I actually remember this. Around this time, you couldn't make custom abilities, import files, or convert triggers to JASS with the WE. You could only make custom units and items. DotA had custom abilities by extracting a file from the map, editing it in notepad, then re-importing it into the map with a third-party MPQ tool.
I think the custom map scene for SC2 is much more developed than WC3 in the given timespan, mainly because a lot of us came over from WC3 and much of the Galaxy Editor is similar to WE.
I personally use Fraps and Virtualdub with the x264vfw codec. If I do any video editing, I use Adobe Premiere Pro CS5.
BTW, if you're uploading 1080p video to Youtube, resize it to 1920x1072. Youtube's video encoder doesn't like resolutions that are not in multiples of 16.
I'm not 100% sure on this since I'm not very familiar with the data editor just yet, but it might be possible to do with the use of *lots* of upgrades. Since the physics is all in the mover object, upgrades could potentially be used to add or subtract values in the mover. Then it would all come down to adjusting the upgrade levels on the fly via triggers. This way, all the physics is calculated in the mover object resulting in that smooth projectile movement.
I made the S3 Marine Corps. I already released the unprotected versions years ago. Not only am I making an SC2 map, I'm making videos talking about the whole process of it.
In a sense, I'm making a "sniping" map right now. I have a hero that fires bullets when you left-click, and it takes into account accuracy, recoil, and ammo. The bullet hits the first thing it touches, which was done with the data editor, and the accuracy, recoil, and ammo was done with triggers. It's not that hard if you know what you want to make.
I would personally work on the core gameplay first. In the case of a TD, that would be the first level. Make one tower, one wave of enemies, and the terrain. If that single wave is fun, make another wave, another tower, and so on. Complex maps that work start out as simple maps that work, not complex maps that don't work. That's how I'm working on my map.
You're supposed to have a purpose in mind *before* you make something. Otherwise, you end up in the position you're in right now; you made something and you don't know what to do with it.
Anyways, the only thing I can see this being used for is for a cutscene or a terraining tutorial. The small size and uneven layout don't offer much room for gameplay.
I watched a couple episodes. It didn't seem interesting to me. But it seems to me people are overly-obsessed with it. What's that word for "Narutard" but for pony-lovers?
The comp I'm using right now I've actually built specifically for recording and working with 1080p video. I just want to make sure everyone understands that just because you can play at 1080p on Ultra doesn't necessarily mean you can record at that quality. When it comes to Youtube, 720p is still more than enough if that's all you can handle.
But the important thing is that your graphics settings are as high as possible when recording. A trailer is meant to show off what you're presenting (in this case, a Starcraft II map). It has to *look* awesome, and *sound* awesome. If it looks ugly - whether it be from the low resolution, low graphics settings, or uninteresting gameplay video - people will be unimpressed and ultimately show no interest in the map you've made.
As harsh as this may sound, it really doesn't matter what you (the maker of the video) think of the video. The only thing that matters is what the viewers think of it, because they're the ones who watch it in the end. I've received tons of negative/troll feedback on my videos over the years, but instead of ignoring it or telling people to not watch it if they don't like it, I accepted the raw feedback and strive to make my videos better. Now I have a lot of skill and knowledge when it comes to video editing, and a lot more people appreciate the work that I do.
I currently have triggers set to spawn units for all players upon map initialization and on a 30 second timer. What i need to be able to do is have a way to stop those triggers from running if the player is not present. Any help would be greatly appreciated as this is kind of a major stonewall for my map.
There are two ways you can solve this problem:
1. Create a trigger that turns off the spawning trigger of a player that leaves.
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I actually remember this. Around this time, you couldn't make custom abilities, import files, or convert triggers to JASS with the WE. You could only make custom units and items. DotA had custom abilities by extracting a file from the map, editing it in notepad, then re-importing it into the map with a third-party MPQ tool.
I think the custom map scene for SC2 is much more developed than WC3 in the given timespan, mainly because a lot of us came over from WC3 and much of the Galaxy Editor is similar to WE.
0
I personally use Fraps and Virtualdub with the x264vfw codec. If I do any video editing, I use Adobe Premiere Pro CS5.
BTW, if you're uploading 1080p video to Youtube, resize it to 1920x1072. Youtube's video encoder doesn't like resolutions that are not in multiples of 16.
0
YO DAWG I HERD YOU LIKE EGGS SO I PUT AN EGG IN YOUR EGG SO YOU CAN HATCH WHILE YOU HATCH
Obligatory.
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DAAAAAAAWWWWWWWWWWWWWWWW So cute. ^_^
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@TheAlmaity: Go
@wOlfLisK: Go
Subbed. :3
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@Demonik420: Go
This looks AWESOME. I subbed.
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At least it works... :|
http://www.flixya.com/photo/461/Chinese-USB-Wi-Fi-adapter
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@Reaper872: Go
I'm not 100% sure on this since I'm not very familiar with the data editor just yet, but it might be possible to do with the use of *lots* of upgrades. Since the physics is all in the mover object, upgrades could potentially be used to add or subtract values in the mover. Then it would all come down to adjusting the upgrade levels on the fly via triggers. This way, all the physics is calculated in the mover object resulting in that smooth projectile movement.
0
I made the S3 Marine Corps. I already released the unprotected versions years ago. Not only am I making an SC2 map, I'm making videos talking about the whole process of it.
0
In a sense, I'm making a "sniping" map right now. I have a hero that fires bullets when you left-click, and it takes into account accuracy, recoil, and ammo. The bullet hits the first thing it touches, which was done with the data editor, and the accuracy, recoil, and ammo was done with triggers. It's not that hard if you know what you want to make.
0
I would personally work on the core gameplay first. In the case of a TD, that would be the first level. Make one tower, one wave of enemies, and the terrain. If that single wave is fun, make another wave, another tower, and so on. Complex maps that work start out as simple maps that work, not complex maps that don't work. That's how I'm working on my map.
0
You're supposed to have a purpose in mind *before* you make something. Otherwise, you end up in the position you're in right now; you made something and you don't know what to do with it.
Anyways, the only thing I can see this being used for is for a cutscene or a terraining tutorial. The small size and uneven layout don't offer much room for gameplay.
0
I watched a couple episodes. It didn't seem interesting to me. But it seems to me people are overly-obsessed with it. What's that word for "Narutard" but for pony-lovers?
0
The comp I'm using right now I've actually built specifically for recording and working with 1080p video. I just want to make sure everyone understands that just because you can play at 1080p on Ultra doesn't necessarily mean you can record at that quality. When it comes to Youtube, 720p is still more than enough if that's all you can handle.
But the important thing is that your graphics settings are as high as possible when recording. A trailer is meant to show off what you're presenting (in this case, a Starcraft II map). It has to *look* awesome, and *sound* awesome. If it looks ugly - whether it be from the low resolution, low graphics settings, or uninteresting gameplay video - people will be unimpressed and ultimately show no interest in the map you've made.
As harsh as this may sound, it really doesn't matter what you (the maker of the video) think of the video. The only thing that matters is what the viewers think of it, because they're the ones who watch it in the end. I've received tons of negative/troll feedback on my videos over the years, but instead of ignoring it or telling people to not watch it if they don't like it, I accepted the raw feedback and strive to make my videos better. Now I have a lot of skill and knowledge when it comes to video editing, and a lot more people appreciate the work that I do.
0
There are two ways you can solve this problem:
1. Create a trigger that turns off the spawning trigger of a player that leaves.
2. Use an If/Then/Else action to check if the player is in the game.
The condition is a "Comparison". Players -> Status of Player