Currently i have no idea how to actually preview the weather effects before you actually test the map, as in the editor they are the "weather symbol"
But i have done a few tweaks...
well basically everyone that starts with the editor no matter how you look at it seems complex at start.
Still its when you fool around and test stuff out is when you figure out how simple it really is, its just that you have so many ways to customize things at start you can hardly tell whats what.
In my case as a newbie Terrainer you basically just start looking at all the doodads and fool around until you just bump into "tricks" you can use.
As for camera in cinematics or unit making i would recommend just fixing numbers and see what the difference is until you learn whats what and then see what you can make out of it, otherwise just search at youtube for tutorials to try simple things down a little.
Currently as we dont know how to import models from WC3 into SC2 editor we would need a couple of buildings to fit the theme, i guess Simi would be more than happy to get a few contribution to the buildings as the rest of us arent really 3D artists ;;
Thanks for that, personally i thought it was really worth revisiting the map after i had slept on the case a little, as i started on the map it was around 2 or 3 in the morning and i just mixed it together there and then, and some right pointers from Mozared gave me some motivation to get back there and do things.
So basically what i did was:
Shift-click in dodads where they normally dont want to place themselves, as shift+click forces the unit/dodad to stick where you want it ( done with the eggs to make them cluster and with several of the vines around the picture )
Change the egg size from 0.7 to 1.0 and the ultralisk size to 2
and as a finishing thouch make the terrain a little more "bumpy" and change the lightning to a more volcanic red.
Edit: added another try as a "Lion King" reference where i just tested a little more on water falls and stuff
As you've guessed by now, this has all been a test. We know that you've always felt... different. When your mom told you that you were "special" for hearing voices in your head, she wasn't kidding. Our wranglers have identified you as an individual with tremendous psionic abilities. However, until you learn how to control these abilities, you pose a danger to yourself and everyone around you. Luckily, the Dominion has a place for "special" people like you the Ghost Academy. You are hereby recruited into this elite institute to train as one of the Dominion's elusive ghost operatives. Pack nothing for your journey. Where you're going, your past life is irrelevant.
Seems like a dreaded long playtime for each mission really...
What about reducing the "lesser" wave defend timers a little? or just reduce the allround "stand still" to the final event or something?
Personally i can handle a "defend here for a big one" instead of "wait here for 10min" and then move for like 2 min and another "you have to stand still for another 15min HARR HARR"
A suggestion would be to keep the 10 min to regroup and then just release 1 or 2 Medium waves before they can move to the outpost and then have a small breather in-between waves to search for minerals and gas pick-ups and similar, and the finale would be a survival for 15 min. so at most the game would last around 30 or so min. or add "free roaming" some point in the game if 30min isnt long enough for ya.
Otherwise the map seem interesting, and keep it with action, make the players move around more instead of making a large map you cant explore because you have to Stay there and wait.
I am pretty new to terraining and arent used to the SC2 editor just yet, but i can help otherwise with Storyline and gameplay design and similar suggestions.
I would gladly help testing the map and help with whatever i can help with that doesnt require too much map making skills
However, i wonder if i missed it, but is it EU or US localized?
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Currently i have no idea how to actually preview the weather effects before you actually test the map, as in the editor they are the "weather symbol" But i have done a few tweaks...
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well basically everyone that starts with the editor no matter how you look at it seems complex at start. Still its when you fool around and test stuff out is when you figure out how simple it really is, its just that you have so many ways to customize things at start you can hardly tell whats what.
In my case as a newbie Terrainer you basically just start looking at all the doodads and fool around until you just bump into "tricks" you can use.
As for camera in cinematics or unit making i would recommend just fixing numbers and see what the difference is until you learn whats what and then see what you can make out of it, otherwise just search at youtube for tutorials to try simple things down a little.
0
Currently as we dont know how to import models from WC3 into SC2 editor we would need a couple of buildings to fit the theme, i guess Simi would be more than happy to get a few contribution to the buildings as the rest of us arent really 3D artists ;;
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@TechGorilla
Thanks for that, personally i thought it was really worth revisiting the map after i had slept on the case a little, as i started on the map it was around 2 or 3 in the morning and i just mixed it together there and then, and some right pointers from Mozared gave me some motivation to get back there and do things.
So basically what i did was:
Shift-click in dodads where they normally dont want to place themselves, as shift+click forces the unit/dodad to stick where you want it ( done with the eggs to make them cluster and with several of the vines around the picture )
Change the egg size from 0.7 to 1.0 and the ultralisk size to 2
and as a finishing thouch make the terrain a little more "bumpy" and change the lightning to a more volcanic red.
Edit: added another try as a "Lion King" reference where i just tested a little more on water falls and stuff
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Please tell me you are going to try making a Mechwarrior-ish map for SC2...
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Nevermind saw a way to work it out
still need to find a way how to rotate stuff or copy the direction to more dodads
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Worst thing that can happen is when Simitza logs on drunk and demands we need to add a "drunken master" class...
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ctrl + prtscr makes a "Terrain" screenshot so you dont need to fix it...
my contribution: Ultralisk lair ( yes i suck... >_< )
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Your lack of Scandinavia is disturbing :S Nothing like a Europe diplomacy without Vikings!
And sorry cant help you in those areas i am afraid, but the map seem pretty so far, good luck on your project!
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Been there done that, i got quite a long and informative PM back with tips and hints to improvement...
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Made one myself quite some time ago...
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You Have Been Chosen To Become a Ghost
As you've guessed by now, this has all been a test. We know that you've always felt... different. When your mom told you that you were "special" for hearing voices in your head, she wasn't kidding. Our wranglers have identified you as an individual with tremendous psionic abilities. However, until you learn how to control these abilities, you pose a danger to yourself and everyone around you. Luckily, the Dominion has a place for "special" people like you
the Ghost Academy. You are hereby recruited into this elite institute to train as one of the Dominion's elusive ghost operatives. Pack nothing for your journey. Where you're going, your past life is irrelevant.0
Seems like a dreaded long playtime for each mission really... What about reducing the "lesser" wave defend timers a little? or just reduce the allround "stand still" to the final event or something?
Personally i can handle a "defend here for a big one" instead of "wait here for 10min" and then move for like 2 min and another "you have to stand still for another 15min HARR HARR"
A suggestion would be to keep the 10 min to regroup and then just release 1 or 2 Medium waves before they can move to the outpost and then have a small breather in-between waves to search for minerals and gas pick-ups and similar, and the finale would be a survival for 15 min. so at most the game would last around 30 or so min. or add "free roaming" some point in the game if 30min isnt long enough for ya.
Otherwise the map seem interesting, and keep it with action, make the players move around more instead of making a large map you cant explore because you have to Stay there and wait.
0
I am interested in joining the crew aswell
I am pretty new to terraining and arent used to the SC2 editor just yet, but i can help otherwise with Storyline and gameplay design and similar suggestions.
0
I would gladly help testing the map and help with whatever i can help with that doesnt require too much map making skills However, i wonder if i missed it, but is it EU or US localized?