• 0

    posted a message on Creative Doodad Uses
    Quote from Harvatos: Go

    For the terraining contest

    I think the format for entries should be like this: -The entries are SC2 maps (not a screenshot or a video) -The maps does not need to be playable (No needs of minerals, playable areas, etc) -There is no fog of war in the maps (so you can see everything) -Units and buildings are not allowed in the maps -The maps should be relatively small but not TOO small (you can leave a patch of terrain blank around if you like) -No trigger (except possibly for the no fog thing) -The camera should be limited to default (No custom or first person) -Limited usage of custom models is allowed but not evaluated

    That the idea. Tell me what you think about it. I think a contest like this would improve the quality of maps in generals.

    Oh and sorry, I said I would post my terrain work but I'm kinda lazy today. Maybe I work on it tonight. Shame I deleted all my old melee maps...

    Nice trying to flesh out the details of the possible future contest, but I disagree a bit. I don't think there is a need for more requirements than a general theme. The way you choose to display the map, the pictures you take of it so to speak, are integral to the way you decide to design the terrain. So I would say that the actual contest would be "which screenshot/scene of a map you made is the best looking". Your rules would better fit a contest about the best looking melee map.

    Posted in: Terrain
  • 0

    posted a message on AC130k - The Temple

    Great work and the level design looks great as well :)

    Posted in: Project Workplace
  • 0

    posted a message on Creative Doodad Uses

    @ sixen that would be awesome. I noticed also when you upload a map, there's no category for "Terrain" or "Art", only cinematics come close! Or maybe I was just blind... :P

    Posted in: Terrain
  • 0

    posted a message on [Terrain] Siege Tank Doom Machine

    Mozared maybe I can even help you a bit with the lightning. I used the streetlight doodad with the variation has a light in one direction spreading like a fan and blew it up to 500% to get a sort of spot light effect. If you want to hide the light itself, you can adjust the custom color so that it blends in with the terrain. This doesn't change the color of the light that is reflected on objects (white), but I think it changes the color of the light beam from the lamp, which I guess is a part of the model.

    @ Mokse, yes I mean they are hard to select and move. One way I found is if you make one additional doodad of the type you want to select, select it and then go to the options or whatever and apply "Select Special" or something like that, it will select the other doodads of the same type. It's useful if you only have one additional doodad of that type cause then you can just deselect the one you placed and you have the other one (in a more difficult spot to select) selected. It's useful to merge selections as well like for stacked omnilights.

    Posted in: Terrain
  • 0

    posted a message on Goon Squad; MY SWEET MAP

    Seems like you've got an awesome map going here, I'll be following the progress to check it out :) With a spell like shit bomb and tape worm... it must be a good map? :P

    Posted in: Project Workplace
  • 0

    posted a message on [Terrain] Siege Tank Doom Machine

    Title says it all? Check out the map I made by going to think link, especially the images section.
    http://www.sc2mapster.com/maps/siege-tank-machine/

    It's fun working with terrain. What I did at the start was I made some different levels of raised terrain and used the "Uniform" brush tool to get plateus. Then I applied some regular cliffs on those plateus. After that I made a waterfall, which is not the easiest thing, it would be great if there's a way to make smaller water pieces and to make them rotate in all directions, is it possible? I covered the edges up with waterfalls and then also with some rock waterfalls.

    The rest is mostly doodads. I like the fact that you can change the size of the doodads, max 500% however. This adds to the variety of doodads tremendously I would say. You get a nice depth when you have some large pieces and some small pieces. The Siege Tank is actually an enlarged unit, but the marines on top of it are doodads with height changed.

    After this I tried to find a good lightning setting, I picked a default one since I couldn't manage to make a good one by myself. I don't quite like this one, though, it has a moonlight feeling over it. It would be great with almost pitch black. What I lack amongst the doodads is also to be able to make a directional light, like a spotlight, that only acts as a light source. On the topic of that, they should add some functionality to make it easier to select doodads. Some, like the omnilights, are invisible. Is there a good way to select doodads?

    What I also couldn't find is how to implement a skybox, anyone know? And to be able to see it in the editor. Anyhow, when designing terrain, I realized it's important to have the perspective you want to take pictures from decided beforehand, because then you can tweak all your doodads to look cool from exactly that angle.

