This is just unacceptable from a company as large as Blizzard, why is my offline maps list tied to whether I have a certain DNS or not? The ones provided to me by my ISP should be acceptable but they are rejected and the maps list will not load.
imgur y5UQup2
Or you can do that when you first start the game, that whatever Firewall popup will appear (you know) asking you what network you allow the game to communicate on and just allow both private and public.
Hey guys, thank you for making both 2013 and 2014 quite the popular map! I appreciate your positive feedback so I decided to release Turret Defense 2015. Note that this will be my last Turret Defense ...
Please rate/review this map. It will help me make my other maps (especially the ones in this project) better for you guys. Thanks :)Alright, in my humble opinion, this map is golden. It may have a ...
This map was originally a lot more sophisticated, but my friend deleted everything. Anyway, there is room for five different bases (allied/team play would be best and I would recommend no more than 2 ...
Tavish and His BattleCruiser has crashed in a Terran Station.Then it was Infested by Xenomorphs looking unidentified Alien thing.Tavish needs to defend 40 minutes until the rescue arrived. HOW LONG ...
It is 1795 and american colonists have been born choose your birth and live it... life of a colonist live it. Executive Producer: MLGTooDope. Neonstick Games. All Rights Reserved. Glow Eye Pictures. ...
Monochrome is a test of your greatest fears that came to life you wake up in a maze with no memory of anything looking to find your way out. Executive Producer: MLGTooDope. (Neonstick Entertainment ...
Hello guys I'm new here in this forum. I just started to use the Starcraft 2 Editor 2 days ago, so I decided to join here to gather some knowledge.This may not be the right place to post my question. but anyway here it is. How can I play custom map that I downloaded here? And where should I put them in the Starcraft 2 directory or which folder?
Welcome to mapster! To play downloaded maps you just need to open them in the editor and click "Test Document", it is the green SC2 icon at the end of the menu bar. In case the map uses a mod file place the mod in your SC2 installation folder /mods.
If it's just a mapfile, then you can place it anywhere on your computer. However, a modfile must be inside the "Starcraft II/Mods" folder, and if there are several maps which load automatically after one has ended (campaign), then they also must be placed inside the Maps folder as instructed.
I've got a map that is being procedurally generated at run-time and I'm currently investigating methods of rendering this map.I've taken an interest in the look of Starcraft 2 and I'd like some advise on what methods it employs to achieve it. Secondarily, I'd like to see any tutorials, articles, or even source code examples if possible.
Snappable Tilesets - A typical starcraft map seems to consist of a tileset of models that one can snap together to create the cliffs, ramps and other elevated terrain. What methods do they employ to make them look so natural? What I mean is, its very hard to spot repetition.
1) A reasonably large set of interchangeable tiles. Say you're going with a 64x64 texture size on your grid: make eight 64x64 textures, any of which can tile with any others, and you've got a nice-looking tilebased game with a lot of variation!
2) Decals or megatexturing. Take your repeated texture and a small number of "smudge" or "dirt" or "scuff" overlay textures. Splatter a few of those overlays on your textures. These can be rendered in realtime, in which case they're decals, or baked into a ginormous texture, in which case it's called megatexturing. In either case you can probably do it semi-randomly, and you'll get a lot of variation with only a few applied overlays.
3) Cicada tiles. Check out this for more detail on how this works. In summary, it's a way to take a small number of partially-transparent obviously-tiling backgrounds and use it to generate a far-less-obviously-tiling background.
4) Texture splatting. I've saved this one for last because it's not really about avoiding tiling on a single texture, it's really about combining multiple textures seamlessly. However, if you can manage to eke out a few extra textures in your budget, this can be a critical tool - in fact, I'd say if you're not using this, you're probably doing something wrong. This won't help with large obviously-tiled sections of a single texture type, but this is what you'll use to make your various textures look good next to each other.
I'd like to know which maps are played most often so I can focus on learning those as I start with multiplayer. I saw a related question from BlueRaja, but it was about training maps. Clearly I'll form my own opinion over time, but I like to study things as part of learning a game.
When you play online you don't have much control over the map you will play. You can veto some maps off but in the end, it doesn't really matter whether the map is really played a lot or not, just your personal preferences.
In tournament, a popular map choosing technique is that the first map is decided either randomly, or every 1v1 starts on the same map. In Starcraft 1 Lost Temple has been chosen like this a lot in the early days (later on, it has been judge a little imbalanced because blocking the ramp gave the terran players a slight advantage).
After the first map, either the winning (rarely) or the losing (much more often) player would decide which map is to be the next. I'd say that most of the time, a 4 players map for a 1v1 is prefered since it gives each player much more territory to expand. Sometimes, they will choose "Steppes of War" in a "I want to rush you" fashion since it is the map where the spawning spots are the closest of the whole map pool.
So, on Battle.net, the maps are random so personal preferences don't impact the game much. Some maps are better for some races or some strategies (large choke points = harder to block = easier to rush).
The most commonly played maps (and the best maps to learn if you want to play multiplayer) are the ladder maps. They're the maps that are used the most because most multiplayer games played online are ladder games.
Custom-made Maps are the bread and butter of competitive StarCraft. Without frequent exchange of maps to accommodate for trends and shifts in the way that the game is played, the incredibly dynamic evolution of StarCraft progaming arguably could not have happened.
Indicative of the map's success are the 1013 official games that have been played on it. Python's popularity is even more apparent when looking at its use in the amateur scene; ever since its appearance, it has been one of the most commonly played maps on Battle.net, privates servers and various tournaments.
I hadn't touched SC2 since early 2012, so maybe this happened a while ago, but did they remove the option to run custom maps through single player mode*? You definitely could before, but I'm not seeing that option on the new (to me) interface.
@bbalpert: I believe it's in the custom games tab or you might in the versus A.I. in the matchmaking tab. There is no save/loading, but you can pause whenever. It kind of sucks, but for me, it's not a big deal.
What do you mean by "single player mode"? If you mean against an AI or no one else, just enter "custom games", choose "create game" on the map you want and don't open it up to the public. If you mean offline, then you must have already downloaded the map previously, but the method should be the same. You can also right click on a map and choose "create offline game" but I don't actually see how that's different to "create game".
@mrpandaman: Alright thanks, I just wasn't sure if I was missing something. Overall, the saving is not too a big deal, but there are some kinds of maps where it is kind of a bummer. Specifically RPG maps and Impossible Scenario maps, where you need basically perfect micro or you're boned.
@bbalpert: If you look in the Arcade tab, some maps do have those RPG and those scenario that you can play after you've downloaded them in the custom games tab if I'm also not mistaken there as well. Again, I'm not sure about those since I don't type of maps that often.
The Arcade interface is pretty neat looking, and the "pick up from here" function for replays is a really great feature, but it is NOT a replacement for the simple "click on the map that you want to play and go" interface. The hell, Blizzard?
This is an overview of my maps that emulate StarCraft II Co-op maps. Their goal is to provide an identical gameplay experience as official maps, however, they also include several custom-made mutators, feature prototypes, and many useful commands for testing.
The easiest way is to search for [MM] on arcade. Maps are available in all regions though I cannot guarantee that maps in the China region are up-to-date. There is an individual map for each enemy race (e.g., "[MM] Oblivion Express - Terran").
c80f0f1006