Hung out in channel RPG in SC1, the home of some of the greatest SC1 map-makers, did some really fun stuff and saw some of the more cutting edge editor implementations. WarRaptor was an editor hero to me, sadly at this moment I am having trouble recalling some of the other names, but there were a few other guys that just blew me away with what was possible.
Toyed around with WC3's editor a little but never got heavily into it. I did enjoy the huge leap that WC3's editor gave, even for something as simple as changing the weapon on a unit, which was not possible in SC1 without MPQ modding.
I opened SC2's editor and found it to be another big leap in terms of capabilities. Not quite as large as SC1->WC3, but the editor is impressive and despite some great work so far I feel we will see even more impressive things come out over the next couple of years.
As far as learning the SC2 editor, some of the tutorials and community here helped, besides that it was previous experience and trial and error. Once you "get" the data editor things become a lot easier. The real problem is the lack of documentation, it is difficult to determine how many things affect the game, even with trial and error. I've spent well over a hundred hours in the editor (less than many of the other mappers here) and I still have a lot to learn. I haven't even started with scripting either.
You are missing what I'm saying. I am not saying that the Fog Visibility is necessarily correlated, I am saying that the engine does exactly what you are describing SOMEHOW, so look in that area.
Units being attacked by something they can not see directly will still have the revealed vision of the unit, for example being hit by siege tanks up on a ledge.
They can not return fire, even if they are within range, without direct vision of the attacker.
I can not answer your question directly but I recall seeing some things in the data editor that relate to this attacker visibility, I would look into how that is set up.
Did some testing today, fixed some bugs, but it is working great! The only major issue is that you can't repair as Terran. I think the "shared spending" alliance aspect is broken with regards to the repair ability. I will have to create a workaround.
Difficult to see at this resolution but one player is controlling the banelings and another is microing the zerglings during an offensive assault. Meanwhile a third player is macroing at their home base.
Just wanted to say that I believe the reason for the map corruption was having a Game Attribute with the name "Team". Saving the map with this game attribute would wipe out everything, triggers, game variants, etc.
Hey everyone, just updating that I believe that I fixed the issues with this, appears to be working when testing. Give it a try! Search for Hive Mind Melee on the NA server!
Red team vs Blue team, choose your team in lobby. The team race is whatever race the computer is.
I will be changing the team race to a vote based on the lobby races of players on the team.
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@Ardnived: Go
Ah. Well the map is published as Hive Mind Melee and is *unlocked* so someone so inclined could easily publish it there.
I will upload the latest version to this site and then anyone may download it and publish it to EU.
I would appreciate if you would leave me as the author in the map info though ;).
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You know what would make a kick-ass 4th race? Shivans from Freespace 2.
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@deathkad: Go
I will this evening when I get home
edit: I don't know how to publish to EU... anyone? I checked editor Preferences but the only Region available is "Americas".
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Hung out in channel RPG in SC1, the home of some of the greatest SC1 map-makers, did some really fun stuff and saw some of the more cutting edge editor implementations. WarRaptor was an editor hero to me, sadly at this moment I am having trouble recalling some of the other names, but there were a few other guys that just blew me away with what was possible.
Toyed around with WC3's editor a little but never got heavily into it. I did enjoy the huge leap that WC3's editor gave, even for something as simple as changing the weapon on a unit, which was not possible in SC1 without MPQ modding.
I opened SC2's editor and found it to be another big leap in terms of capabilities. Not quite as large as SC1->WC3, but the editor is impressive and despite some great work so far I feel we will see even more impressive things come out over the next couple of years.
As far as learning the SC2 editor, some of the tutorials and community here helped, besides that it was previous experience and trial and error. Once you "get" the data editor things become a lot easier. The real problem is the lack of documentation, it is difficult to determine how many things affect the game, even with trial and error. I've spent well over a hundred hours in the editor (less than many of the other mappers here) and I still have a lot to learn. I haven't even started with scripting either.
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It's fun but I feel like something is missing.
Secondly, unless you are playing with nothing but veterans, you will get rolled.
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Ok, just published the latest version! Check it out!
Channel HMM for arranging games!
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I set up teams using triggers after everyone started in the lobby in a non-team format.
I can't figure out how to make Allied Chat the default mode when pressing Enter.
I realize that ctrl+enter will bring up allied chat, or using tab, but it is very annoying for players to not have allied chat simply be the default.
Does anyone know how to do this?
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@KratsAU: Go
You are missing what I'm saying. I am not saying that the Fog Visibility is necessarily correlated, I am saying that the engine does exactly what you are describing SOMEHOW, so look in that area.
It has to do with revealers.
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@zrottmann: Go
hyperrift #543
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Units being attacked by something they can not see directly will still have the revealed vision of the unit, for example being hit by siege tanks up on a ledge.
They can not return fire, even if they are within range, without direct vision of the attacker.
I can not answer your question directly but I recall seeing some things in the data editor that relate to this attacker visibility, I would look into how that is set up.
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@zrottmann: Go
I'm going to declare channel HMM as the official channel for this map. Anyone interested in arranging a game should look there!
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Hey, wonderful to hear!
Sorry for not being able to join you earlier, day job and all that, you know...
I do plan on allowing more maps than Shakuras Plateau in the future.
I'm not sure how AI playing with you would work but I could look into it.
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Did some testing today, fixed some bugs, but it is working great! The only major issue is that you can't repair as Terran. I think the "shared spending" alliance aspect is broken with regards to the repair ability. I will have to create a workaround.
Difficult to see at this resolution but one player is controlling the banelings and another is microing the zerglings during an offensive assault. Meanwhile a third player is macroing at their home base.
Hope to see some more people enjoy the concept!
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Just wanted to say that I believe the reason for the map corruption was having a Game Attribute with the name "Team". Saving the map with this game attribute would wipe out everything, triggers, game variants, etc.
Don't do it!
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Hey everyone, just updating that I believe that I fixed the issues with this, appears to be working when testing. Give it a try! Search for Hive Mind Melee on the NA server!
Red team vs Blue team, choose your team in lobby. The team race is whatever race the computer is.
I will be changing the team race to a vote based on the lobby races of players on the team.