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    posted a message on change terrain textures in a terrain set

    I used to know how to do this but, as time goes on, blizzard keeps adding new functionality and changing the design of the editor. As a result, it looks as even the most basic of tasks become difficult for the casual map editor.

    I'd like to form my own palette of terrain textures from a variety of different sets (example agria, avernus, char...etc).

    All the guides on how to do this are several years old and out of date. What i'm seeing in my editor does not match what i'm seing in those guides.

    Any help?

    Posted in: General Chat
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    posted a message on converting pre HotS maps to custom maps

    I have some old maps (pre-HotS, one is from WoL beta) that were designed as custom (melee) maps. Ever since HotS came out, they've been moved over to the arcade section. I'm trying to republish them to load up under the custom listing, but I can't get it to work.

    How do i get my maps to load as custom?

    The current map has the Swarm mod dependencies (for melee gameplay), starting locations, minerals and standard terrain doodads. Nothing campaign or mod related.

    If i start a map from scratch, it asks me to select the type of map, so if i select custom it'll load in the custom tab. Not sure where to find that option when not making a new map.

    I can't figure out what needs to be changed.

    Any ideas?

    Posted in: General Chat
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    posted a message on Need player count filter in search bar
    Quote from Forge_User_04585675: Go

    Download all maps and then for each one apply a check to the lobby configuration file to see what the maximum possible number of human players are, including if extra slots were added.

    Sorry, how do i do that? You mean open each one through the game or editor and just check the available slots?

    Also, i'm having an odd issue. Occasionally i'll get an error page when trying to download a map. What's weird is that I was getting that for about 50% of the maps i dled yesterday, but somehow i'm not getting that issue today for those same maps (that includes my own). Site bug?

    Posted in: General Chat
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    posted a message on Looking for 12+ player ffa maps

    the search function isn't very useful in this department.

    I'm looking for huge ffa maps that are decent fun.

    Not interested in symmetrical or money maps. Prefer BW style ffa maps, you know, CLASSIC Blizzard, not modern Blizzard.

    Minimum 12 players, but prefer 14/15.

    I really wish Blizz just made the darn game 16 players. =/

    Posted in: Map Suggestions/Requests
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    posted a message on Need player count filter in search bar

    Hi guys,

    I haven't been on mapster in 5 years! I still have my ol' map posted here, which was a 15 (16 if Blizzard wasn't an ass about it) player islands map I made during WoL beta.

    I'm having the same issue that i had back then: i'd like to do a search for FFA maps with more than 12 players. Unfortunately, there's no player count filter box in the search options. How do i go about filtering out maps with lesser player count?

    Posted in: General Chat
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    posted a message on Need help with blinding camera

    @Hobbesss: Go

    bump

    Posted in: Data
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    posted a message on Need help with blinding camera
    Quote from zeldarules28: Go

    @Hobbesss: Go

    Lock camera control and then apply a camera view that shows a close-up black area of the world. :P

    won't that lock the camera in one place? I still need the players to be able to move it and select units with drag boxes.

    Also, i had another solution in mind.

    Is there a way to make a water/lava layer that is only visible for some players but not others (i.e. visible to players but not to observers)?

    Posted in: Data
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    posted a message on Need help with blinding camera

    i looked for a tutorial and i looked into figuring it out myself, but the sc2 trigger system is way to advanced for me. I know how to use the sc1 triggers no problem; a few basic ones on wc3, but this one is just rocket science.

    Any help would be appreciated. This map idea, though very basic, is a way to have an idiotically fun free for all with friends.

    I'd like to cover the main vision area of players with a pure black image, while leaving the ui and minimap untouched.

    Posted in: Data
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    posted a message on Need help with blinding camera

    @eliek: Go

    that sounds like it would work.

    I would need help setting that up, as i''m not too familiar with triggers and data editing other than color and scaling.

    Posted in: Data
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    posted a message on Need help with blinding camera

    Hi guys. I made a map called BlindCraft (you can find it on the NA server). I used raised lava over the entire map in order to hide everything. You play using sounds, selection box and the minimap.

