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    posted a message on [Melee Map 2v2] Sythmoria

    http://www.sc2mapster.com/maps/sythmoria/

    Maybe I just have the patience of a little kid :P. I'd really like to get some opinions on this map o' mine. I understand the oddity of having all NATURAL expansions tucked BEHIND each players main base, but I figured that change would make things a bit interesting. Anyway... the map is 2v2 for those of you who can't tell. As I said, naturals are close by your main town-hall building, down a ramp, tucked behind your main base. Some might call it noobish... if so, tell me :D. I can take criticism D;. The other expansions around the map are difficult to take over, as well as to maintain. There are lots of watch towers placed around the map, and it's basically a super reflected map, so as there are two expansions and a high yield on one side, there are on the other side. The expansions have rocks in the way to get to them. The high yield is then accessible as well but then has the tiny little destructible debris to deal with first. There are two extra expansions in front of the bases, a little bit further from the base and more open and difficult to maintain, also blocked off by rocks. Hope you like it! :D

    Posted in: Project Workplace
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    posted a message on Just WOW!

    @progammer: Go

    You don't know me, but I feel I must apologize. Even I, from day one here on sc2mapster, would have sworn my LIFE that your name is in fact progRammer. XD

    lmao. XD So yes... I stand corrected... as probably 90% of all other members here may eventually be as well. XD

    Posted in: General Chat
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    posted a message on Why cant I see units in galaxy editor?

    You've gotta move the campaign dependencies to the top of the list, (weird fix I know) but that should solve the invisible campaign data issue.

    Posted in: Miscellaneous Development
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    posted a message on Quick Melee Map Question

    Sorry for being extremely late with such a question, but it has to do with symmetrical melee map making. A while ago I suggested the possibility of a bored programmer making some 3rd party thing to do it, but I was informed that there is in fact a way to "flip" your map symmetrically using GE.

    -_-

    Call me a noob but I cant find out how. I think it was sixen who explained... sorta.. but I didn't get it... anyway... I'm in the mood to produce hopefully good quality maps, and am not entirely sure on how people produce such perfectly symmetrical maps.. perhaps a small tutorial (as sad as that sounds) would be nice.

    How do you go about making melee maps for those of you who do? Design half the map on a smaller scaled map and use some technique to mirror it and double map size? Start with a larger map and make half of it and flip it? idk... also... is that technique also applicable to things like doodads, minerals, gas, whatever?

    A quick run through of your approach to making good melee maps would be nice.

    Please and Thank you.

    Posted in: Miscellaneous Development
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    posted a message on It's so fluffy, I'm GONNA DIE!!!

    @InsanitySektor: Go

    Yup... ;D

    Posted in: Off-Topic
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    posted a message on Pylo the Pylon

    @Sixen: Go

    • SPOILER ALERT* (sort of) if you haven't watched the casting.

    Husky with no sleep and hyped up on mountain due casting a pretty epic match between Duckloadra (toss) and BratOK (terran).

    Match on Lost Temple. Duckloadra builds a pylon by a watch tower in the center. Husky being the seemingly drugged up fellow he is decides to make it a little game.

    Husky: Oh... this Pylon... this... let's make a game out of this you guys. How long do you think this pylon will last? I bet you he will last the WHOLE GAME... We'll name him... Pylo. XD

    About 5 minutes later...

    Husky: SO THERES THE STORM! OHHHHH!!!! FROM THE BALCONY!!! HIGH TEMPLARS GONNA EAT UP A LOT OF THESE UNITS! They are just sittin' up there, drinking martinis... now they're dead, but they went ou-NOOOOOOOO! PYLOOOOOO! JUST WENT DOWN! HE DIDNT STAND A CHAAANCE! Ohhhhh Sweet Pylo.... how we loved you sooo much.

    XD

    Pylo is a Legend, his fame grows only hours later. :D

    Posted in: General Chat
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    posted a message on Pylo the Pylon

    Anyone watch that husky commentary?

    Poor Pylo :(.

