hi guys,
so i made a custom texture in photoshop and ingame it has a weird bug. it shows different lighting in a pattern. i really dont know where this is coming from because with every other custom texture i made i never had this problem.
those, the rest is allready there:
(Unit type of (Picked unit)) != Creep Tumor
(Unit type of (Picked unit)) != Creep Tumor (Burrowed)
(Unit type of (Picked unit)) != Creep Tumo
The officials from red bull now want that the lava rising mechanic dont destroy creep tumors but im a melee map guy so i have no idea about triggers. the lava trigger is basically copy pasted.
if someone could help me here that would be awesome. thx
- Immortal attack sound uses several death sounds in the impact sound (thats so weird)
- Death sounds in the specific unit data has no use
- costum sounds only work when no other sound interrupt with them. (example: i click on a building and one second afterwards on a unit, the building sound will be interrupt and the unit sound will be playing. that doesnt happen with sc2 sounds)
- costum sounds will be pitched up when played multible times. Archon attack sound is pitched up without a reason. (that doesnt happen with sc2 sounds)
just found out that sc1 sounds are 22khz and sc2 are 44khz
so i have to change that...maybe that fix the pirch problem
i dont know where to put that topic so i open it here :/
I want to change the Starcraft 2 Sounds with my beloved Broodwar Sounds, and everything is working just fine but there are problems with the Death Sounds.
In Broodwar every Unit has its own Deathsound but in Sc2 Units use Random Sounds from a Soundlist in the mpq.
The problem is now that i cant give, for example the immortal, the dragoon death sound because when i change one soundfile in that list he will still take random sounds from there. so maybe he will make that sound 1 out of 5 times or something.
also buildings use the same list, so they make the dragoon death sound when they die too~
is there a way to change that or is it not possible?
Today we are very proud to announce our newly formed map making team:
‘The Planetary Workshop’
We are a small non-profit organization formed by members of the TL custom map forums driven by our passion for SC2 and melee mapping. In an attempt to further our map creation cause, we decided to join forces and not only help each other make better maps, but also to collaborate with players, casters, tournament organizers, the community, and you! Our aim is to channel our ideas, develop new mapping projects and ultimately bring more quality custom maps to the scene!
With tournaments and live streams growing rapidly, there comes a higher demand for new maps in StarCraft 2. Many viewers grow tiresome of repetitive tournament map pools that contain commonly-used maps like Metalopolis and Xel'Naga Caverns (although we love them). GSL and MLG slowly integrate new community-made maps in their map pools, and it has brought a lot of excitement for the viewers. This is something we would like to get involved in with our maps. We want to show the community that there are more maps to be desired, and our mission is to bring these maps into the light. By establishing our 'TPW' tag on selected maps, we want to assure the community that it is a seal of quality that everybody can trust.
As a team, we believe that as long as we help each other through ideas, criticism, and play-testing, we will continue to produce a higher quality of playable maps for everybody. We want every viewer to know that we desire to go beyond simple map-making. We seek to actively get involved in tournament organizations as well as creating our own events, and to help others with their maps. Although we are starting small and simple, we are open to many ideas for the near future, and we hope to create a great gaming experience for everyone in StarCraft 2.
Out of the pool of maps we created, we've selected 9 maps to form our official map pool. These maps will be used regularly for tournaments and future events held by TPW.
TPW maps are chosen based on balance, aesthetics and game-play features. We also try to have a nice variety in visual themes and we try to feature every team member if possible. As time goes on, we will constantly update the map pool to keep things interesting by adding newly-made maps or possibly re-introducing older ones, so we encourage you to definitely take a look at all available maps!
If you plan on using one or more TPW maps in one of your events, or if you hear about our maps being used, please drop us a note so we can watch and feature all events on our upcoming events section!
to be announced
NullCurrent
The only experience of RTS games NullCurrent had before joining the StarCraft II beta was C&C. Surprisingly it went quite well, but due to starting university, the time he was able to invest in the game diminished. Because of this he took up mapping, as it enables him to exercise creativity under restrictions, something which he also loves doing with his hobby; programming.