    My friends and i had fun with it but we would love to see what mess we made while playing in this mode.

    Is there a way i can blind a players camera view, but allow observer players to see?

    Posted in: Data
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    posted a message on Custom Melee Map Suggestion: SC1 vs SC2

    anyone?

    Posted in: Map Suggestions/Requests
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    posted a message on Custom Melee Map Suggestion: SC1 vs SC2

    I would love to see a map where you can pit the 2 versions of each race against one another on the same battlefield. Problem is, i'm not skilled enough with the map editor to even come close to this.

    The concept is simple: you're able to choose between the 2 versions of each race. The SC1 versions should look and work as they do in the Maverck SC2BW maps. So, for example: the supply depot would be 2x3 rather than a 2x2; barracks don't require supply depot; hotkeys are equivalent to the sc1 setup; start out with 4 workers; etc.

    Ideally, the mineral and gas mining rate would also work accordingly to the version you pick. For the SC1 version you gather 8 minerals and 8 gas, whereas for the SC2 faction you gather at the SC2 rate . The only issue i would see here would be with the gas, as the SC1 versions would have a bit of advantage with 2 geysers per base. I figure the maps could be designed so that the second geyser could only be accessed by SC2 versions of each race. I'm sure this is possible by simply creating a second version of the geysers which would prevent SC1 scvs, drones and probes from building on them.

    I'm sure it wouldn't be balanced, but that's sort of the point: a comparison of the 2 games on the same battlefield :D. It should be fun nonetheless.

    Any problems somebody could spot that i might have missed? Any takers on this project?

    Posted in: Map Suggestions/Requests
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    posted a message on imported models require textures?

    @xcorbo: Go

    i opened the material editor and found the starcraft 2 material type. Editing it seems a bit rough. I think i should play a little with this before asking any other silly questions.

    I appreciate your answer and i'm greatful that i didn't get my hand slapped for asking such a basic question,but unfortunately i'm still stuck. I'm going to see if i can learn 3ds max a little before i ask anything else. Keep an eye on this forum, since i'll probably be asking some questions again soon! :D

    My test subject is an extrusion of a Chuck Norris silhouette i made for a lamp in my solidworks class, haha.

    Posted in: Artist Tavern
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    posted a message on imported models require textures?

    Hi guys.

    I wanted to have a little fun and import personalized doodads into the sc2 editor. I watched the tutorial and managed to import the SCII Mapster logo without any problems. I also have 3d studio max 2010 and got the m3. plugin.

    Problem: I'm a solidworks user and i'm not very familiar with how texturing works. Generally, in solidworks, you just apply materials, at least in the projects i worked on.

    I can import into 3ds anything i make in solidworks with no problem, but i don't know how to make or add texture to the object. I googled but i don't think i'm googling the right words or getting what i'm looking for. I also tried opening that sc2 mapster logo in 3ds max and it did, but it couldn't locate the textures (yes i did dl them and they load in the sc2 editor).

    I can import my models sc2 editor without any problems but i cannot see them as they don't have a skin/texture.

    Any helpful guidance would be appreciated.

    Posted in: Artist Tavern
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    posted a message on first person controls in obs mode

    i always wanted an obs mode that gave you free-range of the camera, but i lack the skill or knowledge on how to mesh the two together. Has anyone done this? Is anyone planning to do this? Can anyone do it? If not, can someone please direct me to useful tutorials that could help me make such a map?

    Additionally, can you have a skybox in non cinematic mode? I believe i saw it in a beta user made map long ago. I thought it would be nice to have a skybox in addition to the free-range camera in obs mode. This would be great for some pretty awesome match commentaries.

    There's currently 4 or 5 maps on na servers called "cinematic obs" maps with cool effects such as birds eye view, third person view of a unit, and auto view, which does some really cool angles during battle scenes. Compliments to the guy who made those and keep up the great work.

    Posted in: Map Suggestions/Requests
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