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    posted a message on You can submit bug/suggestion for my War3 Mod here

    I'm glad I found this map and thread before I just recreated every warcraft 3 hero.

    Is the Lost Temple Map downloadable?

    Posted in: Warcraft Modding
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    posted a message on Easier to make heros in LoTV?

    @ArcaneDurandel: Go

    I'll probably make a framework for everyone else. I'm going to need a good art gallery, like Warcraft 3 skins and spell animations. It seems that trying to load WC3 mod from Blizzard no longer works and crashes the map.

    Btw, to the other poster, it's not "hard" it's TEDIOUS. Hence the difference.

    I'm going to tell you right now that it's the lack of an innate hero/inventory system that has stifled map creation in SC2 as compared to WC3

    I will however take up this incredibly tedious 3+ month task of creating a hero engine.

    Posted in: General Chat
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    posted a message on Easier to make heros in LoTV?

    @Knallertton: Go

    I'll take it as a no.

    I'll wait for Warcraft IV and its map editor then.

    Posted in: General Chat
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    posted a message on Easier to make heros in LoTV?

    Just curious, any hero engines if not?

    Posted in: General Chat
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    posted a message on Should we petition to double the Starcraft 2 clock speed?

    Right now, Starcraft scripts operate in 1/16 game-second ticks. Halving this time to 1/32 would be a tremendous boost for scripters.

    I've written about this in general (and have confirmed it's in 1/16th chunks, even when using the Zero Wait), but I think it's time we petition to have this changed.

    Humans can very easily discern he difference between 1/16th and 1/32 ticks, but not so much 1/32 and 1/64th ticks; specially since Game Speed Fastest would actually be ticking about 1/48th per real-second when converted from game-seconds.

    I just don't understand why they choose such an abysmally slow game-tick when they first designed the game. If I'm not mistaken, Warcraft 3 operates even faster than SC2.

    Posted in: General Chat
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    posted a message on Is it worth making maps for SCII?
    Quote from TyaStarcraft: Go

    @EdwardSolomon: Go

    This is not smart. There is nothing for you to gain by being loyal to one side.

    You, as a mapmaker, should absolutely go to whichever "side" has a custom map scene that benefits you the most.

    sides?

    Posted in: General Chat
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    posted a message on Is it worth making maps for SCII?

    It is good to see that you're all optimistic, this is encouraging indeed.

    I believe it is now the DUTY of the Custom Map Making community to REVIVE Starcraft 2. I wrote in a PM to one the respondents in this thread about this particular subject; Blizzard cannot revive it's own game! We have to do it!

    Posted in: General Chat
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    posted a message on Is it worth making maps for SCII?

    My personal opinion is that the Custom Game Community MADE Starcraft I and Warcraft 3 thrive. Blizzard really bombed the Custom Game scene in SC2 during the release of SC2 and some of the problems still linger.

    Several times I attempted to make a map, but the "Popularity System" at the time inhibited any reason to even try. Now the game seems generally dead.

    Is there any reason to make maps for this game? Does LoTV stand a good chance of reviving the Custom Game Scene?

    I've mostly used the SC2 Editor to visualize certain scenes in my book. For instance I made a map that shows me the color of the sky at any time in the 528 day in a dual binary star system (four stars) for a very troubled planet lolol.

    I believe that the Galaxy Editor is extremely powerful, and that it was never the difficultly/complexity of the Editor that inhibited map creation on a serious scale.

    Posted in: General Chat
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    posted a message on What limitations would be encountered in Warcraft 3 unit port?

    I'm already guessing there would be memory limit (map memory ), or is there a way around this?

    What other limitations would I run into?

    I am NOT looking to recreate Heros, just the units, even if the majority of units will come from WoW instead.

    Posted in: General Chat
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    posted a message on Change texture of unit with upgrade

    I want my stalkers to change their texture to dark stalkers after an upgrade is finished, how do I do this?

    (I noticed that marines can gain shields and zerglings can gain wings after upgrades finish)

    Posted in: Data
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    posted a message on How to change Viper Abduct return speed?

    No one knows! :(

    Posted in: Data
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    posted a message on How to change Viper Abduct return speed?

    If I want to increase the speed at which the viper tentacle reaches the target, I go to the mover (yoink mover) and change the speed to the desired value.

    However, this does not affect the speed at which the abducted target RETURNS to the viper.

    Does anyone know how to change that>

    Posted in: Data
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    posted a message on Starcraft II Editor good for many things---Planetarium!
    Quote from Eimtr: Go

    Hmm Pollux and Castor, Gemini, am I right (haven't done it in a long time)? No I haven't seen that on the internet, just remember based on personal observation, learning the starry night and have studied even been examined on things like that, I love Astronomy/Astrophysics!

    You have great ideas there, in fact I have thought of that myself - the StarCraft II editor is excellent for recreating a cosmic event (I mean like if you watch a documentary where they use some computer graphics and their own software for such, one could use SC2 editor for that!)

    I wonder if Blizzard would ask for credits?

    Posted in: General Chat
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    posted a message on Starcraft II Editor good for many things---Planetarium!
    Quote from Eimtr: Go

    Hmm Pollux and Castor, Gemini, am I right (haven't done it in a long time)? No I haven't seen that on the internet, just remember based on personal observation, learning the starry night and have studied even been examined on things like that, I love Astronomy/Astrophysics!

    You have great ideas there, in fact I have thought of that myself - the StarCraft II editor is excellent for recreating a cosmic event (I mean like if you watch a documentary where they use some computer graphics and their own software for such, one could use SC2 editor for that!)