Meltage
Meltage is a qualified Game Designer and Front End Developer who spends 40+ hrs on every map he makes. His principles are "Quality over quantity" and "Make solid layout and main features, but do not forget innovation".
dezi
Dezi started mapping with C&C:RA1 (the editor where you had several pre-made terrain pieces instead of eg. a terrain pencil). He also made some BW maps but never dove deep into BW mapping.
Because of extensive work with triggers in WC3, he lost interest in custom maps and now focuses his time on making melee maps.
IronManSC
IronMan has been a fan of StarCraft since the original release. He was a melee map-maker since BroodWar and continues to pursue that creativity by extending it to StarCraft 2.
Mereel
Mereel has been making maps since WarCraft 3. He made ambient movies as well as melee maps, and when WarCraft 3 was dying off, he carried on to StarCraft II.
Due to the increased complexity of the editor, he started to create melee maps instead. His goal as a map-maker is to achieve a gaming experience in StarCraft II similar to that of our beloved StarCraft: BroodWar.
Samro
Samro's interest in map making for competitive gaming may trace back to his broader interest in game design for Quake and UT. A map is the space that helps to define a specific gameplay, but also brings forward the atmosphere and stylistic background of each game. Hence map making is nothing less than building worlds and defining all parameters that generate the playground for competitive and high-skill as well as fun to watch matches.
Johanaz
Johanaz has made maps since Warcraft II, but mostly for Total Annihilation and Supreme Commander. He has an irresistible urge to create melee maps to the point of hurting his career in industrial design and music.
Lefix
Despite working as an artist in the gaming industry, Lefix still enjoys working on various projects in his spare time. He likes map-making because it is not only simple, but it lets him express himself more with the freedom of being totally creative; far more than his job would ever allow him to. As an avid follower of the SC2 pro-gaming scene, Lefix feels it is rewarding to see good and well-known players battling on one of his maps.
If you are interested in playing a few games or if you just want to observe, join our in-game channel: TPW on Sunday afternoons starting at 5PM CET on EU-Servers.
We plan on running a weekly KOTH event (King of the Hill) where we will be playing and testing old and new maps. This is a great time to have a nice chat with the team and offer any ideas, suggestions, and feedback. Currently there are no initial plans to enable a KOTH version for the US, but it will happen in the near future.
If you would like to get in touch with us, please send us an e-mail ([email protected]) or send a PM to any TPW member right here on TL.
i lose everytime on lvl 21. and it dont make sense at all. everything u have to do in this td is building the right tower per round but in lvl 21 one full upgraded turret dont do shit.
so how can i creat an effect on a point. i guess its really simple but the editor just totally confuse me with the shitload of options. in war3 it was so easy t.T
i found something with effect on point but i couldnt find the walloffire within the effect options. also the unit effects are not there.
i need this wall of fire from the tychus04 campaign map.
0
hi guys, so i made a custom texture in photoshop and ingame it has a weird bug. it shows different lighting in a pattern. i really dont know where this is coming from because with every other custom texture i made i never had this problem.
http://i.imgur.com/JbR4CPl.jpg
in ps it shows up how it should be, i even reimported and its still the same.
0
i tried it but now nothing dies in the lava anymore.....
here is the download link: Link Removed: http://www.mediafire.com/download/sq1xa5thks275z2/New Polaris Rhapsody.SC2Map
0
german trigger would be nice :P
those, the rest is allready there: (Unit type of (Picked unit)) != Creep Tumor (Unit type of (Picked unit)) != Creep Tumor (Burrowed) (Unit type of (Picked unit)) != Creep Tumo
is it einheitenname von (auslösende einheit)?
0
Hi its Meerel,
i recently won the RedBull Teamliquid Mapcontest with my Map New Polaris Rhapsody: http://www.teamliquid.net/forum/viewmessage.php?topic_id=435251
The officials from red bull now want that the lava rising mechanic dont destroy creep tumors but im a melee map guy so i have no idea about triggers. the lava trigger is basically copy pasted.
if someone could help me here that would be awesome. thx
0
more stuff that i found out.
