• 0

    posted a message on CoreFight

    You aren't allowed to modify the default models used in the UI. So I just made them invisible (<Alpha val="0"/>) and replaced them with an image of their own, so then you can size them as you want.

        <Frame type="Model" name="GameUI/UIContainer/ConsolePanel" file="GameUI">
            <Frame type="Model" name="InfopanelModel">
                <Alpha val="0"/>
            </Frame>
    
            <Frame type="Image" name="InfopanelImage">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Mid" offset="200"/>
                <Texture val="InfoPanel.dds"/>
                <Width val="479"/>
                <Height val="195"/>
            </Frame>
    
            <Frame type="Model" name="MinimapModel">
                <Alpha val="0"/>
            </Frame>
    
            <Frame type="Image" name="MinimapImage">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="6"/>
                <Anchor side="Right" relative="$parent" pos="Mid" offset="-155"/>
                <Texture val="MinimapPanel.dds"/>
                <Width val="577"/>
                <Height val="294"/>
            </Frame>
    
            <Frame type="PortraitPanel" name="PortraitPanel">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="-7"/>
                <Anchor side="Right" relative="$parent" pos="Mid" offset="354"/>
                <Width val="116"/>
                <Height val="176"/>
            </Frame>
    
            <Frame type="Model" name="CommandPanelModel">
                <Alpha val="0"/>
            </Frame>
    
            <Frame type="Image" name="CommandpanelImage">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="6"/>
                <Anchor side="Right" relative="$parent" pos="Mid" offset="730"/>
                <Texture val="CommandPanel.dds"/>
                <Width val="739"/>
                <Height val="278"/>
            </Frame>
    
            <Frame type="Frame" name="MinimapStub">
                <Width val="0"/>
                <Height val="0"/>
            </Frame>
    
            <Frame type="Frame" name="InfoStub">
                <Width val="0"/>
                <Height val="0"/>
            </Frame>
    
            <Frame type="Frame" name="CommandStub">
                <Width val="0"/>
                <Height val="0"/>
            </Frame>
        </Frame>
    
    Posted in: Map Feedback
  • 0

    posted a message on CoreFight

    After being somewhat away from the Sc2 map-making community for the last year, I want to announce that I'm back!! :)

    For the last few months I've been working hard to introduce some significant changes to this game, based on the feedback and comments that I got from the community. As you may have guessed, my aim is to submit this game to the Rock the Cabinet map making contest.

    I'm aware there's still some additional work to be done before the game itseft can be considered to be ready to take part in this contest. But since the game is already at a playable state, I think it's time to start collecting your feedback and comments about the new version. You may expect new artillery abilities and a new redesigned final statistics panel to be introduced over the upcoming weeks.

    Enjoy! :)

    Posted in: Map Feedback
  • 0

    posted a message on MTE Contest Winners

    Thank you so much for the 2nd price. I'm so impatient to start testing the HOTS editor, and to try out the new physics engine, which should allow me to create some more spells for my populous map.

    Congratulations to all the other winners. I think there have been really nice submissions on this constest, so I encourage you all to keep working on your awesome projects.

    Posted in: Triggers
  • 0

    posted a message on Monthly(ish) Triggering Exercise- Beta Key Editon

    I want to submit my Populous map. Lately I've been working a little bit more on this project, adding some more interesting features, cleaning up the code and throughly commenting it, so other people can learn from the code.

    Features:

    - Random terrain generator.

    - Deformable terrain.

    - Modificable foliage.

    - Water physics.

    - Modificable pathing.

    - Pathing speed depending on gradient height.

    - Fire propagation.

    - 3 different enviroments.

    - Planet view panel.

    Project page & download: http://www.sc2mapster.com/maps/populous/

    Posted in: Triggers
  • 0

    posted a message on Weekly Terraining Exercise #100: Far ahead the road has gone
    Quote from Scbroodsc2: Go

    @IliIilI: Go

    I love that road. That's all I have to say. I think recreating a road system is something hard, but you got it really well! Gj.

    For the theme, however, I feel some things are miss placed. For example, the street light are still all working even if all the buildings around are total lost. The fog in the far bottom is way too blue... I think it should be more some kind of grey - sand color. Depending on how long after the desaster you wanted to create your city, you could've placed some tree through the road, more nature maybe...execpt if it was some kind anti-living bomb that fallen... Maybe adding cracks doodads on the roads to fake destroyed roads. I would also add a tips: use different kind of doodads. You have alot of copy paste for the destroyed buildings which result in something like if they all have been destroyed the same way, which is most likely impossible.

