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    posted a message on A Link to The Craft (v1.1)

    Sorry to bump this but since I last published the map (originally months ago), I see there's a giant awesome directory of maps from A-Z. Is it required for sc2mapster maps to be included in that database? Does it make a difference if your map is there or not?

    I suppose I'm just confused as which license to pick should I add it to the database. I understand general CC but the others I'll have to read up on ;).

    Posted in: Map Feedback
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    posted a message on A Link to The Craft (v1.1)

    @zeldarules28: Go

    Hey Zelda,

    No it's just stuck to the mostly overhead SC2 default perspective. While doing it completely top down is a neat idea, I wonder if it would make anything more difficult. Perhaps with a camera change I can do that though. Shouldn't be too hard with a trigger. It's tempting ;) I thought about making a video soon but not sure what to say just yet.

    I'd need to find a guide for the camera angle. I'm sure it can be done, just would have to think about it.

    Posted in: Map Feedback
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    posted a message on A Link to The Craft (v1.1)

    Hello everyone!

    Since joining the community awhile ago I see there've been a nice overhaul of every map shown as published. I had originally made a thread for my map last year but it's very possible it was eventually pruned or closed.

    After a long hiatus, I dusted off my Zelda themed map and went on a bug-fixing spree. While there are one or two in the editor that remain (I think unique IDs or something), it doens't seem to affect final playability in any way.

    Now that it is live, any feedback is kindly appreciated (my first map) ;)

    http://the-real-link.deviantart.com/#/d2yemey

    Thumbnail

    Bug-fixes from v 1.0 (original launch) > 1.1 (8-8-11):

    1. 1. Altered placement slightly of super resource temples.
    2. 2. Ensured super resources are not gatherable by node spamming.
    3. 3. Made minor landform changes to prevent a couple pathing issues.
    4. 4. Fixed all bridges to function properly. The walk-over effect may not always look correct but the bridges themselves function and path correctly.
    5. 5. Removed a few dozen trees in hopes of very slightly improving performance.
    6. 6. Rearranged some structures and fences in Kakariko Village to allow for better inital base building.
    7. 7. Added two minor natural expansions to Kakariko Village to facilitate closer growth to the village.
    8. 8. Added a natural expansion point for the Lake Hylia (southeastern-most) base.
    9. 9. Rebuilt cliffshore pathing to prevent units from "water walking" to opposite shores.
    10. 10. Added in by custom trigger, some appropriately themed Zelda music with permission from Jonny Death aka GaMetal.
    11. 11. Remade map art image (the artwork shown on this page) and edited tips on map loading screen.
    12. 12. Rebuilt lobby variants to ensure proper AI / player adding and play. Adding 10 Insane AI should work great now :).
    13. 13. Noticed some vespene geysers were not rich ones. Whoops. Fixed.

    The classic version map will take some time to develop as it is not live yet but this big map should be fully playable now and have no bugs! Enjoy.

    Posted in: Map Feedback
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    posted a message on A Link to The Craft [Release] / Changelog / Bugs

    Sorry for posting / bumping but I found today's article quite helpful. It probably explains why (for me at least) the map is quite laggy beyond 3 people playing.

    http://www.tomshardware.com/reviews/starcraft-ii-radeon-geforce,2728.html

    I suppose my older processor can't keep up. Pity.

    Posted in: Project Workplace
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    posted a message on A Link to The Craft [Release] / Changelog / Bugs

    Thank you.

    Posted in: Project Workplace
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    posted a message on A Link to The Craft [Release] / Changelog / Bugs

    Greetings everyone,

    I'm sorry if this is the wrong forum for a new map release but I wasn't sure where to put it. Basically I just finished a Legend of Zelda (LTTP) themed map and am in the process of field-testing it.

    LightWorldMinimap

    LightWorldSC2Map

    -------

    Changelog:

    v1.0 - Release v1.1 - Very small changes made to terrain v1.2 - Very small changes made to resource placements v1.3 - Fixes made for individual teams for FFA gameplay v1.4 - Reduction of 10 players to 6. Investigation as to why map lags online horribly.

    -------

    Feedback is greatly appreciated and while I certainly know there are probably some team bugs with game setup in the lobby, either "Melee > FFA" or "Custom > Custom > FFA" so far works fine.

    Bugs pending: 1. Lots of co-op modes added in but I don't think team placement is set up at all. Will probably remove the option entirely in the future. 2. Game seems to play fine online for maybe 5-10 minutes then lags so badly as to be very very patiently playable - ie 1fps. I have won with it but for anyone who dislikes framerate drop it's nearly impossible to play and I am uncertain as to why. As a note, I would like to keep the forests destroyable and interactive so I know that may be in part causing the slow-down. I thought downgrading the players from 10 to 6 would solve this but it's just as laggy as before.

