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    posted a message on Editting cliff level meshes in skygeirr to make bridges?

    Okay, so the manmade skygeirr cliff 0 uniquely lends itself to being used for bridges. But only on the lowest level like here:

    Bridge

    on heigher levels it looks like a standard manmade cliff, if there any way to edit the mesh so it uses this version even on higher cliff levels?

    Posted in: Data
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    posted a message on (Solved) Adding neutral permanent spells like blinding cloud on a map
    Quote from DrSuperEvil: Go

    You need a unit from the Units data type and a Unit type actor from the Actors data type.

    Try saving the map and reopening it that sometimes makes your new unit appear in the menu.

    To get the unit to be visible you need a Unit Birth actor event leading to a Create action under events for the Unit type actor for the unit (usually the top 5 events in the default list). You aslo need to set the model from the Models data type used by the Unit actor.

    Yap, this did it for me: Success

    Posted in: Data
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    posted a message on (Solved) Adding neutral permanent spells like blinding cloud on a map
    Quote from Bommes: Go

    How I would do it:

    1. Create a new Buff (Call it whatever you like) 2. Set Effect - Initial to the Persistent effect of your desired ability, for example for Storm it is probably called something like Psionic Storm (Persistent) 3. Customize the Persistent effect in a way that you set Effect - Flags "Persist until destroyed" to checked, set Period Count to 0 4. Create a Placeholder unit that is invisible and add the Buff to "Behavior - Behaviors" or whatever the field is called. You can also remove that unit after the game started if you want. 5. ??? 6. Profit!

    There are other ways to achieve it though, I don't know if my way is very efficient :) Also note that there isn't a built in way to destroy the cloud/storm in this case (Edit: Actually you can still destroy them via triggers, I forgot about that), it will just persist until the map gets turned off. If you want the functionality of turning the cloud off I would skip the Persistent completely (It's possible with the Persistent but why bother) and use the Periodic Effect functionality of Buffs (basically just copy the effects that periodically fire in the Persistent into the Periodic Effect field of your Buff and set the period to the correct amount of seconds). In that case you can just add or remove the Behavior from invisible units on the map or just add/remove the whole units. Also note that depending on the ability this might not work without problems, for example the Persistent might be crucial to show certain actors etc, so it might be a good idea to just recreate the whole ability at that point.

    Yeah, I am using this method based on the reccomendation of someone. But I'm not sure on how to actually create a unit and give it a model that is placeable. I tried to create a unit and it shows up in the units tab, nothing just happens when I place it, the model isn't visible. Any ideas? I'm very novice with the data editor, what I want to do, step by step is:

    - Create a new unit (can do this)

    - Give this unit the visual model of the blinding cloud (can't do this, I can locate the model but I have no idea how to give a unit this model)

    - Make the unit unselectable and invincible (can do this)

    - Make a new buff (can do this)

    - How the blinding cloud works is that applies a search every 0.5 which basically robs every unit in range of its range for 0.5 seconds. Apply this search to the periodic effect of the buff which has infinite duration (can do this)

    - place the buff on my unit with the origin of the buff being the centre of my unit of course (can't do this).

    Posted in: Data
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    posted a message on (Solved) Adding neutral permanent spells like blinding cloud on a map

    Yeah, so I basically want to permanently add such spells to a location of a map like storm and cloud. Basically the best way I guess would be to create a doodat or unit that has the same looks and effects, how does one set out to do that?

    Posted in: Data
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    posted a message on (Solved) Timed life rocks like on Arkanoid
    Quote from Photoloss: Go

    UI: Show Countdown+ field on a Buff Behavior for the progress bar.

    You can completely disable the health bar on a specific unit type through its Actor (UI: "something bar status", my editor isn't in english), or use an Event+ action SetShowStatusBar for limited situations (invincibility buff)

    Yap, this did it all for me, thank you very much. In case anyone is wondering, it's called 'Display Countdown' and 'UI: Status bar Flags' where you can untick any one you want, energy, mana, shields etc.

    Posted in: Data
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    posted a message on (Solved) Timed life rocks like on Arkanoid

    How to make them? I already got the timed life part down, they explode on their own after 15 minutes, but I want to add a nice progress bar like they have on arkanoid that indicates how much time is left.

    Also, some of these rocks are actually invincible but still have a health bar on them, how do you remove the health bar visible?

    Posted in: Data
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    posted a message on How to make a watchtower that provides vision of another area
    Quote from hobbidude: Go

    Add a while check for as long as the unit is within range of the tower.

    Couldn't find a function which returns the distance between two units, couldn't find a function which returns the position of a unit either, couldn't find a square root function either.

