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    posted a message on [Contest] Screenshot Comics - Votes 1
    Quote from RodrigoAlves: Go

    @Hobbesss: Go

    You should grow up and stop being offended by anything and wanting to censor everything.

    Maybe you should grow up and not use a tragedy like that just because you find it funny.

    I'm not big on censoring but I know when some moron crosses the line and does something that is just plain wrong for humors sake. Why don't you make a comic about the German concentration camps while you're at it, or the KKK hangings...the marauder is black so you can use that unit...

    Trust me, you're the one who needs to do some growing up.

    Posted in: Project Workplace
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    posted a message on [Contest] Screenshot Comics - Votes 1

    I think rodrigos twin tower "baneling bust" comic should be removed. I don't think i need to explain why...

    Posted in: Project Workplace
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    posted a message on [Contest] Screenshot Comics
    Quote from RodrigoAlves: Go

    LMAO at the debates comics. haha.

    Anyway, here is mine:

    :)

    That's just wrong dude. That's not even funny. You should seriously be ashamed of yourself.

    Posted in: Project Workplace
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    posted a message on Max number of players

    @Dustin374: Go

    16 people can be in a game at the same time.

    Posted in: Miscellaneous Development
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    posted a message on overlapping bildings belonging to seperate players

    I had an interesting idea while watching that cool ai choke finder video on sc2mapsters main page.

    Say i want to players to occupy the same exact base area, but be completely undetectable to each other yet able to build freely as if the other person wasn't present in that space, is this possible?

    In other words, pretend the other player in the same spot is a ghost, and likewise to the other player, the first one is a ghost. They can place buildings down anywhere and have no vision (not even cloaked effect) of other player.

    As for the resources, in a similar fashion there would be 2 sets of stacked minerals/geysers, with one set only usable by one person (2 if you consider the opponent as well).

    I know it sounds weird, but i was imagining 2 1v1s played on the same spot locations by 4 different players, with one set not being affected by the other. On the other hand, the observers (and in the replay), you can witness all of them going at the same time in the same time/space-frame.

    Is this at all doable?

    Posted in: Miscellaneous Development
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    posted a message on Maps larger than 256*256 - The Cheaters Method
    Quote from Hookah604: Go

    On my space rts map everything is scaled to about 0.3. The biggest problem, if I go even smaller, than the camera movement will be too fast... Also its a really pain to scale down all the death effect and attack models. Good thing that my map is in the space so I dont have the footprint limit problem.D

    what is that map called? I'd like to check it out.

    Posted in: Miscellaneous Development
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    posted a message on Maps larger than 256*256 - The Cheaters Method

    This has been mentioned before, as far as when the contest was first proposed last summer, but i'd like to post an update on how it can be done, in hopes that someone (not me because other than terrain, the editor seems like chinese scriptures) will make a big ass fun map...or at least a mod that may be transferable to other maps (that way i can make an appropriate 16 player ffa map!)

    Simply put, you scale down absolutely everything. Units, ranges, line of sight, attack speed, movement speed, foot print, camera distance, projectile size, projectile speed, tile textures, cliff heights (there must be a way, right?)...well...everything.

    I know it's a big load, but it can be taken a step at a time. In the end, if we notice a bug, we just simply report it and it gets updated till it reaches perfection. It has to be done only once, but it would allow for a whole community of map makers and custom gamers to enjoy the results of this endeavor.

    I mentioned this back in the contest, and i'm not the first to think about it of course, but i was reminded of it yesterday when i discovered Battle Star and saw the miniscule ships...how cute! :)

    Posted in: Miscellaneous Development
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    posted a message on Terrain Textures from Multiple Tilesets

    i sincerely hope they change that in future patches, so that you may have more than 8.

    Also i hope they add more cliff levels.

    Posted in: Terrain
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    posted a message on [Official] Forum upgrade suggestions

    i'm trying to find maps with a large number of player slots: 8-16. It's a bit of a long task as i have to skim through each map description. It's easy, but time consuming.

    It would be nice if among the filter options you could choose the amount of player slots found in the map from 1-16. It would definitely help us ffa-ers.

    Posted in: General Chat
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    posted a message on [Suggestion] - Filter feature: # of players in map

    @progammer: Go

    yeah i meant for sc2mapster. I'll post it on that link. Thanks.

    Posted in: General Chat
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    posted a message on [Suggestion] - Filter feature: # of players in map

    i'm trying to find maps with a large number of player slots: 8-16. It's a bit of a long task as i have to skim through each map description. It's easy, but time consuming.

    It would be nice if among the filter options you could choose the amount of player slots found in the map from 1-16. It would definitely help us ffa-ers.

    Posted in: General Chat
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    posted a message on Can a tile or cliff be a unit? or a doodad?

    I know you can take any doodad and make it into a unit and viceversa, but can you take a tile, say for example a square of grass, or even a cliff, and turn it into a doodad/unit?

    It may sound useless, but it could have its uses.

    For example you can use an upside down tile to create a roof, or an escher style map with multiple angle cliffs (if you don't know who he is, google escher).

    Posted in: Miscellaneous Development
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    posted a message on Making a 16 Player Melee map

    @Hobbesss: Go

    so i made a quick quick map purely for testing purposes where placed 16 locations and minerals under control of each player. I also set each player (including neutral and hostile) to user and published it.

    It publishes alright, and in the listing screen it shows with a (16) next to it. Unfortunately, it will not let you have people/ai's in it. It leaves 1 spot empty in the game lobby. The AI button remains visible (it doesn't grey out like in maps where all the positions are filled), but it won't add that final 15th ai (16 including me). So i tried to invite a friend instead and it actually removes one of the ai's to make room for him, limiting it again to 15.

    Do you guys think this is a bug or intentional? Remember, you're able to publish 16 player maps, but it won't let you have 16 people in it. It definitely doesn't look like when you fill up a 4/8/14 player map.

    Posted in: Miscellaneous Development
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    posted a message on Making a 16 Player Melee map

    @HandLMaps: Go

    But the hostile CAN be used as a 15th player melee, and i have published evidence of that.

    Posted in: Miscellaneous Development
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    posted a message on space background too deep (too far down)
    Quote from TheRealPMP: Go

    Have you tried adjusting the map height? I imagine that a higher map height will cause the terrain to appear farther away from the background then a lower map height would.

    As was mentioned previously, yes, i tried that.

    I found a solution guys, but it wasn't pretty...

    I literally copy pasted sections of the map to a new map file and tested it every time, and i don't know about you guys, play testing seems to take much longer now in the release version than it did in the beta...ESPECIALLY with patch 1.02.

    Anyway, i transferred piece by piece the map, play tested and check the back ground. After more than an hour i actually pinpointed the spot that caused the issue. I went back to the original file and flattened that area with the flat terrain tool and now the map is back to normal.

    What's interesting is that i actually tried flattening the entire map and setting it at height level 8, and the background was still messed up. That single little grid-size square was causing the whole problem and had to be specifically addressed. A really odd map behavior.

    At any rate the map is working and i can proceed updating it and improving it.

    Now the only problem that remains is that i need to wait for blizzard to fix their 16th player slot, so i can finally make this map playable for 16 people, as per its original design.

    Posted in: Miscellaneous Development
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