User contributions
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- 06:37, 23 November 2012 (diff | hist) . . (+2,619) . . N Bring Condition Bug
- 06:35, 23 November 2012 (diff | hist) . . (+13,326) . . N Balanced Melee Mapmaking
- 06:34, 23 November 2012 (diff | hist) . . (+22) . . N Category:Spells and Abilities (Created page with 'Category:Reference')
- 06:33, 23 November 2012 (diff | hist) . . (+1,991) . . N Irradiate
- 04:10, 23 November 2012 (diff | hist) . . (+13,146) . . N Location Grid (→Location Shifting)
- 04:02, 23 November 2012 (diff | hist) . . (+13,471) . . N Unit Coordinate Detection (→Location Grid Scanning)
- 03:54, 23 November 2012 (diff | hist) . . (+10,358) . . N Direct Damage System (Created page with '==Overview== The Direct Damage System (DDS) is a system that allows to deal any desired amount of damage to a unit within 1 trigger cycle. It is very useful for things like damag…')
- 03:46, 23 November 2012 (diff | hist) . . (+4,977) . . N Waypoint Casting system (Created page with 'As a general note, this requires the use of Inverted Locations. ===How to create one in the editor=== #Place a caster and 2 units (we'll call them respectively 'stable unit'…')
- 03:43, 23 November 2012 (diff | hist) . . (+4,587) . . N Inverted Locations (Created page with 'A unit is registered as inside a location if any part of the unit is right of the location's left border, left of the right border, below the top border and above the bottom bord…')
- 03:37, 23 November 2012 (diff | hist) . . (+8,673) . . N EUDs (→What Will I Need?)
- 03:27, 23 November 2012 (diff | hist) . . (+2,988) . . N Queue or Exclusive Triggers (Created page with '"Queue" or Exclusive Triggers is a good method to use if you want to: *Avoid conflicting triggers / conflicting conditions (for example: due to conflicting timing) *Place priorit…')
- 01:20, 23 November 2012 (diff | hist) . . (+6,288) . . N Randomization (Created page with 'Games often need to make use of random numbers. Use one of the methods described below if your map requires randomization. ==Switch Methods== Switches have two states, CLEAR (0)…')
- 01:01, 23 November 2012 (diff | hist) . . (+15,003) . . N Selection Systems (Created page with 'Selection systems are the UMS map maker's way of allowing the player to communicate with the map. In order for a player to communicate with the map in which they are playing, the…')
- 00:46, 23 November 2012 (diff | hist) . . (+3,313) . . N Ammo Systems
- 00:28, 23 November 2012 (diff | hist) . . (+7,477) . . N Creep Manipulation (Created page with 'It is possible to manipulate Creep in a Use Map Settings map by using specific triggers. Creep can be forced to decay or even (in limited circumstances) become permanent. ==Cree…')
- 21:06, 22 November 2012 (diff | hist) . . (+3,843) . . N Resource Sharing (Created page with 'Two Variables are required, whether they be deaths, score, or resource. It does not matter who owns the data (Player 1 custom score vs Player 8 custom score), just so long as it …')
- 20:57, 22 November 2012 (diff | hist) . . (+1,717) . . N Crystallic Cannons (Created page with 'Have you ever seen crystallic cannons? Many haven't, because it is a bit useless in maps, but it looks cool. It is basically what the cannon looks like before it is fully warped.…')
- 18:54, 22 November 2012 (diff | hist) . . (+2,271) . . N Changing Unit Wireframes (Created page with 'In StarCraft, every unit has a wire frame that represents itself. Large wire frames appear in the command bar when you select a single unit, and smaller ones appear when you …')
- 18:42, 22 November 2012 (diff | hist) . . (+1,900) . . N Recall Animation (Created page with 'The recall effect is the actual spell being cast by the Arbiter, so it will move any units owned by the CPU player at the target location to the Arbiter. It will not affect e…')
- 18:37, 22 November 2012 (diff | hist) . . (+2,182) . . N Changing Flag Portraits (Created page with '===Specific portraits that will appear=== *Red = Yellow flag. *Blue = Protoss Dark Archon. *Teal = Protoss Corsair. *Purple = Scantid. *Orange = Kakaru. *Brown= Ursadon. *White= …')
