• 0

    posted a message on Feedback for Terrainers

    @Tradnan: Go

    I like that a lot more. I reckon there's room for one more 'big' eyepeeler, but it's definitely an improvement. You could also do with some more shrub and bushes instead of trees. Try the foliage 'tool'. Also, I'll probably cook something up as well soonish.

    Posted in: Terrain
  • 0

    posted a message on Feedback for Terrainers

    You seem to somewhat suffer from what I like to call "the jungle syndrome". As in - your map seems filled with doodads but they are all over the place. Not that this is necessarily bad (in fact, it's a lot better than my own 'orderly' way of terraining in some cases), it's just an observation. However, definitely in your second picture, I reckon it worked out in a bad way. That 'path' misses a focal point. It needs a boulder surrounded by flowers. Or temple ruins. Or even some rain pools on the road. Or anything really, just make it look 'interesting' rather than "just plants all over the place". Currently, when I look at that road, I see it and go "oh look, it's a road... and a lot of trees". If you want to capture my attention, I need to go "oh look, it's a road... and hey, there's a bend there and [Focal point X] in the corner. That's cool!".

    Also, I really like what you've done with the water. Most terrainers I've seen use the simple raise/lower tools to 'dredge out rivers', but you actually used cliffs. This can somewhat limit the possibility to make three cliff-layers of terrain work in your map, but it worked out really well for you.

    But like Benjamin said, all in all definitely not bad. Your waterfall worked out really well, even though the side also misses focal points. If you're interested enough to improve your practice map, I'd definitely be interested in seeing some more screenshots.

    Posted in: Terrain
  • 0

    posted a message on Need help with story writing / lore on your project?

    I've made a mental note of your name - I'll be starting a project soonish and could definitely use someone to help me flesh out the storyline. Cheers =)

    Posted in: Project Workplace
  • 0

    posted a message on having units move in formation

    @7MM3: Go

    Alternatively, just put them in formation (or make them spawn in it) and temporarily set all their movement speeds to an equal amount?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Hey, New to SC2 Mapster - Wanna be Mapper

    @Benjamin385: Go

    Welcome!

    To be honest, as far as 'pointing you in the general direction', just load up a new map and start playing with stuff. You can change what stuff you're placing by changing the 'layer' function in the top bar, everything else should point itself out. Feel free to come back when you stumble upon any problems.

    Posted in: Off-Topic
  • 0

    posted a message on [Ranranrū]Dancing Zealot

    The first 5 seconds were pretty cool, the part after that just reminded me of that scary scary video of the man in g-string wearing a horse mask cooking mushrooms.

    While we're on the subject though (of Starcraft dancing!), when do these dancing animations actually normally play in-game? I've never really figured that out. I saw one pro 1v1 match where a Terran player got his units to dance, but... I'm not sure how he did it?

    Posted in: Artist Tavern
  • 0

    posted a message on [.SockWizard.] - Fine, I'll do an intro

    Pants are soooo 2009 man.

    Posted in: Off-Topic
  • 0

    posted a message on 2 Hour Terrain Challenge

    @Mokse: Go

    I actually did such a thing back in the Warcraft 3 days. I'll give you the same as I was given then; Terraining is all about taking your time, and making sure you pay great attention to detail. As such, trying to 'rush' a specific terrain is kind of beating the point in the first place. Also, what you can come up with depends greatly on preference. I for example, like to think out my next moves for 15-30 minutes, and then suddenly place down an entire and complete area of the map in 5-10 minutes, before going back to thinking stuff over. If you'd give me two hours, I'd be as far as your second picture with a lot more ideas in mind.

    That said, I do recognize the idea, and might give it a whirl myself later. Even if you can take your time, it's always nice if you can speed things up while mapping, as long as it doesn't cost you quality.

    Posted in: Terrain
  • 0

    posted a message on How to design mountains, rivers, and so forth

    @Lennywing: Go

    Thanks for the positive reply =). I love terraining and if I can get more people into it, the better ;)

    As for the sandbags next to the battleship; maybe it makes more sense if I zoom in on it for you: http://img815.imageshack.us/img815/7863/coyotecanyon3.jpg The 'idea' behind that specific bit is that a battlecruiser came to the aid of the mining station, but was shot down - after that the survivors of the crash laid down a defensive perimeter to defend their wreckage while they tried to rebuild it. Keeping that in mind and looking at the new picture, do you still reckon it looks odd? I'm not unwilling to change it if it's indeed for the better, but want to be detailed and clear before I do.

    Posted in: Terrain
  • 0

    posted a message on How to design mountains, rivers, and so forth
    Quote from zrbecker: Go

    @TimeIbis: Go

    One of my major issues right now seems to be actually getting the the terrain to resemble what is in my mind. I think there is some core piece of information I am missing, but after messing around with the terrain for a while, I find myself designing around what galaxy editor decided to do. So I guess the main thing I am looking for is: How to control the terrain editor is a more percise way.

    I figured by either reading a tutorial on someone making something or watching a video some of the control might be transfered to me, but the tutorials I have seen so far is just quickly raising land and not really paying any attention to detail. So for me right now it is like trying to drawing with a crayon. I am sure it just takes practice though.

    Let me try and explain what my flow of thought when terraining is; open up a new map, and bare with me.

    For a moment, forget everything that doesn't have to do with the terrain. This is not a melee map, it doesn't have to be walkable, screw the pathing, it doesn't need to be balanced, it just needs to have terrain. Start off with a basic idea. Like "I want to make a canyon". Then, you make a simple canyon by getting in some low ground.

