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    posted a message on [Help] Merging Dark Archon + Creating Malestorm

    There is a dark achron model already included in the editor. You just need to make it into an actor.

    Posted in: Miscellaneous Development
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    posted a message on (Idea) Laser Drill Tug o' War

    Alright, its your game after all. And 1 lane is good, especially if this is your first map. And to answer your previous question, you can change the turning rate to something very slow, and you SHOULD be able to change the charge up rate also. Were you planning on lazer fires' = 'you win instantly, or were you planning on having the lazer slowly drain the base's life? You could even change this statistics, as well as the level design, depending on how the players vote to start the match. (Nice idea with the multiple maps in one, I never thought of that.) Has for hero/class ideas, I always start brainstorming with the basics.

    1)A tough, melee warrior who excelles at 1v1 fighting. (zealot?) 2) A tank who is not good at attacking but has very high hp, and crowd control abilities designed to keep him alive. (immortal? queen?) 3) The physically weak caster that has amazing, high damage spells. (High Templar) 4) The stealthy backstabber who has low hp, high attack, and can cloak. (Dark Templar? ghost?) 5) The ranged support hero who needs to be protected by allies but deals good damage and has good spells. These should get you started! Good luck!

    Posted in: Project Workplace
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    posted a message on (Idea) Laser Drill Tug o' War

    This sounds fun! You are planning on programming this, right? Or are you looking for somebody else to do it? 1 lane might get kind of boring, sooo...maybe 2 or 3 lanes with their own drill. But here is the twist: The longer you hold control of the drill, the more powerfull its beam gets. So this adds the choice: WHich is more important? Do I risk loosing this already powered up drill and try to capture another one? Or do most of us protect this one and one or two players try to take the others? With only 1 drill there is almost no strategic decisions for your team to make. You could also add some other capture able territories like mineral plants (+10 minerals per 10 seconds to team that owns it) or medical centers (team that owns it can heal here for free). THat adds even more decisions for the team to make. The minerals could be used to buy items or even 'super units', which are powerful units that cost alot of minerals, and take several heroes to defeat.

    Wow... I would TOTALLY play this if you made it. If not, and you need somebody to make it, I can program this for you once I finish my current project. Seriously. I cannot come up with ideas by myself for my life, so if you cannot/dont want to make this, I am TOTALY willing to make it for you, and I'll put your name in the map. (of course you can still make it yourself, thats no problem. I just want to play this map at some point)

    Posted in: Project Workplace
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    posted a message on [Data] Moving from World Editor to Galaxy Editor (part 1)

    @OutsiderXE: Go No problem, I enjoy helping out mappers!

    @Cerosia: Go

    I'll look into that (if its free, of course). Thanks for letting me know!

    Posted in: Tutorials
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    posted a message on [Data] Moving from World Editor to Galaxy Editor (part 1)

    You should have seen it before I put the spaces and titles in..lol...And yes, that was an issue I did see, but I'm new to the site and I cant figure out how to make the text look all nice like http://forums.sc2mapster.com/development/tutorials/5096-data-creating-new-units-easy/#p15 I wanted to add some pics to break it up a bit, but Im not sure how to add them into the actual post, and not just the bottom. Can anybody inform me on how to do that?

    Posted in: Tutorials
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    posted a message on Advice for 3 way Dota map?

    RIght before you posted that, I gave everything 0 armor, 100 hp, and zealots 50 hp 50 shields with no regen. Good idea changeing the radius, though. I tried to use fire bats instead of marines because marines would look wierd at close range. Unfortunately, I cant get the firebats fire to work correctly without an AOE. I think I'll just make the marine have 0.1 range. But it works fine, they just look dumb holding out thier hands with no fire..lol...Anyway, its functional, so thanks!

    Posted in: Miscellaneous Development
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    posted a message on [Data] Moving from World Editor to Galaxy Editor (part 1)

    This was my first tutorial, let me know if I can fix anything or improve it!

