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    posted a message on Blizzard and the Mapsters
    Quote from houndofbaskerville: Go

    ps: abvdzh .. that does not seem like a post you would want a perspective employer to read :kappa:

    Well,I just meant that you should not miss any given opportunities to build relationships with a great people with admirable life achievements, wherever you go

    http://i63.tinypic.com/122dnuo.jpg

    Posted in: General Chat
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    posted a message on Blizzard and the Mapsters
    Quote from ZombieZasz: Go

    And as Deltron mentioned, connections are everything. Try and find devs on social media and see if you can connect with them

    Try Irvine Synagogues http://i64.tinypic.com/2q39pgn.png

    Posted in: General Chat
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    posted a message on Blizzard and the Mapsters
    Quote from ksnumedia: Go

    My point is, Blizzard should hire some of our map makers as consultants

    http://i64.tinypic.com/27xgylx.png

    Posted in: General Chat
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    posted a message on New patch today 3.3.0 = New Editor stuff ?

    i found few sweet effects like "Tornado" in neutral effects. I have a few cool abilities in mind for it :>. Also Devourer portrait is very high quality. Now usable unit realy :X GJ.

    Posted in: General Chat
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    posted a message on Demographics

    26, market analytic/economist. Study was too easy, so last 2 years of university (spare time of it) i dedicate to learning data editor, because creating a game was my pipe dream. Now mostly toying with old stuff, admire my marvelous data skills and looking for a good oportunities to troll ppl on this site with twitch emotes and bump my reputation!!! http://i64.tinypic.com/27xgylx.png

    Posted in: General Chat
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    posted a message on Reduce cooldowns through data?
    Quote from coffeeclubbr: Go

    Is this possible?

    yep

    Posted in: Data
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    posted a message on New simple level - Moon Base

    http://i66.tinypic.com/fcvhqv.png

    Posted in: Terrain
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    posted a message on Hello Community!
    Quote from SamsaraNoMas: Go

    Nothing more sweeter than 2 bros sharing the same passion.

    http://i67.tinypic.com/wjb86b.jpg

    Posted in: General Chat
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    posted a message on What the hell does Blizzard use to create their models? (Starcraft II)

    they use 3ds max but they have a squadron of coders which expand it functionality drasticaly by creating whatever tool artists need for modelling. I'm sure they have a shitload of custom tools for 3dsmax that you may've only dream of. At the moment i gave 3dsmax a try (2011) it was worse than XSI for poly modeling from scratch. However i'm sure now noone use that except for hard surface modeling. Ppl use just Zbrush + retopology. Basicaly just use whatever programm offers best retopology + UV tools. This is the only thing matter in 2016

    Posted in: General Chat
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    posted a message on Hello Community!
    Quote from PowerUnderwhelming: Go

    Hello Community!

    bye! http://i64.tinypic.com/27xgylx.png

    Posted in: General Chat
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    posted a message on Is mapster dead?

    I'm not seeing this going anywhere unless campaigns which require poor or none data modifications as well as other maps that use mostly trigger/terrain modules.

    A lot of people get lost even in previous editor features and Blizzard just keep adding more and more. It's hard to keep tracking on those realy. For team - maybe, but not for an aspiring individual.

    Another story is that some patches broke your maps. And it doesn't matter if it require slight fix or huge remake it still is very discouraging.

    I mean i get it Blizzard does whats best for their game, improving engine, etc. It's good. But for me it is too volatile environment to work in. I mean i can spend week or so making something crazy and cool because i'm not a Blizzard's Team 1 which can handle it for day. And what after something changed i need to go back and fix this thing i have spent a week working on? I simply can't afford to go back and fix my stuff cuz of time reasons.

    I think there it goes. If you have team it is a great odds your project survives if not - bye, or make some garbage maps like footman frenzy. But the funny thing is if i want to play footman i'll probably switch to WC3 because there are more people out there. DEAD.

    Posted in: Off-Topic
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    posted a message on Undocumented Editor Changes in 3.2

    there are new "Additive Attack Speed Factor" and "Additive Move Speed Factor" edit boxes in Modification+ ->Movement tab of buffs. It is pretty good because it makes so multiple stacks increase those values linearly in opposite to Attack Speed Multiplier which applies on top of other modifications.

    but c'mon ppl. who cares.... XD

    Posted in: General Chat
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    posted a message on Drop Pods push units off the pathable terrain

    Basicaly you need to handle drop pods as i did (basicaly as blizzard did :D and i learned) in a sample map i posted in this topic: http://www.sc2mapster.com/forums/development/map-development/88650-bosses-with-0-triggering-fun-or-shit/#p10.

    You'll see that even though the drop pod offsets are strictly defined, if there are already units in that location, the drop pod lands in nearest available place and doesn't push existing units

    This is some hard coded shit in Create Unit effect so probably trying to simulate it with triggers is a bad idea.....

    Posted in: Triggers
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    posted a message on Drop Pods push units off the pathable terrain

    the point of precursor is to create drop pod at the nearest free space. Create Precursor means that you creating an invisible (by applying behavior with "no draw" flag) copy of desired unit before performing drop pod launch.

    This how it works for infested terran ability of infestor: The first effect that fires is actualy Create Unit (called Create Precursor), not the Launch Missile as you may think. This make it so if you point the target on unpathable terrain the point will be tweaked to the closest pathable location. This prevents pushing existing units.

    Basicaly this means that your drop pod unit should be created before the actual visual, just delay it's appearance.

    Posted in: Triggers
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