    Some images, same ones as in the project, but in the above link you can also download the map if you want!
    http://img815.imageshack.us/img815/4109/nighttime2closeuptank.jpg
    http://img36.imageshack.us/img36/7074/nighttime1big.jpg
    http://img175.imageshack.us/img175/240/nighttime4closeupbridge.jpg
    http://img268.imageshack.us/img268/8009/nighttime3closeupbuildi.jpg
    http://img16.imageshack.us/img16/5348/nighttime6croppedbig.jpg
    http://img823.imageshack.us/img823/4755/nighttime5longshottank.jpg
    http://img193.imageshack.us/img193/9648/daytime1.jpg

    Posted in: Terrain
  • 0

    posted a message on Playable in the final release?

    Maybe it has been touched on somewhere else but I didn't find it in the search. It's not really a bug, but... do we know anything about wether or not the maps we make with the beta editor will be compatible with the final release of SC2?

    Posted in: General Chat
  • 0

    posted a message on Vuvuzela Frenzy

    If anyone of you is watching the World Cup I have a map that fits right in the time :P Was just fun to make, someone had to make it, I realized I couldn't submit a spell to the contest where the whole content of the spell is jumping up and down and blowing the vuvuzela (it's a plastic horn used to cheer on audiences and makes everything else unaudible for those who have been kept in the dark). I'm also getting some more understanding of the Data editor and the whole actors business, which is fun :) I have another map almost ready as well but I'll have to wait for B.net to get back online so that it's a bit more fun to work on.

    b]Download[/b]
    It's here on SC2mapster. Click on this link.

    Description:
    [spoiler]Take on the role as a protector of the sound environment, brought in especially by the Terran marines to dish out a cold serving of whoop ass on anyone trying to use a vuvuzela. You play as a hero with some handy skills and your job is to take out any spectators who start playing the vuvuzela, before the sound becomes so strong that the football match has to be aborted! If you succeed, glory awaits...[/spoiler]

    Instructions:
    Select a difficulty. Higher difficulty means that more spectators will take to playing their vuvuzelas, but in return you have a higher sound limit before the team stops playing and you lose (each vuvuzela player adds 27 dB to the sound level, totally arbitrary). Use all the skills to be able to put the vuvuzelas out of order as fast as you can!

    Pictures: I have an old computer, so the quality is not so good
    http://img682.imageshack.us/img682/2545/frenzy1.jpg
    http://img815.imageshack.us/img815/9610/frenzy2.jpg
    http://img693.imageshack.us/img693/4623/frenzy3.jpg

    http://img706.imageshack.us/img706/3131/frenzy4.jpg
    http://img408.imageshack.us/img408/8290/frenzy5.jpg

    Posted in: Project Workplace
  • 0

    posted a message on Helrals Random Dungeon Map

    Nice to see the progress on this project, I like it :) I think how the Diablo people did this (was in some symposium), they designed the rooms prematurely and mostly had the connecting bits randomized. It makes sense I guess if you would want to make some sort of larger room with complex bits that may be hard to randomize so that it looks good.

    Thumbs up!

    Posted in: Project Workplace
  • 0

    posted a message on [Contest] Unit Spells

    I have an idea to make a spell that when you activate it and take damage, it splits your unit in two each with half the HP or the original unit, and does this a few times. Then when you can select one of the small copies and reconstruct the original unit using the HP of the nearby copies. This way you can retreat, but depending on how many of the smaller copies you save, you will have more or less HP. I have no idea how to make this in the Data editor, however :O

    Posted in: Project Workplace
  • 0

    posted a message on Stealth Map

    Hey, I'm trying to make a stealth map but I can't really pass the concept stages since I want to make the abilities in the Data editor mostly... I could make it all with triggers but it would be fun to learn the new Data editor.

    What I want to do is when a unit gets scared enough then it acquires a certain behaviour. My idea is to somehow make a "Scared behaviour" that will apply itself and when you have enough instances of that behaviour, then it should trigger a certain effect/apply another behaviour.

    In the end I will have some basic parameters for the "Guard units", such as "Scared", "Threath", "Safety". A scared unit will have a good chance of panicing especially if the threath is high. High threath and low safety will make the unit go for reinforcements (seek other units until the safety count gets high). High threath and high safety will make the unit chase the "Stealth unit = your hero" if they have him in sight, alternatively they will search for your unit until the threath wears off. With low threath, high safety and low scared they will just guard their original positions. I thought of having these basic parameters as some sort of auras, meaning that a guard unit with high threath will spread it to nearby guard units, and the more guard units together the higher their safety count will be.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Question; how to draw (lines, cones, shaders, etc) locally on a map?

    Maybe you can give the cone / box you want to show a cloaking behaviour and remove the special see-through effect.

    Posted in: Artist Tavern
  • To post a comment, please or register a new account.