    Posted in: Tutorials
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    posted a message on [Data] Moving from World Editor to Galaxy Editor (part 1)

    Foreword

    Warning: this was my 1st tutorial from a looong time ago, so it's not quite as well done as the newer ones. In addition, the editor has changed a lot since then. Everything involved in this tutorial mostly the same, but they're may be a few minor differences. I will probably re-do this one soon.

    part 1- this tutorial

    part 2- http://forums.sc2mapster.com/resources/tutorials/6090-data-moving-from-world-editor-to-galaxy-editor-part/#p2

    part 3- http://forums.sc2mapster.com/resources/tutorials/6610-data-moving-from-wc3-editor-to-sc2-editor-part-3-abilties/

    part 4- http://forums.sc2mapster.com/resources/tutorials/7199-data-moving-from-wc3-editor-to-sc2-editor-part-4-upgrades/

    part 5- http://forums.sc2mapster.com/resources/tutorials/8014-data-moving-from-wc3-editor-to-sc2-editor-part-5-custom/

    Difficulty: As long as you can move a mouse, use a keyboard, have a computer, and own sc2...You can do this. :D

    This tutorial covers: Making a new unit, giving him a new model, and a powerfull new gun. I might add more to this tutorial if anybody needs the info, so if you need help or have a question, feel free to post it here and ask!

    Lets get started

    To start, we need to open the galaxy editor. (Obviously) It is located in the same place as starcraft 2. So for PC users, it would be in program files >>> starcraft 2. Open that up, and then click File >>New Map. You will see a lot of options, but none of them are super important for now. Just hit Ok. Now, what we are going to do is make a marauder called Bob. So press F7 (again, this is for PC users, I dont know about macs) to open the data editor. This is where you can edit almost everything that happens in starcraft 2. There is a drop down menu in the top left corner. Make sure it says units. If it does not, click on it and select 'units' from the drop down tab. In the search box, type 'marauder', then right click the marauder unit and hit 'duplicate'.

    A menu will pop up with all the different things that go into the marauder unit. Unlike in the warcraft editor, a unit is made up of lots of different parts thatmust be linked together. For example, the marauder unit has the model 'marauder'. In the world editor you would just change this data field in the unit editor, but in starcraft 2, you have to assign the model to an actor, and then link the actor to the unit. Don't worry, I'll explain all of this later. Just know that copying and pasting the unit WILL NOT work, you need to right click and hit duplicate. Now, if you wanted to copy the marauder, normally you would want to check all of the boxes under ' actors' and 'sounds' and hit Ok. But we are going to change the actor/model later, so just hit ok.

    The new unit will be called marauder Copy, so right click it and hit modify. Under 'name' enter Bob. Then hit the suggest button and hit ok. The reason we hit the suggest button is fairly simple. The internal editor has names for the units, but we dont see this names. When we hit suggest, it renames this internal name to match the new name we just gave the unit. Now, the new unit might have dissapeard because you still have 'marauder' in the search box. Just search for 'bob' and click on it.

    note-before you continue you need to make sure your editor is set up the same as mine so you dont get confused. Just find the 6 brownish buttons in the top left, and make sure they are all pressed down except for the first one. These just configure which data fields are displayed. Like This

    Lets make the unit more awesome!

    Now its time to buff up Bob. Type 'life' in the search box in the top right corner. This searches through the units date fields, and its just faster than scrolling through all of them. We want Bob to be powerful, so lets set life maximum to 3000, life armor to 3, and life starting to 3000. This part is basically the same as the world editor. However, in the world editor, when we wanted to change the units model, we just changed 'art- model' to the new model. Unfortunately, its not quite so simple anymore. Go to the 'actors' data type by clicking on the drop down tab at the top left and hitting actors. Nothing will show up because bob is still in the search field. Delete that and type in 'marauder'. You will find the marauder actor under the units folder. Right click it and hit duplicate. You wont need to check anything this time, just hit ok.

    Once again, right click the copy, rename it Bob, hit suggest, and ok. Like, before you will need to type Bob in the search box to find the new actor. Once you click on bob again, you will see a box at the top right corner of the data fields thats says 'Unit Name' 'Marauder'. Doubble click marauder and change it to Bob. You have now linked the actor 'Bob' to the unit 'Bob'. One important thin to know is that when you do this, the editor tries to set up the actor with the model 'Bob'. Obviously, there is not a mode named Bob. So we will need to change the Art- Model field to 'marauder'. Thats it! You have a marauder named Bob that can be placed in the map, In fact, lets try it out now. Go to the terrain editor (F5 for PC's). Hit U to go to the units tab just like you did back in the world editor. In the search field, type Bob, and your unit will appear. Click on his icon and place him into the map just like you would have done in the world editor. While your at it, why don't you add about 50 zerglings in for player 2 and see what happens? control + F9 tests out the map!