    So, in general, it's good, but it needs a little more work on the lightning, the fog, and maybe some different mix of destroyed building. =)

    The concept of the map itself doesn't make much sense, as the surrounding buildings are much more destroyed and crowded than the road. Btw, I made made some changes based on your recommendations.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #100: Far ahead the road has gone
    Quote from Mozared: Go

    @IliIilI: Go

    I haven't found the marine yet. As for the WTE... I'd very much say that is #53, 'We are legends', where we had to remake a post-apocalyptic city. Yours reminds me of San Fransisco or such, 200 years after WW3. Very original and nice terrain. Problem is though, can it actually be #53? The WTE lottery actually says you have to pick WTE's between the #1 and #46, because those were the only ones we had at that point. Obviously there's nothing wrong with picking #47 through #99, but if you followed the WTE lottery to the letter then this map cannot be #53. If this still makes any sense by now...

    That's it!! #53 + #17

    I wanted to extend the lottery range to #99, since I hadn't tried most of those WTEs. Marine can be found in picture 4, but you may also want to open the map attached in order to find it.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #100: Far ahead the road has gone

    Here my special submission for the 100th WTE!!

    I decided to try again the WTE #47 (Exercise Lottery). Then I randomly got WTE #17 (Where's Wally?) and some other one you must guess. :P

    Posted in: Terrain
  • 0

    posted a message on HotS BETA!

    I just did it, but they answered me that this email is no longer available, and that I should contact them by using tickets.

    Posted in: General Chat
  • 0

    posted a message on HotS BETA!

    They have just blocked my account, because I tried to connect from another country.

    Now they ask me for my account name to restore my account, but I don't remember it, since I created my account quite a long time ago. Then they suggest me to contact the support team. But if you want to send some ticket, first you need to login into bnet. So what the hell am I supposed to do to restore my account?

    Posted in: General Chat
  • 0

    posted a message on I am not happy with 1.5

    I'm not only talking about my map, but also about most sc2 games i like:

    - Fleet Assault.
    - Hero Attack.
    - RuneCraft.
    - Galaxy Vampirism.
    - Catalyst.
    - Magicide.

    They are all quite down in the popularity list. Runecraft got to stay in the first page of the tug of war game list, but yet again it's on the second page, which means it's only being played about 4 hours / day. I also got my map to stay in the first page during the first week after the patch was released, but one week later it was removed from the list because nobody was playing it. Then I played it against the AI for only 2 hours and I bumped it to the second page of the tug of war list, which means games under page 1 aren't being played at all. All the games I listed above are lost on the 10th-15th pages of the global popularity list. If you try to play them, you won't be able to fill the lobby, since the game will fall down in the recently hosted games list before you get enough people to play the game.

    On a side note, I intended to make my map different from any other tug of war game by adding the artillery system. I think that's something which makes it quite different from any Nexus Wars clone.

    Posted in: General Chat
  • 0

    posted a message on I am not happy with 1.5

    After some weeks we can say the new system have had no effect. You still can't get your newly published map played by people unless you are lucky enough to get your map into the top of the up & comming list. But the fact is that the up & comming list have been a meaningless list since its creation. I've always refered to it as the "bugged list", since it just seems to show random maps from the map pool, and definetly not the best ones around. I wonder how it works.

    Btw, the system seemed to work quite well during the first days of the beta, when there weren't so much maps on the hosted games list. So the problem, as you pointed out, seems to relay on how the hosted games list is arranged. I hope Blizzard hear us and change the way it works.

    Posted in: General Chat
  • 0

    posted a message on Editor won't log into bnet

    That's annoying, 3 days and still can't log into bnet from the editor to publish my map. Am I the only one having this problem??

    PD: Fixed, just had to update the game. It's strange it didn't advise me when opening the editor.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Editor won't log into bnet

    Whenever I try to publish my map from the editor, it gets stuck when trying to log into bnet. I can perfectly log into the game, and I had never experienced this problem before.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on auto start on maps

    Auto start seems to have been removed for arcade maps. Games won't start when the lobby is full.

    Posted in: Triggers
  • 0

    posted a message on Arcade Beta: Post the funniest reviews

    Now I'm confused. What should I do? Nerf the protoss or the zerg race?

    Posted in: Off-Topic
  • To post a comment, please or register a new account.