So i just learned today that the cutscenes between the missions are actually map themselves. That's pretty insane stuff!
I don't think i'll ever understand the scripting gibberish to get them to move and talk (unless someone makes a Wikipedia style how-to page).
Can't wait to see what people will start doing with these.
By the way..there's some spoiler stuff which i think was either supposed to be part of missions that have been cut from the game, or were meant to be in the expansions. I left somewhat of a hint in this picture.
this argument has been made countless times, but i still disagree. I've played 14 player maps with other people and it was lag free. 2 extra people shouldn't make an "end of the world" difference, especially since you can lower settings, and as time goes by, people will start getting better and better pcs. I used to have a computer that couldn't play wc3...few years later i could play it with 12 ppl, max settings and max armies.
I really hope a solution to the 16 player can be found. I made a 16 player "primeval isles in space" style map during beta and i'd hate to go see the 16th slot wasted every game.
Why can't blizzard just make a 17th NEUTRAL ONLY player, like the one in wc3 and sc?
just discovered something else about this bug. Every time you place a building in a severely angled area (lets say you want to place a bunker on the side of a steep hill), it will modify the terrain. It will flatten it.
I found out while making a concave island. I wanted the interior to be deep and have the minerals be on the raised edges, and when i went to place the cc there (in the game), it flattened the necessary area to place the cc. Likewise happened with the barracks, factory, nuclear silos and starport.
Ever since the release of the editor, i haven't been actually playing the game much, just map editing. :D
While building my map, i've noticed 2 things, well actually i noticed one, and my friend noticed the other. If you dip the terrain to the lowest point possible (i recommend trying this on the space template), you can land units there, BUT your camera will not dip all the way down to that level. Another issue is when you try to land a cc on it, it actually raises the terrain, by a lot actually. I'm not sure the values of depth, but i'm sure my terrain was in the negatives and the rise brought it up to 0 or somewhere around that level.
Likewise, if you build the terrain at its highest there are issues. You can't really bring the camera that high. Another problem is that if you try and land a building there, it actually pushes the terrain down to "make room" for the cc in what i assume is an invisible ceiling. If you lower the terrain by a just a few nudges, it'll be fine both for camera angle and building.
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So i just learned today that the cutscenes between the missions are actually map themselves. That's pretty insane stuff! I don't think i'll ever understand the scripting gibberish to get them to move and talk (unless someone makes a Wikipedia style how-to page).
Can't wait to see what people will start doing with these.
By the way..there's some spoiler stuff which i think was either supposed to be part of missions that have been cut from the game, or were meant to be in the expansions. I left somewhat of a hint in this picture.
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@shamokee: Go
this argument has been made countless times, but i still disagree. I've played 14 player maps with other people and it was lag free. 2 extra people shouldn't make an "end of the world" difference, especially since you can lower settings, and as time goes by, people will start getting better and better pcs. I used to have a computer that couldn't play wc3...few years later i could play it with 12 ppl, max settings and max armies.
I really hope a solution to the 16 player can be found. I made a 16 player "primeval isles in space" style map during beta and i'd hate to go see the 16th slot wasted every game.
Why can't blizzard just make a 17th NEUTRAL ONLY player, like the one in wc3 and sc?
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is it just me, or are a lot of units missing their icons in the list on the left?
Most of the unit icons i see are represented by green sc2 hearts. The entire "shapes" section, for example.
A little off topic, but i'd like to point out that for a released game, sc2 still seems buggy enough to be in beta stages.
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I've been playing with floating islands and here:
http://img689.imageshack.us/img689/1817/whattheli.jpg
if you look at the map, there's water. In the same section in the minimap, there's terrain.
To be fair, there's actually "terrain" above water there, but i have removed its visibility. Unfortunately, the minimap does not recognize that.
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just discovered something else about this bug. Every time you place a building in a severely angled area (lets say you want to place a bunker on the side of a steep hill), it will modify the terrain. It will flatten it.
I found out while making a concave island. I wanted the interior to be deep and have the minerals be on the raised edges, and when i went to place the cc there (in the game), it flattened the necessary area to place the cc. Likewise happened with the barracks, factory, nuclear silos and starport.
0
Ever since the release of the editor, i haven't been actually playing the game much, just map editing. :D
While building my map, i've noticed 2 things, well actually i noticed one, and my friend noticed the other. If you dip the terrain to the lowest point possible (i recommend trying this on the space template), you can land units there, BUT your camera will not dip all the way down to that level. Another issue is when you try to land a cc on it, it actually raises the terrain, by a lot actually. I'm not sure the values of depth, but i'm sure my terrain was in the negatives and the rise brought it up to 0 or somewhere around that level.
Likewise, if you build the terrain at its highest there are issues. You can't really bring the camera that high. Another problem is that if you try and land a building there, it actually pushes the terrain down to "make room" for the cc in what i assume is an invisible ceiling. If you lower the terrain by a just a few nudges, it'll be fine both for camera angle and building.