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Question My first map ( BlizzForums SC Map Custom Development )
Updated: 2009-06-04 05:20:51 (5)
My first map

Hi. I just started making low money melee maps. This is my first one. I need some help though. I need to know how to get destroyable buildings to stay when the map is on the melee setting. I also need to know how you get minable mineral patches with 0 minerals in them to stay on the melee setting.

Another problem I had was creating ramps pointing other directions than down. I made a couple of my own, but you can build on them and it isnt really going to work. If there is a way to get some stock ramps, let me know.

I wrote some labels on the picture but you can hardly see them. At 12 a'clock, there is a small island expansion. Top right we have a pretty easily defended expansion for the Terrans, and the path leading behind the expo leads to a destination type opening in the back where workers can be picked off. If you look at the middle right there is the Natural expansion with two ramps, the top one being blocked off with a Mineral Block, much like Destination. In the middle there is a Temple blocking a straight path to your opponent. Once destroyed it opens up a permanent path like the blocks in Medusa. And of course the bottom right is the starting location for the player. The Entrance to his base can be blocked with a Barracks and Supply depot fairly easily. Like all good Melee maps this is mirrored on both sides.

A lot of the ramps look shitty, and when you play this map you can actually building on them, something I really need to fix. Also, when I test it on Melee the building in the middle and the mineral blocks arent there. If you know how to correct this, let me know please. Also let me know what you think of the map.
 

Answers: My first map ( BlizzForums SC Map Custom Development )
My first map

You'll have to use starforge or scmdraft to create units for player 12(the neutral player) whose units stay on the map in melee.
 

Gradius

My first map

Quote:
Originally Posted by Gradius
You'll have to use starforge or scmdraft to create units for player 12(the neutral player) whose units stay on the map in melee.
I have SCMDraft 2.0 and they dont stay...

I can live with the ramps being ugly...

Edit: OK, I got the mineral blocks to stay, but the buildings still dont.
 

Operatoring

My first map

Quote:
Originally Posted by Operatoring
I have SCMDraft 2.0 and they dont stay...

I can live with the ramps being ugly...

Edit: OK, I got the mineral blocks to stay, but the buildings still dont.
Are you sure those buildings belong to p12? Check again.

You should find tiles that aren't buildable on for your ramps. Look around in the tileset index - they're there somewhere.
 

Gradius

My first map

buildings have to be placed as unit sprites.
Go to sprites -> unit sprites -> race/buildings.
If you want them to appear in a map pic from SCMD2, you'll have to place real units, though. Can be annoying if you want to do both a melee and a observer version of the map. If you only want melee, you can juyt stack a unit and a unit sprite since the unit will not appear in the game.

You can get decent inverted ramps on broodwarmaps.net, click on MapDB on the left and either type "(0)" or "ramp" in the map name field (top left of the search form).
Some of the ramp maps are not perfectly up to date, so you might also check out some of the newer maps.


Imo your map is too tight, which favors terran.
Zerg needs to build his 1st hatch at the choke and thus can't fe well. EIther redesign that or place a neutral colony near the choke (unit sprite), but make sure that p and t can wall / cannon early on too.

Vespene Geysirs at the main bases should always be to the very top or to the left of the starting location. Thats because of the "gas issue": Different gas placement leads to different mining speed; top and left have equal speed and generally mine faster than other directions.
If you want to read more about that, go to broodwarmaps.net again and check out the articles section (right column) or go to the mapDB and search for gas_issue.


A note on Gradius' comment: Unbuildable crushed rock tiles can be found near the bottom of the tileset index palette, in the sunken ground ramp doodad. There are 4 such ramps, 2 for low ground, 2 for medium ground. The ones higher up in the list are the low ground ones.
 

spinesheath

My first map

Quote:
Originally Posted by spinesheath
buildings have to be placed as unit sprites.
Go to sprites -> unit sprites -> race/buildings.
If you want them to appear in a map pic from SCMD2, you'll have to place real units, though. Can be annoying if you want to do both a melee and a observer version of the map. If you only want melee, you can juyt stack a unit and a unit sprite since the unit will not appear in the game.

You can get decent inverted ramps on broodwarmaps.net, click on MapDB on the left and either type "(0)" or "ramp" in the map name field (top left of the search form).
Some of the ramp maps are not perfectly up to date, so you might also check out some of the newer maps.


Imo your map is too tight, which favors terran.
Zerg needs to build his 1st hatch at the choke and thus can't fe well. EIther redesign that or place a neutral colony near the choke (unit sprite), but make sure that p and t can wall / cannon early on too.

Vespene Geysirs at the main bases should always be to the very top or to the left of the starting location. Thats because of the "gas issue": Different gas placement leads to different mining speed; top and left have equal speed and generally mine faster than other directions.
If you want to read more about that, go to broodwarmaps.net again and check out the articles section (right column) or go to the mapDB and search for gas_issue.


A note on Gradius' comment: Unbuildable crushed rock tiles can be found near the bottom of the tileset index palette, in the sunken ground ramp doodad. There are 4 such ramps, 2 for low ground, 2 for medium ground. The ones higher up in the list are the low ground ones.
You have been very helpful. I put the sprite in, but units cant destroy it and they just go right through the sprite. It kind of defeats the purpose of the destroyable building to open up a new path. I thought this map was a little terran oriented so I am gonna add a sunken, if I can, to the choke like on Colloseum. I thought it was kind of tight when I was making it, but I figured all the different ways to get where you had to go would negate it. Its pretty easy to flank pushes on the map. Protoss can FE pretty easily on this map already. Thanks for all your help.

Edit: Ok. Im got the right sprites. Thanks for your help.
 

Operatoring

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