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    posted a message on The Texture Shop (request icons and textures)

    @moipster: Go

    Paint.net is a free image editor, similar to photoshop. You can find more details about it and download it here:

    http://www.getpaint.net/

    Posted in: Art Assets
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    posted a message on 1.4.0 patch notes
    Quote from Sharicasmi: Go

    @VoidPotato: Go

    is that text consistent when you go to test the map 2 days later?

    Yes it is.

    Posted in: General Chat
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    posted a message on How to subscribe to a thread?

    @MaskedPoptart: Go

    http://www.sc2mapster.com/forums/?scope=tree&search=MaskedPoptart&sort=-last-post

    Searching the forum for threads that you post in is the most effective way of checking at the moment, ordered by the last post made in the thread.

    Posted in: Off-Topic
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    posted a message on 1.4.0 patch notes

    @OneTwoSC: Go

    It's not what I expected. It looks like it returns something similar to the folder names in the account subfolders in the SC2 documents directory.

    This map displays Player 1's handle vs Player 2's handle every 10 seconds. Since I was against the computer, Player 2's was empty.

    It is uploaded on the PTR publicly as "Battle.Net Player Handle Test".

    Posted in: General Chat
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    posted a message on Lurkers [SOLVED]

    @Terhonator: Go

    You will want these dependencies:
    Liberty (Mod)
    Liberty (Campaign)
    Liberty Story (Campaign)

    As Kueken mentioned earlier, Liberty Multi (Mod) is for melee map balance changes. So it is not really useful for a campaign.

    With the dependencies active, Hydralisk - Morph to Lurker should be in the ability list. If not, this might be a problem :/ You could probably copy it from a newly created map with the same dependencies as I mentioned above and paste it in your current map.

    Something to consider:

    If you are making a campaign, you will want to use the same data across all maps.
    To prevent data redundancy, make a mod and add these dependencies to it.
    Next make all the changes you desire for this campaign and then when it comes to the maps themselves, just add this mod as a dependency.

    Posted in: Data
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    posted a message on (Solved) Scourges

    EDIT: b0ne123 beat me to it. I'll still keep this here anyway.

    @Terhonator: Go

    I found the problem! It's as I thought, but this time I enabled both Liberty Campaign and Liberty Story dependencies as Kueken described (Thanks!) and was able to see the Scourge there.

    For some reason, the default value here for vespene is 1. I.e. Blizzard did it (for whatever crazy reason) and not you.

    I have attached some images at the end of this post describing how to get there. Sorry if it is confusing, I could have made it prettier but I got lazy.

    Posted in: Data
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    posted a message on (Solved) Scourges

    The first thing that springs to mind is checking your train ability in 'Info +' and check that the train Scourge command doesn't cost any extra resources. You may have accidentally added the 1 vespene gas cost there.

    Posted in: Data
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    posted a message on Dota 2

    @h34dl4g: Go

    Quote from h34dl4g: Go

    Biggest bullshit I have ever read on SC2Mapster.

    Unnecessary and exaggerated. Also, I don't remember insulting you for your opinion.

    Quote from h34dl4g: Go

    Most of the models just can't be completly different.

    Cmon dude, how are you supposed to recognize the Dota heroes if they can't look in any way like the ones in WC3?

    I don't understand why people think this concept that using exactly the same heroes is fine for DotA 2. The art for the heroes was not made by the creators of DotA, they were made by staff at Blizzard.

    Now Valve are basing their characters off many of the Warcraft 3 characters/ models because they hired someone who maintains a mod for the game. Since when was that ok?

    I don't feel like arguing about this, especially since someone else shares my opinion as well, so I am clearly not alone here.

    Posted in: Off-Topic
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    posted a message on Dota 2

    I turned on the livestream for a few minutes and then turned it off. I never intended to play the game in the first place, but now I will avoid it at all costs.

    The match was MYM vs m5 and here is what I noticed as soon as it started:
    Crystal Maiden looks undoubtedly like Jaina from Wc3
    Drow Ranger once again easy to recognise from Wc3 as Sylvanus
    Earthshaker is obviously a Tauren
    Vengeful Spirit is the Avatar of Vengeance with some minor changes
    Ancient Apparition's portrait looked like a stone-like Archon (Sc2)

    These models are just higher quality with some slight changes to try and avoid copyright. They don't remind me of the Wc3 units, they are the Wc3 units. I wouldn't be surprised seeing a lawsuit in the future.

    I also agree with DogmaiSEA about the UI. It's a horrible piece of shit.

    Posted in: Off-Topic
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    posted a message on Need unbiased feedback about a conflict

    @FuzzYD: Go

    By the sounds of it, (A) is being unreasonable or at least not seeing the whole perspective. You never specifically mentioned if he was a friend of yours or if he was just some random like a friend of a friend you didn't know.

