Now i been getting fast mutas from zerg....fucckk this shit man.Trasher said:Mid-game push with about 4 immortals, 8ish stalkers, 8ish zealots, and about 4 sentries does the trick almost every time.
Also, don't forget to bring a probe with you to put a pylon down for close proxy reinforcements.
Corran Horn said:I cannot beat zerg as protoss unless I push really early :/
When they got mass units Im always fucked, even with Immortals/colossus :/
Halycon said:1. It looks a bit busy right now, I can't tell what the starting bases are.
2. Awesome, I've love to test it with you sometime.
3. Symmetric is okay, you can add garnish later.
To set Start Locations go to Layer -> Point. (Or just hit P on your keyboard.) Then select Start Location and place it where you want. I suggest if you're making a melee map to first set down a quick Hive/CC/Nexus first to see where the start location should be placed next to minerals/gas as it won't tell you where you can't place it like you would a normal base. And yes, you can test your map, you just need to set proper player properties.MisterAnderson said:So I just finished my 2v2 map (enough to at least test it), but for the life of me I can not figure out how to lay down start locations...I used to mess around with the old BW and WC3 editor and I remember it being easy to find. Maybe I'm just missing something. Does anyone know where I can find this? And am I able to test the map out in a custom game or that's yet to come in an upcoming patch?
Warning: You tried to view shadows while your graphics options have shadows disabled. Please set your Shadow Quality under Video Preferences to Medium or higher.
watervengeance said:The rush distance is quite long. Imagine scouting the wrong way in a 1v1 game. :lol
Ask a few GAF members on your friends list, and if I'm on just ask me. I usually am always in the conversation.Mengy said:I've got a question, how can I tell if there is a GAF chat channel going? Or even yet, how can I start one if there isn't one running?
MrMister said:Argh my bandwidth!
To answer your question Anderson, Go to preferences -> Video, and make sure your settings are at least at medium.
okno said:Just got the beta tonight! Really liking it, so far, but I don't like how much it really feels like SC1. That's not really a complaint, as there are loads of really neat new stuff, but I guess I was just expecting something a little more different.
That said, anyone willing to play a couple of rounds with an absolute scrubb? I haven't played SC1 or any RTS games in years, so I'm pretty slow at the moment, but I' catching on fairly quickly. So, I'll be on most of the night tonight. My name on bnet is preservative.fruit. If you want to play, either message me here or there.
Corran Horn said:Top down racing
http://www.youtube.com/watch?v=tEMWi7NbEcs
Top down shooter
http://www.youtube.com/watch?v=p5-D0_1_rRU
3rd person shooter
http://www.youtube.com/watch?v=2rm4_T5QU9E
First person shooter
http://www.youtube.com/watch?v=ZFHaGzTflkc
some cool stuff
OUCH for Mac beta client waiters:
http://forums.battle.net/thread.html?topicId=24401796184&sid=3000
On this topic, I sometimes feel that SCVs and Reapers look too similar.MisterAnderson said:The reason Marauder's are so fat are to give them a clear silhouette and distinction from marines. Another reason why they probably got rid of field medics and combined their role with the dropship is for this reason, not including the practicality of it from a game design standpoint. Something that has always bothered me about other RTS games is that often times I find myself wondering where the hell I put that one unit I built...10 minutes later I find out it was mixed in with another group all along and I couldn't even see the difference.
Olivero said:Man.. that first person perspective is cool. Imagine custom games where someone builds units and you shoot... that old dream of an RTS FPS is possible with this editor!!
It's a bug, close the updater and restart SCII and you should be fine.FleckSplat said:Is it normal for the patch updater to reach the end and start over multiple times before the first load?
MrMister said:It's a bug, close the updater and restart SCII and you should be fine.
You have to update in patch order, yes.FleckSplat said:The number in the upper left is going from 0.8.0.xxx to 0.9.xxx
Does that mean they didn't roll all the patches into one file?
Halycon said:Marauders, and some turrets at the outskirts of your base to prevent blink-ins.
no. They said next patch prollyMisterAnderson said:So "Test Document" runs the level in the editor, but is there a way to publish and host a game with custom maps yet? Or has that yet to be implemented?
MisterAnderson said:So "Test Document" runs the level in the editor, but is there a way to publish and host a game with custom maps yet? Or has that yet to be implemented?
You need an observer to blink uphill right? Off topic quesitonAshhong said:why does this prevent blink ins?
go into options. but the windowed mode is small. haven't tried to find out how to get it from 800x600MrDenny said:Just downloaded the beta.
Any tips?
Also is there any way I can get sc2 to run in windows mode?
Because to blink in you need vision, the turret is there to kill any scouting probes that might be providing that crucial vision.Ashhong said:why does this prevent blink ins?
windows (fullscreen)DMPrince said:go into options. but the windowed mode is small. haven't tried to find out how to get it from 800x600
Actually you can test the maps, just set starting locations, and then in player properties set player 1 to user and then Start Location 001. The rest of the players are set to Computer and then their respective starting positions. Unfortunately though, we can't 'test' maps in multiplayer until we can publish to BNet.Ashhong said:nope, dont think u can test the maps yet. btw id be happy to test with u once we can
rhfb said:Looks great! Only suggestion I would have is to only have a single vespene in the starting location to force expansion Quick, dirty, micro heavy map that looks like.
MrMister said:"Spit Shine Station"
Interesting. I wonder how zergs will do there without a natural expansion...or going for a quick gold. Gonna be quick matchesMrMister said:"Spit Shine Station"l
Holy crap that's you! :lolMrCompletely said:Completely awesome! And, you have to be the same MrMister that was giving me tips and chatting up while we watched StaR.Sun's live stream a few nights ago, talking about nerd rage and mmm balls. Thanks for helping me out, I'm Dronehouse.nyc if you want to add me.
Indeed, there are basically two styles for laying down mineral/gas lines. Minerals in center with a geyser on each side of the line or two on one side. And glad you got the bounds figured out. :lolMisterAnderson said:The new standard is 2 vespene geysers per base, unlike StarCraft 1 which was only a single one. And yeah, looks great man. I just sorted out my map bounds (wasn't too hard, copy and pasted into a larger sized map) and changed up some stuff by testing with myself, but I'll try what you said and test it with actual computers.
You need a lot more paths between the bases because you can definitely turtle up. This map favours air units too much because it's too constrained for ground units, especially with one ramp to the main.MrMister said:"Spit Shine Station"
Halycon said:Because to blink in you need vision, the turret is there to kill any scouting probes that might be providing that crucial vision.
Yeah, you can float the observer just outside the turret's range.Ashhong said:oh thats what i meant, yea i knew that. but if say you had an observer, you cant get that in range of the ledge for either the stalkers to attack the turrets or blink up? i dont know the range numbers on the vision vs turrets
I made the map with "quick" in mind. In fact the rush distance is so short it takes a group of Mards and Marines to reach the opponents main in around 12 seconds. And I'm glad you mentioned air units because I also designed the map for those too, especially transports. Let's say you end up in a position where you have turtled up and your opponent won't let you out of your own ramp, a possible solution would to be to tech and get units that can transport your army/workers over to the expansions, letting you effectively flank his army out front and then proceeding to push into his base.JWong said:You need a lot more paths between the bases because you can definitely turtle up. This map favours air units too much because it's too constrained for ground units, especially with one ramp to the main.
I'm not sure how much resource you are allocating, but with no natural, it's going to be really slow game.
Man, you should be glad I'm on GAF late tonight making maps! :lolMisterAnderson said:Is there a way to lower the water level? When I choose water and place it down there's no options I can see to choose what level it's placed. And the only other tool selection is remove water.