    Well... In his honor, here's this map! :D

    http://www.sc2mapster.com/maps/fastest-possible-remake/

    Oh... just realized the url.. well.. I canceled one map Idea and stuck the pylo map there. Anyway. For those of you who have seen Husky's latest commentary, you will understand the map. If not, go watch, then download :P. It's up on bnet, find it there! ;D

    Posted in: General Chat
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    posted a message on Need Trigger Help :D

    ah... I see! I'll give it a shot. Thanks :D.

    Posted in: Miscellaneous Development
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    posted a message on Need Trigger Help :D

    LoadRines Events TriggerAddEventUnitConstructProgress(null, c_unitProgressStageComplete) Local Variables Conditions Actions IfThenElse() if Comparison((UnitGetType((EventUnit()))), ==, "Bunker") then UnitCargoCreate((EventUnit()), "Marine", 4) else

    Trying to make a bunker defense game (Rines, Reapers, Hellions, Marauders, and Ghosts are the options)

    I have several different bunkers made (actors and all is set)

    Rine Bunker, Reap Bunker, Marauder Bunker, etc.

    When a Rine Bunker is created, it should create 4 rines inside the bunker for the player is what I'm trying to accomplish. Same goes for Ghost Bunker making ghosts in bunkers, etc.

    Just need to make it every time a rine bunker is made, it fills up with 4 rines.

    lol.. cant figure out how to make the trigger thing look better here on the forums either... any tips?

    Posted in: Miscellaneous Development
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    posted a message on Need Help Please D; :P

    bump... anyone else please? :D

    another question... please someone answer this lol.. im tired of messing with it...

    basically Im trying to give a building a similar ability to that of the infested terran ability, however I want the eggs to spawn different units, not just inf terran. (ultras, etc) and it's not working as planned. I've tried lots of things, followed the infestor ability in chain fashion down to every effect and ability and unit, made copies, modified the last part to create an ultra, but it really just makes the egg turn into an ultra but keeps the egg model, and while it is an ultra, it still looks like the egg. I even just directly modified the infestors inf terran ability to produce ultras, and same result.. im too tired to go into detail, so if more are required, let me know. any help is appreciated!

    Posted in: Miscellaneous Development
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    posted a message on Beta is closed...
    Quote from LinkD: Go

    Quote from AegisRunestone: Wrong. You had to log in ONCE to use the editor in the US. I can use it fine, too.


    i didnt, but alright (unless this counts logging into the editor before this was required, i was never really forced to or asked to) it just seems to be only be affecting some people

    logging in to the editor, or the game its self is enough verification for the editor. (it told me to log in, but I did not log directly into the editor). I logged in to the game, and later on the editor was already registered.

    Posted in: Miscellaneous Development
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    posted a message on Why do you play against the AI?

    Easy!

    I'm pretty bad at this whole thing called "Starcraft 2".

    (for now anyway xD)

    and I don't have the skill to handle most players in a regular melee match.

    in BW I was more of a 3v3, ZC, nr 20 kind of guy, but always had trouble in non money maps... so in short... it's practice :P

    and I'm getting better and better... along with watching Husky and HD's commentaries on youtube. muahaha

    I'd rather not have a terrible score while I can do something about it. Practice is about it :D

    Posted in: General Chat
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    posted a message on submenu issues :|

    perhaps it's the number you chose.

    when you choose a sub menu, you have to choose which sub menu that button opens... perhaps for example, it opens sub menu 2, but all of your sub options are set under sub menu page 3.

    Posted in: Miscellaneous Development
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    posted a message on Mysterious Building Shadow

    ah! I thought of another possibility. Maybe it has something to do with the footprint of the unit. Changed that at all?

    There's 1x1, 2x2, 3x3, etc, but some of them are different (not sure exactly how they differ) but some are more like 1x1 contour, 1x1 creep, 1x1 "regular" and on and on... could be that you're using a new footprint (for the smaller placement turrets) as a 1x1 contour...

    just to sum up.. say the regular turret uses 2x2, and having a smaller turret you wanted to reduce the footprint to 1x1 but chose the contour version or w/e which might have that effect? idk. :P gl :P

    edit: just to make a lil more sense lol... im not sure at all, and I could be really wrong, but i think the contour, (or other variations of footprint sizes) have certain effects, and perhaps you chose one that changes the terrain around it.

    Posted in: Miscellaneous Development
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