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    posted a message on Marauders!

    @EDHRIANO: Go

    Yes. The text right under the Battlestation says so, as does the project page.

    Posted in: Map Feedback
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    posted a message on Marauders!

    @DEFILERRULEZ: Go

    Thanks for your feedback man. I actually tried most of your suggestions about Kaboom Baby 3 before releasing it. My main focus was the Hybrid smacking down the gates, and the fortress-like walls. The Hybrid defending itself, your base getting attacked, and big reinforcements for the Hybrid all made the the map very binary. You would lose your capped army once to defenders or the Hybrid and wouldn't be able to take it down before you lose. The map is on a 38 minute timer if i remember correctly (not too long not too short, the previous two could drag out for almost an hour if you aren't on point with your army comp). Having base attacks were also binary due to the size of the map necessary for the Hybrid. You either lose your whole base if your army is attacking the Hybrid, or you spam 50 turrets. No real challenge or strategy there, unlike part 2.

    The 3 parts were also supposed to get easier and easier as the Marauders won more battles. Part 3 was more annoying than anything with those elements, so again, removed.

    Posted in: Map Feedback
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    posted a message on [Showcase] Narudek's Models

    If you're gonna make CNC units you gotta make the MARV

    Posted in: Artist Tavern
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    posted a message on How do YOU make your maps?

    Sup fellow mapsters, how do you make your maps? Like idea generation and actually creating. Do you terrain first, paint, then doodad? Data first? Where do you get ideas?

    For me, I've got scores of unfinished maps that seemed like good ideas until halfway through the execution. The ones that actually work end up being based on a music piece. I'll come across some music (usually from another game) and I use that as a base for a map. Music paints a picture in my head, and I try to evoke that feeling through gameplay.

    Example: . This is where the map Rising Tide from Marauders came from. I got a picture of enemies slowly walking up to you while being imposing.

    Example 2: It's extremely heroic sounding, so I had the idea of a small team absolutely obliterating scores of enemies, and Team BAMF was made.

    As for creation, I do data, cliffs, doodads, paint, pathing, points/regions, triggers, custom art (loading screen, wireframes). Almost always in that order.

    Posted in: General Chat
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    posted a message on Marauders!

    I actually did change mission 2 a little with the area where Bob is. It now has way less impalers on the cliffs. Rising Tide was indeed supposed to be hard. That's also why its endless.

    The strat i used was to make a ton of workers up front, making sure to redirect them away from attack waves. The attack waves usually come from one or two sides at a time, and Yogg-Saron always shows up where the attack is coming from. I got to about 40 in-game minutes before i called it quits.

    I am surprised you liked Marauding that much. On my personal list, its near the bottom with only Firejumpers being lower.

    Posted in: Map Feedback
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    posted a message on Minimap Bounds Color

    Minimap border color is tied to race.

    Posted in: UI Development
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    Yep that did it. Feel like a retard now.

    I figured it was like some other third party plugins that stick to one version. Guess not.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    Hey man, doing gods work here.

    I get an error every time i try to export. Even if i import a base model and immediately try to export, same error.

    I have zero modeling skills and couldn't find anything similar on search. What do you make of it?

    Posted in: Tutorials
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    posted a message on Where dafuq is assets.txt?

    Ah, i was under the impression that casc and mpqedit were basically the same thing. Thanks m8.

    Posted in: UI Development
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    posted a message on Where dafuq is assets.txt?

    I know how to mpq edit and replace files and w/e, but I can't find the stupid thing

    I read all the topics i could find regarding the location, but nothing matches up with my install directory. They all say to start a folder that I don't have.

    I've attached a picture. Anyone know what's up?

    Posted in: UI Development
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    posted a message on Mass image editing

    @wargirlwargirl: Go

    They work but they also color the metal (or zergy) parts of the UI which looks really unnatural.

    Posted in: Artist Tavern
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    posted a message on Mass image editing

    @DOOMEDEARTH: Go

    Oh I know how to export to .dds. I'm wondering if there's a way to batch edit images while retaining the .dds. So far I haven't found any plugins that has .dds as a batch export option.

    Posted in: Artist Tavern
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    posted a message on Mass image editing

    Lets say someone wanted to change the color of the in-game UI. Thats like a billion images right? Most of them are similar in color too, so you can apply the same color filters to almost every picture.

    However, thats a lot of pictures amirite? Is there a way to edit every picture at the same time? I typically use GIMP and Irfanview. GIMP can't export to .dds and also apply the color filter in a batch. There's plugins for one or the other, but not both. Doing these steps separately also screws with the transparency. Irfanview can easily mass edit, but it can't export into .dds. Anyone know of some alternatives? My google-fu has failed me.

    I'm using the color rotation map in GIMP btw. So so handy. No need to replace 50 colors individually.

    Posted in: Artist Tavern
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    posted a message on Marauders!

    For my maps, open the file directly. The editor will open and the map will load (takes a bit). If all you get is empty terrain, open it again.

    Ignore any messages or windows that pop up.

    On the toolbar near the top and to the right, theres a green SC2 icon. Click on it and the map will load into SC2. The icon is called "Test map" when highlighted.

    Posted in: Map Feedback
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    posted a message on Marauders!

    Haha, I did. Pretty great. He caught the exact reactions i hoped people would when they played it.

    Posted in: Map Feedback
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