    Bob should be stronger. Lets give him a cool weapon

    The way units attack has been altered for starcraft 2. Instead of setting up attack damage and speed in the units data, you set that all up in a weapon, and then link the weapon and unit together. This allows for a lot more flexibility. For example, you can quickly and easily swap out weapons with triggers in an RPG type game. ANYWAYS....Lets modify the marauder's gun. So go back to the data editor and open the weapons data from the drop down menu. Search for 'marauder' and the weapon called 'marauder- punisher gernades' will come up. Click on it. I'll point out some key areas of the weapon so you can alter them as you see fit. period- by time between shots. Set this to 0.3 range- the range of the weapon. just fyi, 6 is the marauder's range. Its not Warcraft with those huge ranges. target filters- perhaps one of the most important, here is where you set up what can and can not be shot at. It lists alot of different things, and you just have to right click on them and change it to either 'allowed','required',or 'excluded'. Bascily, when you target a unit, it must pass these tests. For example, if ground was required, the unit HAS to be ground, even if air is allowed. but if biological is excluded, and the unit is ground-bilogical, it still fails the test and cannot be shot at. icon- what the weapon icon is on the units in-game info pannel

    effect- very important. This what happens when you hit the target. Normally this is damage. For the marauder this effect is marauder-punisher garnades- launch missile. This is because when the marauder shoots, you can actually see the grenade fly at the enemy and blow up, where as units the the reaper have no projectile, so they just damage the target instantly. So head down to the effect data types by using the drop down menu on the left. Search for " Marauder - Punisher Grenades (Damage)". This is an effect that does damage. Select it, and change "damage (amount)" to 1000. Nobody will mess with bob anymore. Try out the modified weapon in game. Watch those zerglings explode!

    Final Worlds

    These are the basics to creating your own units in the starcraft editor. I'm going wright a quick overview Instead of just having a model like in wc3, sc2 Units are linked to actors, which are linked to models. Actors control what animations play. For example, the actor says "when my unit attacks, play the attack 01 animation". Weapons are linked to damage effects. I didnt go over this next part in the tutorial, but its good to know anyway: Behaviors are things that units have that are passive. As in, you dont have to activate them. Like the reapers jumping ability, or the hardened shields of the immortal. Effects do tons and tons of things, and one of those things is damage. But they are mostly used in abilities.

    random fact for this tutorial- Did you know that 1 in 5,000 north Atlantic lobsters are born bright blue. Dont even say you already knew that. I know you're lying.

    Posted in: Tutorials
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    posted a message on Advice for 3 way Dota map?

    Yes, I added in towers to fix the random damage imbalnce thing. Anyway, If I can do the ting with the firebat, I certainly will. I'm not very good with actors, but....I'll give it a try.

    Posted in: Miscellaneous Development
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    posted a message on Advice for 3 way Dota map?

    Like I said, I cant do that because marines are ranged and they will always win because of that if the stats are the same. OR i could use marines roaches and stalkers so they were all ranged, and then make the stats equal.

    Posted in: Miscellaneous Development
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    posted a message on Only experience points from killing blows? :/

    Somebody at sc2 mapster made a library that adds xp. Id search for it.

    Posted in: Miscellaneous Development
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    posted a message on Advice for 3 way Dota map?

    Im making a 3 way Dota Map that is fought between a terran, protoss, and zerg team. The layout is a triangle, with each base being connected to the other two via a road. For those who dont know, in Dota, fairly weak units spawn over time at your base and run at the enemy base. They will die in the middle of the battle field and do this forever and make no progress without the help of your character. My problem is this: The protoss are owning everybody no matter what, and zerg get trampled by the Terrans and the Protoss. I'm not sure what to do, since I cant make the units exact copies of each other because the marines are ranged and the zerglings and zealots are melee. I have only 3 zealots spawning and way more zerglings and marines. Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Wanted maps

    I AM SO TIRED OF TD's!! They are the most boring repetative map type THAT EVER WAS INVENTED!! UIHGHGGHGHGGGGHHH! Phew..sorry, I lost my cool there for a second..anyway, people need to stop making TDs and start making something that requires some creative thinking. Of course, it wont matter because untill blizzard changes the popularity system, all the TDs are stuck as being popular.

    Posted in: Project Workplace
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    posted a message on Need Help with TD

    When you duplicate something, MAKE SURE to right click and hit duplicate, the then heck all the actor boxes and weapon boxes. I was not aware of this untill recently, but if you just copy paste it does not work right.

    Posted in: Project Workplace
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    posted a message on [Trigger, Terrain] Make Lava/Water Raise and Lower

    dang..I was JUST about to post a tutorial about this, and I thougt I'd check too see if it had already been done. >,< you beat me too it. =] Nice detail, though, you even explained how to do the lighting.

    Posted in: Tutorials
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