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    posted a message on Battlenet Press-only Interview
    Quote from wingednosering: Go

    @ Eiviyn:
    Only a few 'popular' maps will get played and all others will never be tried because nobody wants to pay money for a map that they'll never be able to get a full lobby for.

    QFT

    Posted in: General Chat
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    posted a message on [Release] Lastman's Refuge

    bump :D

    Posted in: Project Workplace
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    posted a message on [Release] Xibalba Station

    Bumping

    Posted in: Project Workplace
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    posted a message on [Beta] The Red and the Blue

    bump

    Posted in: Project Workplace
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    posted a message on [MOVIE] Battlecruiser Operational (Blizzcon Entry)

    @Suhnder: Go

    I thought it was awesome! In my opinion it beat the pants off of the videos that actually won. In my opinion. Good job!

    Posted in: General Chat
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    posted a message on [Release] Xibalba Station

    Xibalba Station is a small (96 x 96) custom multi-player (1v1) map. It utilizes all the standard multi-player units with the exception of air units and their corresponding structures (ie starports). Each player has also been limited to one base unit for the entire match. Throughout the map, at strategic locations, are hostile creeps. Resources are available in the starting base location as well as in various locations, mostly guarded by hostile creep units. At the center of the map is a "boss" creep, which guards high yield mineral locations as well as the main access choke point to the enemy player's base.

    Play on Battle.net TODAY (and Everyday there-after)!

    Links
    @SC2Mapster - http://www.sc2mapster.com/maps/xibalba-station/
    @5h0cktr00px0rz - http://5h0cktr00px0rz.org/?q=node/196
    @SC2Battle.net - http://us.battle.net/sc2/en/forum/topic/902030968?page=1&postCommandKey=#8

    Posted in: Project Workplace
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    posted a message on [Release] Lastman's Refuge

    Establish control and defend the high ground, you're going to need it! Two to four players battle for control of higher ground as lava surges begin cutting them off from much needed minerals and gas, ultimately engulfing them in molten flames. Lastman's Refuge is a "last man on the hill" style map where the player who solely controls the central "hill" at the end of the game timer wins. If more then one player has units in the contested region at the end of the game timer, the match goes into sudden death overtime, where the first player to achieve sole control over the "hill" wins the match. Additionally, lava surges up to the first level of ground every 60 seconds as well as permanently covering that area when the game timer reaches 5 minutes left. At 1 minute left on the game timer, the lava surges again to the second level, destroying all units and structures on level 2, leaving little safe ground left from which to launch your attacks.

    Lastman's Refuge was entered into the StarCraft 2 Custom Map Contest (09/11/2010).

    Play on Battle.net TODAY (and Everyday there-after)!

    Links
    @SC2Mapster - http://www.sc2mapster.com/maps/lastmans-refuge/
    @5h0cktr00px0rz - http://5h0cktr00px0rz.org/?q=node/203
    @SC2Battle.net - http://us.battle.net/sc2/en/forum/topic/901260904?page=1&postCommandKey=#6

    Posted in: Project Workplace
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    posted a message on [Beta] The Red and the Blue

    Bump

    Posted in: Project Workplace
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    posted a message on Duplicate Object vs Copy/Paste Object

    @Jooon: Go

    I think I'm starting to see the pattern that's been screwing with my understanding of what Duplicate Object duplicates and what it doesn't. It's not entirely obvious to someone who hasn't been using the editor for a long time, like myself, but when looking at the object explorer, someone new to the editor would think that all the objects listed under the selected object were directly linked to that object. That's not the case, however, with some of those objects being "brought along" with other objects.

    What I've noticed is that in the Object Explorer, some of the objects displayed are actually indirectly linked to the object through another object, in most cases the Actor object. So, If I were to duplicate the object without the appropriate actor, you will find that some of the other objects are no longer linked to the new duplicated object. This is not intuitively obvious because those objects are not hierarchically linked in such fashion. This would give a novice, like myself, the false impression that objects the appearance of being hierarchically linked to the selected object.

    I'm not sure why Blizzard chose to design the Object explorer in this fashion. I may not be privy to some arcane understanding of such things due to ignorance on my part, but it would be a much more intuitive design to have linked objects appear linked in some fashion, whether that's through some UI indicator, such as a dotted line, or the more common use of hierarchical tree structures.

    eh... that's my two cents, but perhaps I just need more time with the editor before I get my sea legs.

    Posted in: Data
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    posted a message on Saving Custom Data Chages for Reuse

    @Sepraphim: Go

    Awesome! Thanks for the help. :D

    Posted in: Data
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    posted a message on Saving Custom Data Chages for Reuse

    @Sepraphim: Go

    Okay cool. Is there any way to make what I've already done as a map file into a dependency? It be a real pain to have to do all this over again. :(

    Posted in: Data
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    posted a message on Saving Custom Data Chages for Reuse

    Hi folks,

    I've made some changes in the data module that I want to save for multiple projects. I know there's a way to make trigger libraries but I don't see anything similar for data. Is there an easy way to do this or do I just have to save a copy of the changes as some sort of template project from which to start each time?

    Posted in: Data
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    posted a message on Duplicate Object vs Copy/Paste Object

    @Jackolas: Go

    Okay, perhaps I'm misunderstanding what exactly Duplicate Object is doing. I'm thinking that when I duplicate an object and are given the duplicate checkbox window, I am checking what items I want the new duplicated object to carry over from the old object to the new one. What I am now realizing is that checking off items in this box ALSO duplicates those objects as well. That's not at all intuitive but if what you are saying is true, just duplicate the unit and actor, it makes more sense.

    Still, from what I've noticed with the copy/paste is that I don't have to "fix" anything because all the correct attributes and paths are set up. I'll try doing some more duplicate object and see what happens when I don't select model.

    Posted in: Data
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    posted a message on Duplicate Object vs Copy/Paste Object

    I've been wondering what the word is on using a Copy/Paste procedure on an Object versus using the contextual menu option of Duplicate Object. I've had some issues with using the Duplicate Object menu item because it will change the attributes of some of the fields to "<some attribute> copy" where as a copy/paste will actually duplicate the original objects field data.

    For example...

    - if use Duplicate Object on the TaurenSpaceMarine Actor I get...

    Quote:

    Art - Model = TaurenSpaceMarine (Unnamed) Copy

    - if I use a copy/paste procedure on the TaurenSpaceMarine Actor I get...

    Quote:

    Art - Model = TaurenSpaceMarine (Unnamed)

    Since "TaurenSpaceMarine (Unnamed) Copy" doesn't actually point to a valid model... it lists the model asset path as "Assets\Units\Terran\TaurenSpaceMarine2.m3"... this actor does not actually work as intended (ie it does not display the model). The copy/paste version, however, doesn't change the attribute name, and thus points to the correct model AND model asset path. It will do this on a number of different attributes (though not all of them) as well.

    I guess my question really boils down to this: am I missing something that I don't know about when I use a copy/paste procedure over the Duplicate Object function?

    For now I'm going to use copy/paste, but I'd hate for something I didn't know about to pop it's head up and require me to redo all the work I did with copy/paste.

    Posted in: Data
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    posted a message on SC1 Melee Map Guide

    I guess the real question is, do they want us to recreate official SC1 melee maps (ie the ones installed with the game), or can we include pro league maps, which are going to be much closer in style and balance to the current SC2 maps available?

    Posted in: Tutorials
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