I have made (and I am still making) video tutorials for the new galaxy editor, please find a list of my tutorials below. Any tutorial that does not have links to the tutorial listed is on livestream. All of the ones with links and all tutorials from now on will be on youtube.
How did you get your terrain to look like that btw? I can't seem to
figure out how you place/remove the 'null' terrain. And did you make the
path by hand? If so, how did you make it so even?
Someone else asked as well earlier so I made a video for him. It is very easy.
Thanks for the feedback all, I'm getting lots of mixed feedback at the moment so will have to get more people to test it to try to figure out what most people think.
I disagree with sixen because they would be far too easy to defend then, the high yield should be a bit difficult to hold.
That being said however the map as it is now might favor terrans that lift off and land at the high yield. With that distance it won't take long to lift over there.
Personally I would say make the expansions that are opposite of the mains the high yield expansions. So that when the enemy comes down the middle if you lose control of the choke then it would be very vulnerable. Not to mention reaper / colossus / cliff drop will be efficient against it.
I've been working on a Tower Defence map lately and I finished a playable version now. I plan on adding more towers and levels + hard modes and multiplayer later on but I wanted to make sure that it is fairly balanced for now.
So please, test the map and give me feedback (All comments are welcome). So far I tested it and I know that it is possible to pass all 20 levels without losing a single life.
What I am most interested in knowing is if any tower feels completely overpowered / useless. And if any level seems ridiculously hard (please try the level at least twice with different builds before you judge it).
With the 3d terrain you should have the ability to add quite a lot of more levels of elevation. With clever use of no walk zones and triggers you could add a lot of cliffs.
So I have been working on adding items with abilities to my map. Currently I got an item that can enable an ability when it is picked up, however the button still shows on the unit before it is enabled which is fairly annoying. I would like the button only to appear when the hero unit has the item equipped. I was planning to do some video tutorials next week as well for new people starting with the map editor, if anyone can figure out how to do this I will include this in one of the videos as well (all credit due where it should be of course).
Secondly I have a weapon on my unit (my marine), currently it fires the stalker weapon, which has the baneling impact effect (without the AOE). However the problem is that the stalker weapon is fired from way above the marine and not out of the marine's gun. If anyone know how to adjust the offset of where the effect starts playing that would be much appreciated.
It contains:
- A Hero unit (with no levels)
- Currently the hero has the stalker weapon as default weapon.
- Some drones that respawn over and over if you kill them (triggers)
- 3 items (speed charm, yamaoto skill item (hadouken) and a standard marine rifle)
It's a fairly simple map, wanted to make some kind of hero/TD map where you got to collect money/items with your hero first then build up some towers and defences somewhere on the map to survive oncoming waves. Allowing you to hunt other units for items between the rounds.
0
I remade tutorial 4, so if anyone saw it you want might to watch it again. I used a lot better solution and some more structure when I created it.
0
Hello all,
I have made (and I am still making) video tutorials for the new galaxy editor, please find a list of my tutorials below. Any tutorial that does not have links to the tutorial listed is on livestream. All of the ones with links and all tutorials from now on will be on youtube.
You can find the videos on livestream here,
http://www.livestream.com/beider/folder?dirId=4c68b802-d583-4aa8-80f0-d2a5a2146d02
And here for the youtube videos,
http:www.youtube.com/user/GalaxyEditorTutorial
Basic Tutorials
Advanced Tutorials
Tower Defence Tutorials
WSAD Movement & Camera Tutorials
Custom Weapons
0
Someone else asked as well earlier so I made a video for him. It is very easy.
http://www.livestream.com/beider/video?clipId=pla_5397d434-cbdd-416a-808f-5093fcb1314f
0
Thanks for the feedback all, I'm getting lots of mixed feedback at the moment so will have to get more people to test it to try to figure out what most people think.
0
I disagree with sixen because they would be far too easy to defend then, the high yield should be a bit difficult to hold.
That being said however the map as it is now might favor terrans that lift off and land at the high yield. With that distance it won't take long to lift over there.
Personally I would say make the expansions that are opposite of the mains the high yield expansions. So that when the enemy comes down the middle if you lose control of the choke then it would be very vulnerable. Not to mention reaper / colossus / cliff drop will be efficient against it.
0
Hey all,
I've been working on a Tower Defence map lately and I finished a playable version now. I plan on adding more towers and levels + hard modes and multiplayer later on but I wanted to make sure that it is fairly balanced for now.
So please, test the map and give me feedback (All comments are welcome). So far I tested it and I know that it is possible to pass all 20 levels without losing a single life.
What I am most interested in knowing is if any tower feels completely overpowered / useless. And if any level seems ridiculously hard (please try the level at least twice with different builds before you judge it).
Download Link: http://dl.dropbox.com/u/1586398/SpiralTD.SC2Map
0
Give us a complete overview shot of the map or a copy of the map please, hard to get any sense of how the map looks from those screens
0
With the 3d terrain you should have the ability to add quite a lot of more levels of elevation. With clever use of no walk zones and triggers you could add a lot of cliffs.
0
So I have been working on adding items with abilities to my map. Currently I got an item that can enable an ability when it is picked up, however the button still shows on the unit before it is enabled which is fairly annoying. I would like the button only to appear when the hero unit has the item equipped. I was planning to do some video tutorials next week as well for new people starting with the map editor, if anyone can figure out how to do this I will include this in one of the videos as well (all credit due where it should be of course).
Secondly I have a weapon on my unit (my marine), currently it fires the stalker weapon, which has the baneling impact effect (without the AOE). However the problem is that the stalker weapon is fired from way above the marine and not out of the marine's gun. If anyone know how to adjust the offset of where the effect starts playing that would be much appreciated.
I have uploaded my current map here; http://dl.dropbox.com/u/1586398/HeroMap.SC2Map
It contains: - A Hero unit (with no levels) - Currently the hero has the stalker weapon as default weapon. - Some drones that respawn over and over if you kill them (triggers) - 3 items (speed charm, yamaoto skill item (hadouken) and a standard marine rifle)
It's a fairly simple map, wanted to make some kind of hero/TD map where you got to collect money/items with your hero first then build up some towers and defences somewhere on the map to survive oncoming waves. Allowing you to hunt other units for items between the rounds.
0
Yes I had this as well, I am not sure exactly what I did to break it but I just remade my map.
I think it might be that you accidentally toggled the settings that says that the unit should not be able to move, etc... However I never checked.
It only happened to me once, remade and all was fine.