- Immortal attack sound uses several death sounds in the impact sound (thats so weird) - Death sounds in the specific unit data has no use - costum sounds only work when no other sound interrupt with them. (example: i click on a building and one second afterwards on a unit, the building sound will be interrupt and the unit sound will be playing. that doesnt happen with sc2 sounds) - costum sounds will be pitched up when played multible times. Archon attack sound is pitched up without a reason. (that doesnt happen with sc2 sounds)
just found out that sc1 sounds are 22khz and sc2 are 44khz so i have to change that...maybe that fix the pirch problem
0
hm not really. i have to use the names that are there because i dont want to be banned
something like that: Protoss_DeathFX0
i know thats for the meat units from protoss: zealot, dt and ht but there are three soundfiles: Protoss_DeathFX0 Protoss_DeathFX1 Protoss_DeathFX2
how can i know which one the zealot, for example, gonna use. i tested it and the zealot uses all three.
so the question is can i seperate or not.......and if, without getting banned^^
0
i dont know where to put that topic so i open it here :/
I want to change the Starcraft 2 Sounds with my beloved Broodwar Sounds, and everything is working just fine but there are problems with the Death Sounds.
In Broodwar every Unit has its own Deathsound but in Sc2 Units use Random Sounds from a Soundlist in the mpq. The problem is now that i cant give, for example the immortal, the dragoon death sound because when i change one soundfile in that list he will still take random sounds from there. so maybe he will make that sound 1 out of 5 times or something.
also buildings use the same list, so they make the dragoon death sound when they die too~
is there a way to change that or is it not possible?
0
July, 20th 2011 - Greetings Sc2Mapster community!
Today we are very proud to announce our newly formed map making team:
‘The Planetary Workshop’
We are a small non-profit organization formed by members of the TL custom map forums driven by our passion for SC2 and melee mapping. In an attempt to further our map creation cause, we decided to join forces and not only help each other make better maps, but also to collaborate with players, casters, tournament organizers, the community, and you! Our aim is to channel our ideas, develop new mapping projects and ultimately bring more quality custom maps to the scene!
With tournaments and live streams growing rapidly, there comes a higher demand for new maps in StarCraft 2. Many viewers grow tiresome of repetitive tournament map pools that contain commonly-used maps like Metalopolis and Xel'Naga Caverns (although we love them). GSL and MLG slowly integrate new community-made maps in their map pools, and it has brought a lot of excitement for the viewers. This is something we would like to get involved in with our maps. We want to show the community that there are more maps to be desired, and our mission is to bring these maps into the light. By establishing our 'TPW' tag on selected maps, we want to assure the community that it is a seal of quality that everybody can trust.
As a team, we believe that as long as we help each other through ideas, criticism, and play-testing, we will continue to produce a higher quality of playable maps for everybody. We want every viewer to know that we desire to go beyond simple map-making. We seek to actively get involved in tournament organizations as well as creating our own events, and to help others with their maps. Although we are starting small and simple, we are open to many ideas for the near future, and we hope to create a great gaming experience for everyone in StarCraft 2.
‘Current Map Pool’
TPW Core Delta (4) [EU, NA] by Meltage
http://www.teamliquid.net/forum/viewmessage.php?topic_id=216022
TPW Monsoon Valley (2) [EU, NA] by NullCurrent
TPW Odyssey (2) [EU, NA] by Lefix
TPW One Must Fall (2) [EU, NA] by dezi
TPW Void Rift (4) [EU, NA] by Johanaz
TPW Antiga Prime (2) [EU, NA] by IronManSC
TPW Judicator Caste (2) [EU, NA] by Mereel
TPW Cascade (2) [EU, NA] by Samro
TPW Titanis (4) [EU, NA] by Lefix
‘Additional Maps’
TPW Rattlesnake (4) [EU, NA] by Lefix
TPW Green Harvest (4) [EU] by Johanaz
TPW Curfew (2) [EU] by Lefix
TPW Scars of Aiur (2) [NA] by IronManSC
TPW Razed (2) [EU] by Samro
‘Information on the Maps’
Out of the pool of maps we created, we've selected 9 maps to form our official map pool. These maps will be used regularly for tournaments and future events held by TPW. TPW maps are chosen based on balance, aesthetics and game-play features. We also try to have a nice variety in visual themes and we try to feature every team member if possible. As time goes on, we will constantly update the map pool to keep things interesting by adding newly-made maps or possibly re-introducing older ones, so we encourage you to definitely take a look at all available maps! If you plan on using one or more TPW maps in one of your events, or if you hear about our maps being used, please drop us a note so we can watch and feature all events on our upcoming events section!
