as possible, while it gets supplies from other neutral sources. Therefore I try to keep guns away from sight. The only exception is the turrets, to keep the Zerg away. I do however love the setup outside of the colony that you made. It's pretty cool. Especially the grass part in the center; it blends well and realistically, and the tree is a nice touch.
0
Alrighty, sorry for the double post, but the contest is over. It's been over for 2 hours and 22 minutes so anyone posting their submissions past this post is late.
0
I think I can finally mark my map, finished.
SC1 minimap, SC2 minimap, SC2 balance results, and three screenshots showing the map's terrain are exhibited below, along with the map itself.
The map is also published on the NA server with the name "Stepping Stones Classic".
0
While looking for the texture for the Protoss Loading Bar, I was heftily greeted by what I can only explain as a true surprise.
So, I decided to dive further! Turns out, Blizzard actually put the BlizzCon 2010 Decal Goodies into StarCraft II before they show them public! If you don't mind seeing spoilers, you can click here to view them.
So? What do you guys think?!
0
Looking good, BigBlue! I think I have competition now :D
Okay, so, I have a release candidate published on the US servers. Please, do test it. It's got the name "Stepping Stones Classic". Some pics are attached.
0
I think I'm done with Stepping Stones. I'll attach my map now. I decided, after testing it with some friends for imbalances, to add in ramps to the high-ground naturals, however they are blocked by destructible rocks. I've also resized some islands and repositioned a few things, in order to be out of range of sieged tanks. On top of the original SC1 map image, here is a fully ultra-rendered image for you to enjoy, as well as the map file itself.
EDIT: I'm turning these pics into previews. The map actually needs some work, mainly balance issues. I've found after playing with some friends that this map is EXTREMELY favored towards terran, moreso than the original, and extremely disfavored towards Zerg (can't even expand early, Zerg need that in sc2). Hence, I'm revising some of the layout (to exact details, for example avoiding tank harass, adjusting watch tower positions to make them only reveal what i want them to reveal, etc) and the new version should be out soon.
0
I've decided I'm going to do Stepping Stones, shaking this contest up a bit with a three player map.
SC:BW
SC2:WoL (lowest settings)
0
Online interactions not rated. For those of you using the excuse that the rating is affected by what's online, no, it's not. While I agree that Blizzard has done something horrible, I disagree in the fact that some of what they did was good. No doubt many of you agree that removing hostile slang terms, no matter how offensive or non-offensive they are, is an act that should be enforced. However, Blizzard should at least put a "suspension", not a "ban", on a map that has been regarded as containing ill content. The map maker should then diagnose these issues, and resubmit the map to Blizzard, where a moderator team would check the map to ensure that any issues reported have been dealt with. The map could then be republished with the same popularity and be on it's merry way.
0
Hey, is there any way to do an action when a variable (integer, global) reaches a certain point? For example, once the player's score hits a certain amount, how do I give the victory message to said player?
EDIT: Nevermind, I figured it out. Just set the event to Map Initialization, and the Actions to:
General - Wait for (Conditions), checking every 0.1 Real Time seconds
Conditions
Or
Conditions
Score 1 == 100
0
If you're still trying to find out, Paint.NET comes with built-in DDS, PNG, TGA, JPG, BMP, GIF, and TIFF compatibility. For DDS saving, use DXT5 with default settings. You can download Paint.NET for free from www.getpaint.net.
0
I'm aiming for a continuous movement like how it worked in Worm Wars, for Warcraft III. There, however, there was an ability that did it easily, without need for triggers; no such thing in StarCraft II.
EDIT: I figured it out after finding out I used an invalid point because of the event referencing order target, not ability target. For all to reference in the future, the trigger is as follows:
-Movement-
Events
Unit - Any Unit is issued an order to Move
Local Variables
Conditions
(Unit type of (Triggering unit)) == Infestor (Spellcaster)
Actions
Unit - Order (Triggering unit) to ( Stop) (Before Existing Orders)
Unit - Order (Triggering unit) to ( Move targeting ((Position of (Triggering unit)) offset by 500.0 towards (Target point for (Triggering order)))) (Replace Existing Orders)
0
Hey, I'm trying to make it so that when you tell a unit to move somewhere, he goes there, but then keeps going in the same direction. But then, if you tell him to move somewhere else, he begins anew, and when he reaches that point he keeps going. Is there any easy way to do this via triggers?
0
Soul, pathing and whatnot comes when at least half of the terrain is done. We've hardly got anything here.
EDIT: I'm done. I adjusted some of the colony, adding more detail. Changed the parked coups to more fitting colonist vehicles. Worked around the hill. Also threw in a new random installation you can use if you want. Just a heads up, whenever I get the map, I'm going to work a bit on pathing from now on; a little bit here and there. Don't bother setting your own up, I'll be working on that.
0
@Rr3eCc0oNn: Go
Awesome. I have some time now so I'll take a look, and maybe sprout some new ideas around the map.
EDIT: Well shit, my galaxy editor just crashed. Craappp. I'll redo my changes (albeit slight) and keep working. Oh, and Rr3, just for future reference, I'm trying to keep the colony as peaceful as possible, while it gets supplies from other neutral sources. Therefore I try to keep guns away from sight. The only exception is the turrets, to keep the Zerg away. I do however love the setup outside of the colony that you made. It's pretty cool. Especially the grass part in the center; it blends well and realistically, and the tree is a nice touch.
0
@OneSoga: Go
Here's the map. I'm gunna work later. Just don't do anything to below the mountain. =p
0
Alrighty, I'll be working on it then. After I upload, OneSoga, see if you can merge your changes.