    Posted in: Triggers
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    posted a message on How to make a watchtower that provides vision of another area
    Quote from MoDTassadar: Go

    In the Data editor, edit the Xel'Naga's sight radius to 0, then make a trigger like this, you should copy the actions for every other player that you have and fill in the correct values, the actions may not exactly be correct, because I'm typing this from memory, but you probably know what I mean:

    Events Any Unit Enters Within 2.0 Of Xel'Naga Tower (30, 100)
    Local Variables
    Conditions
    Actions
         If (Condtions) Then (Actions) Else (Actions)
              If
                   (Owner of (Triggering Unit)) = Player 1
             Then
                  Wait 1.0 Game Seconds
                  Show Example Region For Player 1
            Else
                  Hide Example Region For Player 1
    

    This doesn't serve to stop it if both players capture the tower at the same time though, nor does it properly mask the region again if you move away.

    Posted in: Triggers
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    posted a message on How to make a watchtower that provides vision of another area

    Title says it all, I just want to create a watchtower that when you capture it doesn't provide vision of itself but of a random region I've created on the other side of the map. I'm fairly new to triggers but it would be nice if there was some way to create a general way for all of them and a straightforward way to link a tower and a region together some-where nicely encapsulated. Like creating a datastructure or something which globally links regions and towers together for this to work.

    Posted in: Triggers
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    posted a message on [M 2] Heartbeat - Testing the 'fewer resources per base' hypothesis

    <<quote 678001>> @kuollutrunkkau5: Go

    Sorry, seems like its just me failing at using imgur.

    I usually multiply the default X and Y resolution until it hits somewhere near 2000, select Ingame settings, and then use Gimp to convert the .tga to .png. It results in high quality images, where you can zoom in and study every tiny part of the map. <</quote>> Pretty much what I use except photoshop but it messes the colours up and creates artefacting. I use quite extensive lightning customization and the export map image renderer doesn't seem to capture them all, this map actually looks red with them for one.

    Quote:

    As for your map, I really don't like the tiny ramps at the lowground 4th and the center area. Would it be possible to widen those by one?

    I've gone through a lot of discussion with myself and other people about that, those ramps have gone from not there, to 3x3, to 6x3, to 6x3 with 3x3 being blocked by rocks and I'm still not sure of what the best is

    The issue of them is that they are a luxury already, there are already many ways to attack without them. The idea is that you have 3 paths to enter the high ground on that side, one is of course larger but near a tower and near the bulk of his army most likely. Another is further away but very small so it can be defended quite cost effectively with some area control units, the third is again wider but much, much further away.

    The map would be operable even if the tiny ramps didn't exist though, you don't have to go through them, there are many more avenues of attack.

    Quote:

    And as a last note, be careful about that circle doodad in the center, it can very easily hinder vision of the player.

    Indeed, I tested it with a variety of units and it seems some-what fine for now, it's very skeletal and you can see what's under it pretty clearly.

    Posted in: Melee Development
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    posted a message on [M 2] Heartbeat - Testing the 'fewer resources per base' hypothesis
    Quote from ScorpSCII: Go

    Please use Data > Export Map Image for a higher resolution. It's quite difficult to see the map from the overview given.

    If you clciked on the 'larger images' link you'd have found an imgur album with this:

    http://i.imgur.com/2RJFO.jpg

    Also, export map image for me seems to yield highly compressed and artefacted tga images that look like JPG-30 or something, no idea if there's some setting you can change that with but they don't look pretty here, they also distort the colours.

    Posted in: Melee Development
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    posted a message on [M 2] Heartbeat - Testing the 'fewer resources per base' hypothesis
    Quote from Mozared: Go

    The idea is good, but I think the main problem you're going to run into (that I haven't seen listed) is that expansions still cost 300/400 minerals. For just a couple of patches, this means you get a lot less bang for your bucks, meaning players are simply less likely to expand in the first place. I predict games where both players will turtle on 2-bases and end the game before anyone takes a third. And if anyone even plans on taking a third, he'd immediately need a fourth to get the same effect as in a normal game, which means he'll immediately be spread out like hell. The way I see it, Zerg players have to survive the first 20 minutes of the game while having a really rough time, after which they'll win basically anything.

    Yap, that's a point that's often raised about this idea. That's why I made the expos slowly be more sparse and sparse. One third is normal, the other third is 2g 6m, after that come the 1g and 6m patches. At that point, for both P and Z minerals should no longer be a concern enough to not plant down hatches and nexus for that extra gas. T generally wants to expand towards the centre to create a strong staging point with a PF. At least, that's the theory, not sure how it works out that way. I did do some 7gate blink all ins against Z to test if he could defend them and he held them pretty nicely on the more defensive expo, my PvZ training partner has yet to take the lowground expansion first though.

