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    posted a message on Importing / Using Sounds

    @roguelike: Go

    So... I got new sounds that work, in import window, in previewer and Sound Assets+ preview, but "In Game preview" doesn't play. Any idea why? Sounds like the same problem you had with the volume control?

    Posted in: Miscellaneous Development
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    posted a message on What is it that makes you cringe?

    I hate seeing visually unimaginative maps. The Galaxy Editor is extremely versatile when it comes to aesthetic quality... you've got the ability to add lighting, cinematics, mix terrains, mix doodads, create your OWN doodads, special effects, etc. So it's a peeve of mine to see a map that works flawlessly trigger-wise but is default textured or even two-toned. Even Tower Defense maps should have something to look at. :) It's the difference between amateur and pro to me.

    Posted in: Miscellaneous Development
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    posted a message on Importing / Using Sounds

    @roguelike: Go

    You know what it might just be the sounds I've downloaded. I can't hear them in the import window, or the previewer. I'll find new ones or extract my own. lol Thanks for the help.

    Posted in: Miscellaneous Development
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    posted a message on 1 little question

    @PsychoMC: Go

    Dropdown menus at the top... Map > Player Properties... > Team Placement tabs

    Posted in: Miscellaneous Development
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    posted a message on [Melee] Fog City 2v2

    @BoomStevo: Go

    lol maybe I'll just shut my big mouth...

    On closer inspection......... I suppose it is mirrored. I guess I was thinking of SC1. My bad! Carry on.

    Posted in: Project Workplace
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    posted a message on Importing / Using Sounds

    @roguelike: Go

    Thanks a lot. I shouldn't need to edit the files... actually while I was waiting for a reply I was fiddling around with the Editor and discovered that I needed to attach the sound to something. Right now what I'm using them for is briefings. What I've done is create a new object under the Sounds tab in the Data Editor, I called it "Tester" and based it on "Briefings". Then under the Sound Assets+ I added a few of the imported sounds.

    Problem is, none of them played in preview, and none of them play in game when called by a trigger. Codecs make sense, I'll update mine, but if people download this map (single player only for now) will they be able to hear the sounds if they don't have the same/updated codecs?

    Like I said in the above post, the filenames are all "soundname.wav.ogg" for some reason. As opposed to just "soundname.wav" or "soundname.ogg"... do they need to be renamed to one or the other, or does it matter?

    Posted in: Miscellaneous Development
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    posted a message on [Melee] Fog City 2v2

    Cool idea, however, I gotta comment (not on your map specifically) - anyone else get a little tired of seeing perfectly symmetrical Melee maps? I understand it's a balance issue but there are plenty of well-balanced Blizzard and user created Melee maps which aren't mirrored (ie: Lost Temple)... and in my opinion they offer greater gameplay challenge and re-playability, since a particular starting location may offer different strategic strengths/weaknesses.

    lol Don't mean to offend, it IS a cool concept... just would be cooler if there was some variability in the map.

    Posted in: Project Workplace
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    posted a message on Importing / Using Sounds

    Hey, sorry if this is in the wrong forum but I didn't know where else to put it.

    I'm trying to import the sounds from SC1 into SC2 to remake a map. Here are the sounds I've downloaded: link. My questions are: they're all soundname.wav.ogg files, what do I need to do or what program do I need to use to be able to play them on my computer? Do I need to rename them?

    And once I've imported them into the Galaxy Editor (and saved, and reloaded the map), how do I call them up via triggers? In a test map, when I use the Play Sound action, my imported sounds don't show up on the list.

    Posted in: Miscellaneous Development
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    posted a message on Starcraft 1 Remake Team

    @sak3r: Go

    How can I use those sounds in game? What do I need to play them? They don't open properly in Windows Media Player or Live Movie Maker...

    Posted in: Project Workplace
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    posted a message on SC1 Remake - T10 - The Hammer Falls [Release]

    Bump for update! Please give the map a try... you should find it a lot harder than the original mission. I've done my best to make it feel like a Blizzard map... I need to add briefings/debrief with sound and whatnot, so for now, just pretend. :) More pics to come. Btw, I cheated in the in-game pics, hence all the BCs lol

    Feedback would be most appreciated

    Posted in: Project Workplace
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    posted a message on SC1 Remake - T10 - The Hammer Falls [Release]

    Updated: 03/09/2010

    Added:

    - Complete objectives including cinematics, with victory/defeat conditions

    - Added unit Jim Raynor (Vulture)

    - Added briefing sounds from original StarCraft

    - Modified Terran tech tree to be closer to the original (with some SC2 perks)

    - Slightly improved AI

    Soon to come:

    - Still trying to come up with a cinematic briefing similar to (but improved on) StarCraft 1 loadout screens

    - Attack waves, improved AI, difficulty settings, etc.

    Needed:

    - Info on improving AI, easy methods to creating attack waves, etc.

    - Oldschool briefing UI strategies!!

    Posted in: Project Workplace
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    posted a message on SC1 Remake - T10 - The Hammer Falls [Release]

    Hey, so I've been working on the final mission of the Terran campaign from SC1 and porting it to SC2... it's not identical, but the objectives are basically the same and here's what I've come up with. I'm not part of the SC1 Remake Team, just did this cause I like terraining maps. :)

    If you don't remember this mission, it was supposed to be the climax of the Terran campaign where Arcturus finally becomes Emperor of the Dominion. Ended a little blah in my opinion, so I added 2 new objectives in keeping with the original objectives just to make the map a little more engaging, and to give it a bit more of a purpose... instead of massing up and bolting for the Ion Cannon, you MUST destroy at least the force field generators in the other two bases first.

    Here is a video of the original:

    And here are some in-editor screens of my remake so far. No triggers, no unit or tech tree data as of yet, hence no in games.

    Posted in: Project Workplace
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    posted a message on [Feedback] SC1 Remake - T10 - The Hammer Falls

    Hey guys, After testing a few of the SC1 remake maps, I decided to port one of the missions myself. I'm remaking Terran episode 10: The Hammer Falls. Objectives are to destroy the Ion Cannon and Raynor must survive. If you don't remember this mission, the original is .

    I'm not doing much to change the mission, the idea is to stay faithful... however, I thought the original mission was extremely anti-climatic considering it's the final mission in the Terran campaign. There are two bases, but all you really need to do is mass up and attack the Ion Cannon base with Battlecruisers.

    With that in mind, I'm created two additional objectives, reminiscent of one of the last WoL missions... you have to destroy two power generators (within the two bases) in order to disable a forcefield surrounding the Ion Cannon base.

    Do you think this strays too much from the original?

    I'll update with pics/previews ASAP!

    Posted in: Project Workplace
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    posted a message on Starcraft 1 Remake Team

    @NamesAreUseless: Go

    Just wanted to say, I think it's a greaaaat idea to port StarCraft 1 to the Starcraft 2 engine/models... that being said, I know it's only in the early stages, but the maps (at 1.05 v) are really lacking artistic/aesthetic value. Look at Blizzard maps for SC2... hundreds, if not thousands of doodads. Just sayin.

    EDIT: Matter of fact, terraining is probably my favorite part of the map making process, so I'm going to terrain a map from the original campaign, just cause I'm bored :)... hopefully one that isn't already in development. I'll pick one late in the Terran campaign.

    Posted in: Project Workplace
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    posted a message on Adding Hold Fire to Unit?

    @ZeroAme: Go

    Hm, well I haven't actually made my hero yet, so I guess the solution is just to create a hero from Spectre or Ghost copy. lol Thanks.

    Posted in: Data
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