When most people say polish, they usually mean adjusting the fine details. Anything from bug fixes to:
1. Making some visual effect slightly more impressive
2. Changing the doodads or terrain to be slightly better in some small part of the map 3. Making some action/trigger occur 5 seconds earlier or later
4. Making a certain specific part of the mission slightly easier or slightly harder
5. Observing as many people as possible playing your mission to see what parts they struggle with, don't understand, or don't like
Really, any refinement that makes your mission seem more professional, as if it was made by Blizzard themselves.
You probably don't know what it means because it doesn't have an exact meaning yet. It's just a catch-all term people use to say "I know it needs a lot more work, even if I don't know exactly what"
I am focusing on Normal (but to be honest I can't tell that the difficulty the wave sizes are locked too is Normal, it seems more like Hard) but I wanted to add a higher difficulty for the sake of personal testing, as I can't stand playing something on as easy as Normal is for co-op.
Hm, anyone else having difficulty getting attack waves to scale with difficulty? Their built in function for co-op map waves lets you choose supply and tech brackets, but these are supposed to scale based on difficulty. I can't seem to get them to do that. No matter what I set the difficulty level to, these attack waves always spawn set amounts.
I'm just doing it manually based on my own game attribute instead, just a shame if we can't use the built in scaling.
Most of you are advanced enough you probably wont want my pre-made triggers but you can copy over some custom action definitions I made to make things like sending attack waves, creating line pings, or showing progress bars over a unit easier to do.
Yes, that much is obvious, but its not the cause of the issue. Again, even some existing blizzard .dds of the exact same dimensions as what the cursor currently uses do not work.
So, I've figured out how to change your cursor in-game. However, some .dds files work and others don't (always the same size). I was wondering if anyone knew what save settings were required in order for the editor to let you use it as a cursor?
The only way I've had success is changing them to other prexisting cursor art in the game, or by trying random existing .dds files that are in the right dimensions until one works. But I've had no luck importing my own.
Both of these things to me are key elements of SC2mapster and I don't immediately see them linked too anywhere.
Otherwise, though, I'm quite glad to see the website updated and everything I've checked so far seems to have survived the transfer. It'll take a while to get used to Mapster in white, but I'm liking the new features and better UI.
0.960955443270556
You can find the tutorial here:
https://docs.google.com/document/d/1wvlTy-XCyCxjd4ZNuElRbqkcY5UA5pneYFl4i1LCYLs/edit?usp=sharing
I might not check this thread so if you have any questions or feedback, contact [email protected] or find me on the SC2mapster Discord
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Here is a UI Layouts tutorial I wrote for beginners, if anyone is interested: https://docs.google.com/document/d/1wvlTy-XCyCxjd4ZNuElRbqkcY5UA5pneYFl4i1LCYLs/edit?usp=sharing
Let me know if there are any problems
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Thanks for these, btw
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I had presumed that he was being tongue-in-cheek, I think a lot of the maps were made by only one person excluding voice-acting.
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When most people say polish, they usually mean adjusting the fine details. Anything from bug fixes to:
1. Making some visual effect slightly more impressive
2. Changing the doodads or terrain to be slightly better in some small part of the map
3. Making some action/trigger occur 5 seconds earlier or later
4. Making a certain specific part of the mission slightly easier or slightly harder
5. Observing as many people as possible playing your mission to see what parts they struggle with, don't understand, or don't like
Really, any refinement that makes your mission seem more professional, as if it was made by Blizzard themselves.
You probably don't know what it means because it doesn't have an exact meaning yet. It's just a catch-all term people use to say "I know it needs a lot more work, even if I don't know exactly what"
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I am focusing on Normal (but to be honest I can't tell that the difficulty the wave sizes are locked too is Normal, it seems more like Hard) but I wanted to add a higher difficulty for the sake of personal testing, as I can't stand playing something on as easy as Normal is for co-op.
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Hm, anyone else having difficulty getting attack waves to scale with difficulty? Their built in function for co-op map waves lets you choose supply and tech brackets, but these are supposed to scale based on difficulty. I can't seem to get them to do that. No matter what I set the difficulty level to, these attack waves always spawn set amounts.
I'm just doing it manually based on my own game attribute instead, just a shame if we can't use the built in scaling.
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Which one of you lucky guys got to nathanias first? =(
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I'm also working on my own template map that does a bit more for you than Blizzards: https://us.battle.net/forums/en/sc2/topic/20753085144 Including built-in fix for testing from the editor.
Most of you are advanced enough you probably wont want my pre-made triggers but you can copy over some custom action definitions I made to make things like sending attack waves, creating line pings, or showing progress bars over a unit easier to do.
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Thank you, that's what I was missing!
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Yes, that much is obvious, but its not the cause of the issue. Again, even some existing blizzard .dds of the exact same dimensions as what the cursor currently uses do not work.
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Sure. But I haven't been able to figure out what exactly it is that causes it to refuse to use certain .dds file as cursors.
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So, I've figured out how to change your cursor in-game. However, some .dds files work and others don't (always the same size). I was wondering if anyone knew what save settings were required in order for the editor to let you use it as a cursor?
The only way I've had success is changing them to other prexisting cursor art in the game, or by trying random existing .dds files that are in the right dimensions until one works. But I've had no luck importing my own.
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My first thoughts were:
1. Where's the wiki?
2. Wheres the IRC?
Both of these things to me are key elements of SC2mapster and I don't immediately see them linked too anywhere.
Otherwise, though, I'm quite glad to see the website updated and everything I've checked so far seems to have survived the transfer. It'll take a while to get used to Mapster in white, but I'm liking the new features and better UI.