    No, Castor itself appears a single star, but it is actually a sextuplet. There are three binary pairs.

    Castor Aa and Castor Ab orbit a barycenter named Castor A. Castor Ba and Castor Bb orbit a barycenter named Castor B.

    Castor A and Castor B then orbit each other (the barycenters) in a system named Castor (AB).

    Then a third binary pair of stars, Castor Ca and Castor Cb orbit a barycenter called Castor C.

    Then Castor (AB) and Castor C orbit each in the complete Castor system: Cast (AB)(C).

    [(Aa Ab)(Ba B)] (Ca Cb)

    But yeah, I was thinking of making a very intuitive simulator, all the crap that people have already made, like Celestia, force you to download mods and expansions, or other things, like Gravity simulators, want you to enter Mass, Velocity (that also means direction) and a bunch of other crap.

    Wouldn't it just be nice to have a simulator that simply makes orbits for you, on the fly (and you could add other effects like gravity AFTERWARDS if you desired to). ---------------------

    Anyway, my motive for making this is because I am writing a science fiction book, and the "home" planet of the slaves, named Nachtleid (Nightsong in German), has 6 stars. Their planet orbits the star Castor B every 96 days.

    But from their perspective, since Castor Aa and Castor Ab orbit each other every 10 hours, their concept of night and day is very farfeteched! All life needs to go underground for 2 hours of every 10 hours when Castor A is approaching the zenith of Nacthleid. Castor Aa has it's own single planet, and it's a tidally locked hot Jupiter.

    Then they also have the binary Castor B system, which they circle every 20 days (480 hours). Castor Ba and Castor Bb orbit each other every 4 hours! Castor Ba has a single planet (another hot jupiter) and Castor Bb has 6 planets, all terraformed for human life.

    Then the Castor A, which is the barycenter of Aa and Ab, also has 3 planets, and Castor B, the barycenter of Castor Ba amd Bb, has 4 planets. Then Castor AB, the barycenter of A and B, has one planet.

    Castor Ca and CB haveno planets, as they are too close to each other, but Castor C, the barycenter of Ba and Cb has 14 habitable planets (after terraforming)! Also Ca and Cb orbit each other every 48 hours, so they eclipse each other, relative to Nachtleid, every 24.3 hours (each eclipse takes slightly longer than 24 hours due to the movement of the barycetners Castor C and Castor AB)

    So I need this mod so I could map the sky of Nacthleid from a slave's perspective, seeing how all 6 stars would appear over the course of a year, when everything resets. Nachtleid orbits Castor Ab every 96 days, a 480 day year. It also rotates every 24 hours, relative to Castor Ab. Then it experiences 5 other stars, from various locations and barycenters, orbiting about it.

    Once I understand how the sky appears over the course of a year, I can create a Religious system for them. They will call themselves Jews, but due to millenia of ignorance and slavery far from Earth, the Old Testament is completely rewritten to accommodate their life on Nachtleid.

    For instance, in Genesis, "Garden of Eden" is changed to "Sphere of Earth" in which they believe to be a heavenly sphere on a spiritual plane above their planet - and they are almost right.

    The 4 distant stars that they see represent half of the 12 tribes of Israel, while 8 planets in their own system, happen to be visible with the eye, are the other 7 tribes.

    They consider themselves the "Curse of Cain," so they call their planet Nod, even though their German overseers, who are space-faring, call it Nacthleid.

    Anyway, these people are slaves living a modern science fiction world, but they practically live like the Bronze age, they even farm for themselves, and have learned to to adapt their agriculture to the regular 10 hour scorching period of Castor Aa.

    Natchleid is both a gold mining colony and a slave breeding colony. The only interaction the slaves have with modern technology is when they work in the mines.

    The first Part of the book describes the wondrous technologically advanced civilization from the perspective of a bronze age Jew, whose Old Testament was totally rewritten to explain those things that they could not.

    Posted in: General Chat
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    posted a message on Starcraft II Editor good for many things---Planetarium!

    So I was investing the Castor star system, which is known to have 6 stars (3 binary pairs) in a 10,000 year orbit.

    I decided that the Celestia application and the Castor system addon just wasn't good enough.

    Then I thought, hey, why not use the Starcraft II Editor to make an elaborate triple binary hierarchy system, and even add stable planets to it. Hell, after this, I'm creating a "Universe" mod.

    In this map, the Zealots represent Barycenters, the Sentries are Stars and the Marines are planets.

    I'm going to make a general map based on this system, that let's you create any objects you ant in elliptical orbits around any specified barycenter or other object, and will allow you to dynamically change their orbits in-game and control the passage of time as well. -----------------------

    In my attached map, the following commands are available: -set[Year], Number must be between 1 and 11520. For example -set187 would set to the 187th year.

    Notice that 11520 = 24*20*24. I modified a few things to make the entire of Castor AB (barycenter) and Castor C fully reset every 11520 years.

    H - time progresses at 1 year per game tick. D - time progresses 24 years per game tick M - time progress at 480 years per game tick S - Stop time Q - time progress at 1/60 year per game tick W - Time progress at 1/3600 year per game tick

    -scale[Integer] - scales the radius of the PLANETS orbits (not stars or barycenters). Whatever number you enter, the scaleing factor is the reciprocal. For instance -scale3 will shrink the radii by 1/3. -scaleX in general shrinks radii by 1/X. I plan to implement a zoom option later. You cannot scale the radii past 1. I intended it this way.

    Enjoy!

    Posted in: General Chat
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