- 18:30, 22 November 2012 (diff | hist) . . (+1,079) . . N Increasing Map Speed (1.15) (Created page with 'This is a simple guide that will teach you how to give a map increased speed. '''Step 1:''' Create a new map. Place a Scarab (or Interceptor, or possibly other units) on the ma…')
- 16:16, 22 November 2012 (diff | hist) . . (+1,378) . . N Dark Swarm Firing System
- 16:15, 22 November 2012 (diff | hist) . . (+62) . . N Disruption Web Firing System (Redirected page to Dark Swarm Firing System)
- 16:09, 22 November 2012 (diff | hist) . . (+1,599) . . N Burrow Detection (Created page with 'First off you will need a 1x1 pixel location. You can create one with StarForge. It should be a tiny dot (not a grid square); we will name that 1x1 pixel location "PL". You …')
- 16:05, 22 November 2012 (diff | hist) . . (+2,576) . . N Immobilizing Units (Created page with '==Order to Present Location== A single unit can be stopped in place by using the Order action to order the unit to where it already is. To do it, simply move a location to the un…')
- 16:02, 22 November 2012 (diff | hist) . . (+1,135) . . N Playing a Sound When a Unit Walks (Created page with 'In a map where the player only controls one unit, playing footstep sounds when that unit walks can make a nice aesthetic touch. This can be done by detecting when a unit moves an…')
- 14:31, 22 November 2012 (diff | hist) . . (+2,366) . . N Automatic Doors (Created page with 'The Installation tileset's door doodads can be opened and closed with the Set Doodad State action. When a door is disabled it opens and becomes walkable. When a door is enabled i…')
- 14:26, 22 November 2012 (diff | hist) . . (+9,226) . . N Modifying Supply Limits (Created page with 'Note: Some things will add to another race's supply limits... (such as in my example screenshot the zerg have 1/2) I haven't looked into it very much, so I'm not exactly sure wha…')
- 14:21, 22 November 2012 (diff | hist) . . (+5,153) . . N Changing Minerals Mined (Created page with 'With Binary Countoffs and Death Counters, it is possible to change the standard mineral and gas Input stream. While hyper triggers are not necessary, they are highly …')
- 13:52, 22 November 2012 (diff | hist) . . (+4,098) . . N Location Shifting (Created page with 'Location shifting is a technique used to shift locations directly to either the left or top side of the map from it's current position. It is done by centering a location twice t…')
- 04:18, 22 November 2012 (diff | hist) . . (+1,392) . . N Anti-Lifting Off (Created page with 'The Terran building's Liftoff ability cannot be disabled directly, but there are several ways to prevent players from moving their buildings. Simply destroying buildings that li…')
- 03:50, 22 November 2012 (diff | hist) . . (+7,717) . . N Bridge Terrain
- 03:30, 22 November 2012 (diff | hist) . . (+4,137) . . N Terrain Blending
- 03:24, 22 November 2012 (diff | hist) . . (+454) . . Nm Tuxedo-Templar's Blends (moved Terrain Blending to Tuxedo-Templar's Blends)
- 01:03, 22 November 2012 (diff | hist) . . (+1,211) . . N Simple Waterfall Terrain (Created page with ''''Step 1:''' Create a T shape of water. '''Step 2:''' Create High Dirt next to the T as shown in the picture. '''Step 3:''' Extend the southern part of the T one pixel up an…')
- 08:19, 30 October 2011 (diff | hist) . . (+5,938) . . N Terraining Process (Created page with ''''Overall process:''' When starting with your map terrain, the first thing you'll want clearly in mind is your intended goals. Most people think they can just wing it and 'feel'…')
- 08:16, 30 October 2011 (diff | hist) . . (+3,800) . . Nm Minimap Images
- 08:16, 30 October 2011 (diff | hist) . . (+5,840) . . N Terrain Using SCMDraft2 (Created page with 'Note: Since SCMDraft 2 is pretty much the de facto standard tool for advanced terraining (as of this writing), there's little sense generalizing this topic to cover other too…')
- 08:06, 30 October 2011 (diff | hist) . . (+2,227) . . Nm Badlands Buildings
- 07:54, 30 October 2011 (diff | hist) . . (+1,777) . . N Isometrical Terrain (Created page with 'Isometrical terrain is the basis of most maps. While some maps use a lot of rectangular terrain, it quite simply doesn't look good. But what is isometrical terrain? It's a long w…')
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