    I read somewhere about using a near-clipping camera to only render so much of the map at once. Could that fix the issue? I am not using WASD keys so no issue there, but also I tried the Custom > Wait for Key toggle and no luck there either. Now as a note, I am repeatedly testing with say, 6 or 10 Insane level computer players. Would playing with real ones be any different with map load?

    Thanks for reading and any feedback is welcomed.

    Posted in: Project Workplace
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    posted a message on Legend of Zelda!

    That's one totally rockin mod there aTTari!

    I guess I'm not the only one working on getting a good Zelda map to work? :) Keep up the excellent work sir! Let me know when your map is live, I do want to try it!

    For you LTTP fans though, I finally just finished this last night: http://the-real-link.deviantart.com/#/d2yemey

    Might have to tone down graphical settings as it's horribly laggy online but works good locally...

    Posted in: Project Workplace
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    posted a message on Auto-Attack When Attack Moving

    Greetings everyone,

    Had another quick question please. Basically I'm looking to have any units automatically attack when they're within range on an object that's not normally an opposing army's units. An example of this would be destructable debris or something else you can destroy but normally you have to manually target what you want to destroy. Is there a way I can simply flag say, a garage to be shot at without selecting it traditionally and selecting attack?

    Posted in: Miscellaneous Development
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    posted a message on Creating Additional Vespene Geyser

    @Zackreaver: Go

    Thank You!!! It would've taken me hours of headbanging this desk to realize that it's not my custom item that's the problem but the actual condition of building on the geyser itself.

    Found the property in Data Module > Melee > (Race Name) > Structures (Assimilator / Refinery / Extractor) > Top Level (not under actors or such) but on the Behaviors tab. About halfway down is a standard fields box and yep, as soon as I added my special geyser to the races, now it's mined perfectly! Thank you again for the help.

    Posted in: Miscellaneous Development
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    posted a message on Creating Additional Vespene Geyser

    Greetings all,

    So I'm trying to add / duplicate a vespene geyser to make a third version (regular, rich, and extreme if you will), that will give more limits.

    I thought the simplest way would simply be to duplicate the rich geyser, change the alias name and fill in the behavior changes.

    The strangest thing though is it shows up fine in the resources menu with all the right tick boxes and such, but when I launch the game, I am unable to build an assimilator on it. The normal and rich geysers function as normal. Does anyone know what particular behavior or actor would trigger that blue aura (Protoss) to signify that an item (in this case, the geyser) is able to be built upon?

    Thanks in advance for any help!

    Posted in: Miscellaneous Development
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    posted a message on Copy / Paste Item From Campaign - Mineral and Gas Pallets

    Hey Beast! Thanks very much for the reply. It's nice of you to take the time to write out such a lengthy explaination when simply saying you'd rather not prefer to try to copy / paste would do.

    Tell you what - I did exactly that with the dependencies and it worked great. I got both the gas and mineral pallets to show up and work correctly but that actually created another problem.

    if I have multiplayer follow the Campaign modes, I found when testing that for example, my Protoss units couldn't use chrono boost or have the Gateways transform into warp gates. It seems to lock down to what could be done by the Protoss in single player mode.

    I tried ordering things Liberty (Multi) > Liberty (Multi Mod) > Liberty (Campaign) > Liberty (Campaign Story Mode), but that just screws up the order with my map even more and makes stuff well, broken.

    Is there a way I can still use the palletes aside from the dependency or am I stuck having to copy and paste a lot? ;)

    Posted in: Miscellaneous Development
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    posted a message on Copy / Paste Item From Campaign - Mineral and Gas Pallets

    Greetings everyone,

    Been quite a reader on these forums lately as I've tried to learn the editor with moderate success so far. Big question if anyone may be able to help please though... I'm trying to use the +100 Minerals and Gas Pallets to give a bonus to the player who comes across them much like in the Campaign Level "The Great Train Robbery".

    I've tried copying the data from that level and pasting the item into my map but it just gives me the movement data only and there seems to be no way to copy the actions or trigger data. Even clicking on the item (unit) itself and pasting onto my map just leaves a blank spot with the selection ring around it. Really, I'm surprised they've made copying and pasting so difficult with this editor. Does anyone know how please?

    Thanks for the help in advance.

    Posted in: Miscellaneous Development
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