    Posted in: Melee Development
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    posted a message on [M 2] Heartbeat - Testing the 'fewer resources per base' hypothesis

    Overview

    Hi, I'm an EU P/Z master player, my T is about diamond level I reckon, my TvP may be master level, that's about what I know about this game and how good I am at it.. this is the first map I made, I learnt the map editor specifically to test the 'fewer resources per base' hypothesis.

    As some of you may or may not know, there's an hypothesis going on amongst mapmakers which observes the fact that because you about saturate 3 bases with 70 workers, and getting more than that is too detrimental to your max, you are never offered enough incentive to take more than 3 bases in SC2, thereby forcing your army to be less spread out, thereby creating 'blob vs blob' games.

    Centre

    The solution proposed is simple, give bases fewer resources. This map has a grand total of 20 expansions, some of which are however very small containing only things like 4 mineral patches or 3 mineral patches and a rich geyser, most however contain 6 minerals and 1 gas or 2 gas and 6 minerals. The main and natural however are standard expos as opening build orders may depend too much on a standard influx of resources.

    Another thing added is many choke points, watch towers, and counter attack paths which further forces you to be more spread out, choke points can be held with a disadvantaged army in a superior position with forcefields, better concave, tanks, fungal, storm, nukes, until re-enforcements arrive.

    Apart from that, some concious design decisions I made were:

    • don't make the natural hyper-defensible with only one entrance which can be covered by one static D building, I just never liked that, at least make defending an early expo take more skill than knowing where to place a bunker or spine, make all-ins well defesible, but make pressure very viable still.
    • a choice between two thirds, one is more defensible but has fewer resources, I do like that.
    • no rotationally symmetric 4 player maps, that's just silly in my opinion
    • one main path leads to the enemy so you can't 'accidentally' get a base race, you have to purposefully know where his army is and avoid it.
    • main bases are blinkable, makes both muta harass well defensible and leads to more interesting PvP's.
    • no silly stuff like main base or natural gases being easily siegable, the less defensible third is just barely siegeable from the high ground however but it's well reachable and that's the risk you take while going for the 'greedier' expo in ZvT.

    look at all the pretty lights

    All this is very experimental obviously and there are many issues that may come from this:

    • The many chokepoints might make this map unfavourable for Zerg in both ZvP and ZvT
    • The many counter attack paths might make this map too favourable for Zerg, especially in ZvT.
    • The fact that you are required to take more bases for the same income, and Zerg's production mechanic simply means that Zerg will have more larvae available than they normally would, what would be a macro hatch with this income is now a full fledged base where P and Z don't get gateways and raxes for free from it.
    • The spread out expansions might be too favourable for Zerg as the most mobile race.
    • The many chokepoints might make this map too favourable for Protoss with their forcefields and AoE
    • The many ridges and crevasses might make PvT a nightmare because MM can range your chargelots from across the gaps without fear of retaliation
    • The spread out expansions might be too favourable for Protoss who can warp in to defend them or counter attack en masse when someone commits too much army to take out an ancillary expo
    • The spread out expansions might make it too unfavourable for Protoss as the many chokes force P to play an AoE game of colossi instead of going warpgate heavy which is harder to split up with than a warpgate style.
    • The many chokepoints might make this too much of a Terran heaven
    • The many chokepoints might mean that bio gets absolutely murdered by both baneling/fungal and Protoss T3 AoE because there is no room to split any more
    • The amount of spread out expansions might make it very hard for Terran to defend them all as the least mobile race
    • The amount of spread out expos might be very favourable for Terran since they can mass orbital commands and throw away SCV's on this map, having a very powerful max
    • The fact that Terran can oversature and the other races can't might make smaller expos quite Terran favoured.

    I wonder what this button does

    As I'm trying to make clear, it's impossible to tell if the balance is going to switch by altering mapmaking standards this much, and in which direction. Probably it will shift or at least force people to play differently than they normally would. Ling/infestor is probably not as good as muta/bane on this map. Most likely a templar based playstyle in PvT to both defend expos and use the many chokes is preferable to a colossus based playstyle, most likely more sentries are needed on this map than normally. TvP might see more usage of tanks, you can't really tell can you.

    I did however already have some very fun PvZ, ZvP, ZvT and PvT games on it with people and so far it seems to generate very fun games with spread out expansions, base trades, counter attacks and positional wars. These were on older versions of the map so I can't really provide replays alas.

    Anyway, it's published on NA as 'Heartbeat' by Oogkasje, and on EU as 'Heartbeat' by 'Runkk'.

    some more and larger images...

    Comments and feedback about the idea and/or execution greatly appreciated.

    Posted in: Melee Development
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