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    posted a message on Gears of war 3 beta

    So I ordered some microsoft points from some store I always buy things off, and a few days later I got some gears 3 beta codes.. aparently it was some extra added to those products. Now I only have use for 1 myself.. so if anyone else might be interested in a gears 3 (xbox360) beta code let me know. You do need xbox live gold to be able to use it and the beta lasts for a few weeks, starting monday the 25th.

    edit: code claimed.

    Posted in: Off-Topic
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    posted a message on [Revived!] Map Night

    The click click guy pretty much screws you over unless you die instantly or have a mouse booster. Other than that.. Corrupter Corruption ability does last pretty long without a reapplication but that was just me.

    Posted in: General Chat
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    posted a message on Odd Player FFA Maps

    I personally don't make melee maps but I remember this thing being used to check your map for various things a while ago. I don't know if it still works with the current version of the game but you could try it. http://www.sc2mapster.com/assets/sc2-map-analyzer/

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #29: Military Space Compound

    @Reaper872: Go

    If you are having trouble to figure things out with terraining there was this thread a long time ago that used cool doodad usage to make things.. might help you a bit http://forums.sc2mapster.com/development/terrain/3475-creative-doodad-uses/?page=4#p70

    Posted in: Terrain
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    posted a message on Walk on glass with doodad below?

    You should hide the terrain cells where you want it, put the reactor and some other doodads around (so you don't see the bottom of the map behind the reactor) and then put a glass doodad over it. Make sure you select all doodads and mark 'don't use doodad footprint' so your units can walk over it. The link b0ne gave you should help you with making it.

    Posted in: Terrain
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    posted a message on Help!

    Whenever you open a map the editor makes a temporary file so you temporarily have 2 versions of your own map, there are some bugs that cause those temporary files to mess up.. it's a bit annoying but I don't think you can do anything about it yourself.

    Posted in: Terrain
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    posted a message on [Revived!] Map Night

    I'll try to be there, no guarantees though.

    Posted in: General Chat
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    posted a message on [Movies]Scariest Movie you've seen ?

    @ChaosBerserker: Go

    It's very subjective so kind of hard to give advice, that top 50 list someone linked.. perhaps just try a few of those.

    Posted in: Off-Topic
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    posted a message on Starcrafting on Minecraft

    The paid version on a multiplayer server is quite fun. Only issue is griefers, they are all over the place.. so if you don't have a whitelist you shouldn't put the minecraft info just out random. We had villages burn several times.. tho the owner finally decided to put on some extra protection.

    Posted in: Off-Topic
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    posted a message on terraining an RPG

    I'll try to check back every now and then, I usually just pop up randomly after weeks cause of college.. why oh why must it take all my time..

    Posted in: Terrain
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    posted a message on terraining an RPG

    I'd say paint the texture where you'll put all those trees first, that way you can place them according to texture variation, like putting trees at the grass or at the dirt.. whatever your variation may be. Spamming trees on spots you won't see is also a bit useless. Just keep it empty instead, unless it'll be viewed. Put trees a bit more random aswell, so it doesn't seem like it is filled as much as possible. Perhaps add some bushes or flowers instead of putting down that extra tree. The platform where the road goes to also seems flat while the rest is all bumpy, perhaps make it a tiny bit bumpy aswell. It doesn't have to be much. And that steep slope near the water could use a fix but other than that. When you have some more to show it will be easier to give more tips! Goodluck:P

    ps. this is just from what I can see on the screenshots, higher resolution shot or closer shots might make things look a bit different so don't think I'm right on all this.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #27: Operation Desert-like
    Quote from Telthalion: Go

    Just started mapping again for the first time since the beta, figure this is a nice way to hone my abilities with the SC2 editor.

    I had huge difficulties finding a skybox to match this, ended up having to overhaul my lighting at the end to fit the sky, rather than matching the sky to my original lighting...

    Updated with some of brood's advice. And changed it to a sunset scene to make the cliffs pop a bit more.

    I agree that the bunker/marines were a bit out of place, but I couldn't find a way to make them fit better, so they got axed.

    Much happier with this version.

    That looks really impressive and realistic, especially the second one.

    Posted in: Terrain
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    posted a message on Be apart of sc2mapster online!

    "Your arrogance will be your end!"

    RGB: #660033

    Posted in: Off-Topic
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    posted a message on "Create Thread"

    check the API on this site it mentions some stuff about it.

    Posted in: Galaxy Scripting
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    posted a message on massive RPG idea
    Quote from voodude2008: Go

    @Mogranlocky: Go

    I would suggest starting with one map and creating all the triggers and data needed for the gameplay.. except for the monsters, which you would need to do per map if you wanted to have a variety depending on the terrain.

    Yep I totally suck at the data editor though so it's why I did some triggering first and lots of terrain. I just lack time to finish it in a decent amount of time so it's kind of on hold.

    Posted in: Project Workplace
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