Am I correct when I say that balance should be more important than the exact recreation of the look of the map? Not all SC1 maps are balanced for SC2. Example of a map; one player has cliffs next to its base, the other has water. So one player can simply be reaper-harrased (or whatever) while the other can't. Besides, many SC1 maps have large entrances to bases without being on cliffs. I assume that I could change that as well(?)
- Registered User
Member for 9 years, 6 months, and 13 days
Last active Mon, Feb, 12 2018 08:53:08
- 1 Follower
- 838 Total Posts
- 7 Thanks
Sep 28, 2010Posted in: Project Workplace
In a recent Q&A session Blizzard revealed that this is currently not possible, but they will add this feature in a future patch (hopefully 1.2, which was announced to bring several editor improvements and is supposed to come before the end of the year). I would just continue working on the project and add the linking once it is available.
Sep 27, 2010Posted in: General Chat
Quote from Mozared: Go
I'm not entirely sure what this thread is about by now, but here's a compulsatory "WEEEEEEEEEEEH, WEEEEEEEEEEEEEH, OTHER PEOPLE QQ ABOUT SOMETHING BLIZZ IS DOING SO I WILL QQ ABOUT IT TOO".
You will exit Warcraft 2?
Sep 26, 2010Posted in: General Chat
I've finished three campaigns fpr WC3 and worked on an AAA product in germany and I can tell you that, while it's not impossible, it's really, really hard to play something you've created just for the fun of it. You'll always look for ways to improve the design (for future patches). Our lead designer said he never 'plays' his games after release.
Sep 21, 2010OutsiderXE posted a message on Coop Maps (Imagine the Campaign but with a friend!)Posted in: Team Recruitment
I'm interested in all sorts of co-op ideas for SC2. (I mean play, not join).
Sep 3, 2010Posted in: General Chat
Excellent system. But what can I do to make the car drive slower (as it would without the system) but without losing too much of the drift and acceleration process? Is there a way to have it stop spinning when not given any commands?
Aug 29, 2010Posted in: Miscellaneous Development
The Editor just crashed when I saved my map. It created the temporary folder called 'SotX01.SC2Map.temp' where all the raw files for the triggers, .versions, .xml's, txt's and so on seem to be stored. it didn't create any proper .SC2Map-file du to the crash.
Is there any way to load up all that stuff in the .temp-folder into the editor and do a proper save, or need I redo my work since the last save?
Thanks in advance.
Aug 4, 2010OutsiderXE posted a message on [Data] Moving from World Editor to Galaxy Editor (part 1)Posted in: Tutorials
SC2 tutorials for the WC3 experts are exactly what I need. Keep them coming! Thank you!
It would be cool find out more about the data editor, differences in triggers, campaigns, skyboxes and much more smaller stuff! At the moment I simply don't have time to do more with the editor than playing around with ideas I find on the forum. Therefore I appreciate any sort of useful tutorial I can get my hands on.
Jul 6, 2010Posted in: Project Workplace
More out of boredom than anything else I started designing a 1on1 melee map for StarCraft II. Normally I delete my first few attempts but this one turned out so well that I gave it some more gameplay tweaks and a beauty parse which is currently in its mid-stage.
I tried to make this map as "normal" as possible, meaning, nothing fancy, nothing out of the ordinary. Which means that I had a thorough look at the features of a classic StarCraft II Beta map.
Some of the gameplay features I noticed were: - Fairly secured main base with a small ramp that leads to its natural expansion and a bigger side entrance which is blocked by destroyable rocks and field-of-view-blockers, and a small line of cliffs where Reapers, Stalkers or Collosi could ambush. (There are no watch towers in your main base in the current version of the map). - Main bases have enough space for fully functional 200/200 supply bases. - Expansions are way smaller but big enough for supporting defense and some buildings. - Natural expansion that leads to the central fight area. - Central fight area with multiple ways and Xel'Naga Watch Towers to overview the battlefield. - Second expansions points which are equally away to both players (might add destructible rocks in the future). - Islands that are difficult to reach but yield High Yield Mineral Fields (may push them further away from the main land to secure them against Siege Tanks).
Some of the visual features I noticed were: - No overuse of doodads or terrain painting in the bases or along the main roads. - Connections are clearly recognizeable by road-like textures. - Bases are clearly recognizeable by more solid textures. - Plants, rocks and other doodads are mostly on side roads. - Some fancier doodad-contstruction are distinguishable as eye-catchers along the road or whenever it can be assured that they wont hinder a unit's path.
I try to think of more as I go but as you probably understand is hte more you work on a map the less you can change its foundations and continue working on it with a flow. The current work-in-progress name is "(2)Glen of Oblivion". What I am currently realy unhappy with is the look and feel of the islands. I seem to have a problem with the sudden change of cliff textures and the islands' shape. I will probably play around with some more doodads to see what can be done. Also the non-playable fields (e.g. water and lowest ground levels) seem uninspired. Hell, at the moment I think the whole map could need a new doodad-parse, but I also believe that I cannot in good conscience force the map to look good. Some things just come with experience and to get this experience I will need to work on other maps. I'll probably give this map another week before I release it.
- To post a comment, please login or register a new account.