    If he is a friend of yours, have you noticed that behaviour from him very often, both towards you specifically and everyone in general? I wonder if he is like that to everyone or maybe he is intentionally blowing things you are/ aren't doing out of proportion because he doesn't like you for whatever reason.

    The first reaction seems unnecessary and over the top, especially if you were prepared to get them yourself but was just looking to see if there was a better alternative.

    Regarding the hiking sticks, I probably would have explained the situation, then insulted him for behaving like a jerk for making accusations regarding his uninformed judgements. However, that does not mean it is the right way of handing it either.

    Regarding the airline thing, I agree with zeldarules28. It also sounds like he is someone who likes to kick up a fuss and/ or has no manners. All it takes is a simple: "I would like to sit in my seat again if you don't mind."

    Also, if I was there I would have bought you a hiking stick :)

    Posted in: Off-Topic
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    posted a message on Crazy prediction
    Quote from Mozared: Go

    The way I see it Blizzard isn't even in the 'DOTA battle'? It's just a couple of random guys from the firm putting forth their own maps, Blizzard DOTA being one of them. I don't think they specifically mean to profit of it.

    I always saw it like that as well. I mean you have LoL, HoN, Original DotA and even Demigod already in the market at the moment with Valve DotA soon to follow. Furthermore, many of the the standalone games (LoL, and HoN too I believe) have reconnection (after you disconnect from the game) and other features that Starcraft 2 does/ can not offer.

    I don't think the developers ever intended Starcraft 2 Allstars to seriously compete against these games. It's not like Starjewelled was made to compete in the Bejewelled genre against all the apps, flash games, etc. I can't imagine anyone would buy a copy of SC2 in order to play Starjeweled.

    Also, this whole trademarking lawsuit crap was mostly blown out of proportion. Cant be bothered explaining it or sourcing it either.

    Posted in: General Chat
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    posted a message on The proper order to watch Star Wars

    I recently had a movie night where we watched them in alphabetical order. It was interesting to say the least.

    So, the order we watched them in was 4 2 6 3 5 1.

    Posted in: Off-Topic
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    posted a message on What is a Good Amount of Abilities for a Hero?
    Quote from TacoManStan: Go

    So, what is a good amount of abilities for a hero? So far I am at 6, but is that too little? Each ability would have a fair amount of upgrades, however.

    I don't think 6 is too little, as long as the heroes that you are designing/ creating feel polished and are enjoyable to play. If many of the heroes seem like they are missing something down the line, then explore the option to add more abilities then.

    Over complicating heroes and their abilities is usually not a good thing from my experience while playing games, especially in custom maps/ mods where you have to work around the game engine. It makes some sense for some of the bigger RPGs to have many abilities, but it is usually pretty annoying trying to manage them all.

    The sort of hero template I try and adhere to is:

    • 1 normal (non-levelable) ability. eg, taunt or a percentage based buff/heal.
    • 3 basic hero abilities
    • 1 superior hero ability
    • 1 ultimate hero ability

    I try and include a passive ability as long as it feels right for the hero. You probably wouldn't want to have anything over 2 passives per hero either.

    In short: 6 is good. Quality > Quantity.

    Edit: Make sure that support heroes aren't powerless by themselves either, they need damage abilities too!

    Posted in: General Chat
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    posted a message on Minimap Preview <> Ingame Minimap

    @MaNtEc0r: Go

    I just double checked and tested this again and I wasn't getting the issue of the in-game minimap changing with this method.

    I am wondering if your map's in-game minimap has been overwritten somehow.

    Could you check something for me?
    1. Open the import manager and make sure the checkbox labeled Show Reserved is ticked. (This is located above the document files list.)
    2. Now, look for the file Minimap.tga.

    Is this the same as the custom minimap you are using?

    If so, make a slight change to the terrain and then save the game. Try testing it now.

    I hope this helps!

    Posted in: Miscellaneous Development
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    posted a message on Minimap Preview <> Ingame Minimap

    @MaNtEc0r: Go

    1. Import your minimap file as a DDS or TGA format.
    2. Save your map.
    3. From the editor menu, go to Map -> Map Info...
    4. Down the bottom of the dialog there are two dropdown boxes: Preview Image - Small / Large
    5. Select Custom Image for both of them and browse to the location of your minimap.
    6. Click OK and save the map again.

    You should now have a minimap preview in the lobby!

    NOTE: The small version of the image refers to the minimap which you see in the lobby and the large one is the one you see in the expanded map details view.

    Posted in: Miscellaneous Development
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