    Next, you have a look at the textures. Ask yourself "what would make sense?". Obviously, the same sandy texture all over again is ugly. Rocky ground probably won't fit too well in a canyon which would naturally be filled with sand. So try and mix various types of sand. You can use the rocky ground for the actual cliffs.

    Then, go to the doodads. See what's in there and see if you can make it interesting. For example, turn it into an ex-'mining colony' that has been overrun with Zerg. Lots of destroyed buildings, mine entrances, and crystals would work. Try and make the terrain 'tell a story'. If you look at it and see all the stuff that's around, you should have a rough picture in your head of what has transpired here. Once you've got the basics of that laid out, fill up the emptiness with some plants, vegetation and rocks. Put them in places so that they look somewhat natural. So no huge clusters, but groups of three, rocks near cliff edges, etc. P.S. To place objects on lower ground you need to hold the shift button while placing them.

    Once all that's done, you've come a far end and only need to do the 'finishing touches' - scroll through the doodad and textures screens again and see if there's anything you can use in a creative way. This is basically where you differentiate your maps from having "nice terrain" to "amazing".

    This is basically how I built this; http://img823.imageshack.us/img823/1990/coyotecanyon2.jpg It's not exactly my best piece of work, but it's a start. See if you can get something similar and if my way of working suits you - post what you come up with and let us give you some feedback, if you feel like it. Lets see if we can help you along.

    Posted in: Terrain
  • 0

    posted a message on Remakes of old wc3 custom maps
    Quote from madmaxII: Go

    I think it would be great to have something like DotA. Another WC3 concept that was extremely interesting is the one used by Battleships/Battletanks.

    I've been waiting for a good AOS map, yes. Just not sure when this will appear.

    Quote from madmaxII: Go

    And please, no more TDs. I HATE this concept. Spending half of an hour playing the most popular maps in SCII has shown me once again why I hate them. Seriously, a concept that requires at best 15 APM is nothing but boring. Same for all other maps that are nothing else but clicking some buttons a few times every minute. That's the most important thing: Getting some INNOVATIVE maps and a map publishing system that honors the creation of maps which does not use 12 years old concepts.

    Who says a map has to be 'action-packed', though? If you hate the concept, that's fine, but why such a hateful attitude? I view TD's more as 'puzzle' maps where it's up to you to get an optimal combination of towers (and in some cases an optimal maze) to kill everything. Not as an active "OMG I HAVE TO KEEP CLICKING" map.

    Posted in: General Chat
  • 0

    posted a message on Remakes of old wc3 custom maps

    @somfi: Go

    Orcs vs Elves sounds like it's just Cats vs Mice. I've already seen people on this forum discuss maps like that. As for promising maps... I have to say I tried a map called 'random wars', which I found pretty interesting. It's basically a FFA/team deathmatch to 10/25 kills, and everytime you die you spawn as a new random type of unit. This can be literally everything, from the mothership to a probe (that can build pylons+towers for mana). There are also some "AA-attack" and "healing" and "detection" powerups that influence the game, along with a "reroll" powerup that allows you to get a new unit without actually dying. I have to admit I found the concept pretty interesting, though there was some room for improvement.

    Posted in: General Chat
  • 0

    posted a message on Still learning the editor and have some questions

    I'll have a stab...

    Quote from ctccromer: Go

    first up: 1. When making buildings available for the scv to build, the tower he makes works correctly, but the icon in the build menu is wrong. For example if (in the "SCV – Build" ability) Build Photon Cannon is in slot 1, where Command Center usually is, the picture and description match a Command Center in-game, but the displayed mineral cost and resulting built tower are correct...

    This is probably because your SCV can still build the normal Command Center and all. Are you sure you've removed all the buildings he can normally build from his 'inventory'?

    Quote from ctccromer: Go

    2. How many towers is a good amount? I currently have 7 that are all very unique and different. That seems good to me, but I want other oppinions just to be safe

    That is really up to you. It depends on the amount of types of enemies you have, I reckon - normal, splashable, air, invisible, etc. It's your map, this really is up to you to balance. I'd say try it out and see if seven feels like a decent amount or not.

    Quote from ctccromer: Go

    3. How do you set the loading image? I set the description but need to change the image itself

    Map > Map Loading Screen. In the 'taskbar', where it says "File", "Edit" and all those things. You put it to 'custom', then insert an image and play around with the size, area, colour, etc.

    Quote from ctccromer: Go

    4. When doing tower upgrades, do you just add an ability that kills it and spawns a new tower, set a trigger to change (triggering tower)'s damage/range, or.. what's the best way?

    I reckon the best way is actually 'transforming' the unit into a new unit that is the upgraded way of the tower. A trigget that destroys the old one would probably work, but seems rather... primitive to me. Try and see how Larva do it and copy their system.

    Quote from ctccromer: Go

    5. When looking at Data > unit > effects (damage), where does it specify attacks air, ground, or both? I need to change some towers to attack air (such as siege tank and hellion)

    Oof... this one I honestly don't know.

    Quote from ctccromer: Go

    Thanks in advance for everyone who helps! I REALLY appreciate it

    Hope I can be of any help =)

    Posted in: Miscellaneous Development
  • 0

    posted a message on 3v3 Melee Map: Dusty Bucket

    The only thing I dislike about it is the side. All those rock towers don't really seem to work, I reckon. Perhaps you can try making them *all* face inwards so it looks a bit more 'menacing'?

    Posted in: Project Workplace
  • 0

    posted a message on Trip the Unit Leaves Region Event

    I'm sleepy and unfocused, but...

    Isn't this what you use conditions for?

    Action: "Player Presses key" Condition: "Unit is in region" Action: .......

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.