to be announced
NullCurrent
The only experience of RTS games NullCurrent had before joining the StarCraft II beta was C&C. Surprisingly it went quite well, but due to starting university, the time he was able to invest in the game diminished. Because of this he took up mapping, as it enables him to exercise creativity under restrictions, something which he also loves doing with his hobby; programming.
Meltage
Meltage is a qualified Game Designer and Front End Developer who spends 40+ hrs on every map he makes. His principles are "Quality over quantity" and "Make solid layout and main features, but do not forget innovation".
dezi
Dezi started mapping with C&C:RA1 (the editor where you had several pre-made terrain pieces instead of eg. a terrain pencil). He also made some BW maps but never dove deep into BW mapping. Because of extensive work with triggers in WC3, he lost interest in custom maps and now focuses his time on making melee maps.
IronManSC
IronMan has been a fan of StarCraft since the original release. He was a melee map-maker since BroodWar and continues to pursue that creativity by extending it to StarCraft 2.
Mereel
Mereel has been making maps since WarCraft 3. He made ambient movies as well as melee maps, and when WarCraft 3 was dying off, he carried on to StarCraft II. Due to the increased complexity of the editor, he started to create melee maps instead. His goal as a map-maker is to achieve a gaming experience in StarCraft II similar to that of our beloved StarCraft: BroodWar.
Samro
Samro's interest in map making for competitive gaming may trace back to his broader interest in game design for Quake and UT. A map is the space that helps to define a specific gameplay, but also brings forward the atmosphere and stylistic background of each game. Hence map making is nothing less than building worlds and defining all parameters that generate the playground for competitive and high-skill as well as fun to watch matches.
Johanaz
Johanaz has made maps since Warcraft II, but mostly for Total Annihilation and Supreme Commander. He has an irresistible urge to create melee maps to the point of hurting his career in industrial design and music.
Lefix
Despite working as an artist in the gaming industry, Lefix still enjoys working on various projects in his spare time. He likes map-making because it is not only simple, but it lets him express himself more with the freedom of being totally creative; far more than his job would ever allow him to. As an avid follower of the SC2 pro-gaming scene, Lefix feels it is rewarding to see good and well-known players battling on one of his maps.
If you are interested in playing a few games or if you just want to observe, join our in-game channel: TPW on Sunday afternoons starting at 5PM CET on EU-Servers. We plan on running a weekly KOTH event (King of the Hill) where we will be playing and testing old and new maps. This is a great time to have a nice chat with the team and offer any ideas, suggestions, and feedback. Currently there are no initial plans to enable a KOTH version for the US, but it will happen in the near future.
If you would like to get in touch with us, please send us an e-mail ([email protected]) or send a PM to any TPW member right here on TL.
You can also find more detailed information about us and our maps on our website: www.theplanetaryworkshop.com
Don’t forget to visit our IRC channel theplanetaryworkshop on quakenet and our in-game channel “TPW” if you are looking for games!
0
hi guys,
i know how to make costum texture for ground but i have no idea how to change it for cliffs. someone can help me here?
0
i lose everytime on lvl 21. and it dont make sense at all. everything u have to do in this td is building the right tower per round but in lvl 21 one full upgraded turret dont do shit.
so what im supposed to do there
0
so this thread i really old but its the only one i found.
i have to know this
0
oh ok....thx for helping. this actor stuff is really weird for me. thx for taking the time and clear this up.
0
im sick of trying myself, it wont work anyways.
so how can i creat an effect on a point. i guess its really simple but the editor just totally confuse me with the shitload of options. in war3 it was so easy t.T
i found something with effect on point but i couldnt find the walloffire within the effect options. also the unit effects are not there. i need this wall of fire from the tychus04 campaign map.
thx in advance
0
i remember in this first wow map there was a cave. maybe u should ask him
at 1:10
0
this is perfect
thank u so much :D