Campaign Editor is kicking my @#&!&
-
- Terran Settler (Unemployed)
- Posts: 4
- Joined: Mon Feb 18, 2008 7:53 pm
Campaign Editor is kicking my @#&!&
Hey all, so I used the campaign editor for the first time today...I downloaded Staredit or something, because I (flame me if you want) wanted to create a symmetrical Fastest Possible Map so my friends and I could play on. EVERYTHING is fine except for ONE problem...the Zerg drones do NOT mine the stacked minerals. They ONLY mine 3 at a time, no matter how many drones...However, if you put the drones to mine somewhere else (other than their starting spot), then they will mine normally...it's just their starting location that's screwed up...ahh please help me out on this one...I uploaded the map here:
http://files.filefront.com/FASTEST+POSS ... einfo.html
http://files.filefront.com/FASTEST+POSS ... einfo.html
- Meta
- Xel'naga World Shaper
- Posts: 431
- Joined: Sat May 19, 2007 3:21 am
- Location: Belo Horizonte, Brazil
Re: Campaign Editor is kicking my @#&!&
I've no experience with Fastest mapmaking, but have you opened a Fastest Map already do see where the player start locations are set?
-
- Terran SCV Lube Technician
- Posts: 79
- Joined: Sat Jun 02, 2007 1:49 pm
Re: Campaign Editor is kicking my @#&!&
I checked the map. His startpositions are fine - as long as he keeps his initial Command Center / Nexus / Hatchery alive.
I'd be very curious to know why you split the mineral patches in two - leaving twenty-five above, and twenty-five below. I'm not entirely sure why that doesn't work, but, clearly, it doesn't. All I had to do to get the map working right was get rid of the extra 25 mineral patches, and paste 'em on top of the top patch (For players on top), the bottom patch (for players on the bottom), and the appropriate side-patch for those to the left or right.
Unless you were only having this problem with zerg. I tested it with Terran after fixing the mineral patches that way, and it worked just fine after a few moments - once I added another SCV or two, they were all mining simultaneously, and they just kept adding on.
If you try my solution and it doesn't work...well, I'm not sure what to tell you. It's entirely possible that one of Blizzard's successive patches (Involving the drone, as many of them have) did something to the drone's ability to segue in with its fellows, but I'm in very, very murky waters there, so I can't say for sure.
Anyhow, in summation: Get rid of the extra 25 mineral patches off to the side, and just stack all fifty in one huge clump.
~Kaoru
I'd be very curious to know why you split the mineral patches in two - leaving twenty-five above, and twenty-five below. I'm not entirely sure why that doesn't work, but, clearly, it doesn't. All I had to do to get the map working right was get rid of the extra 25 mineral patches, and paste 'em on top of the top patch (For players on top), the bottom patch (for players on the bottom), and the appropriate side-patch for those to the left or right.
Unless you were only having this problem with zerg. I tested it with Terran after fixing the mineral patches that way, and it worked just fine after a few moments - once I added another SCV or two, they were all mining simultaneously, and they just kept adding on.
If you try my solution and it doesn't work...well, I'm not sure what to tell you. It's entirely possible that one of Blizzard's successive patches (Involving the drone, as many of them have) did something to the drone's ability to segue in with its fellows, but I'm in very, very murky waters there, so I can't say for sure.
Anyhow, in summation: Get rid of the extra 25 mineral patches off to the side, and just stack all fifty in one huge clump.
~Kaoru
-
- Terran Settler (Unemployed)
- Posts: 4
- Joined: Mon Feb 18, 2008 7:53 pm
Re: Campaign Editor is kicking my @#&!&
Guys, thanks....so I found the problem. However, first off, the reason I did the 25 and 25 is because I wanted to avoid getting templar stormed and reaver dropped..that way you still have probes remaining. Anyway, so the problem was that the terrain under the starting locations was high snow, as opposed to 75% of the rest of the map (regular snow). I changed the terrain under the starting locations to snow, and it worked! How or why this effected ONLY zerg, I will never know. The map is fixed, however, and if anybody actually wants it, I can upload it. Thanks fellas.
- Lavarinth
- Xel'naga Administrator
- Posts: 6539
- Joined: Wed Aug 16, 2006 5:21 pm
- Location: His Ashworld Planet
Re: Campaign Editor is kicking my @#&!&
Tactfully, I don't think two patches will last much longer than one patch in terms of Psi Storms.. Two templar could easily clear it in less than five seconds. I think the one patch would be sufficient enough unless you purposely place more areas to mine as expansions to prevent a storm actually stopping your income from being received.
- - Lavarinth
Campaign Creations Administrator
Campaign Creations Administrator
- Meta
- Xel'naga World Shaper
- Posts: 431
- Joined: Sat May 19, 2007 3:21 am
- Location: Belo Horizonte, Brazil
Re: Campaign Editor is kicking my @#&!&
Yeah, that's the funny thing about fastest maps. 2 Lurkers, 1 Templar, 1 Siege Tank or 1 Reaver = instant mass worker kill.
Losing the starting town hall also hurts.
Losing the starting town hall also hurts.

-
- Terran Settler (Unemployed)
- Posts: 4
- Joined: Mon Feb 18, 2008 7:53 pm
Re: Campaign Editor is kicking my @#&!&
Well the thing about templars is that if you have sufficient D around your main, they will come in with shuttles, and drop sequential zealots so the cannons attack them, and at the very end, they drop the templar and storm just in time before everything dies. They can't get two patches (unless your D sucks) stormed this way.
However, I'm going to trash this map because it's just too much of a hassle to perfect everything. The bottom geysers are not aligned in such a way that you build gas buildings easily...they just don't match up with the green square and take many tries to get it right. Sigh.
However, I'm going to trash this map because it's just too much of a hassle to perfect everything. The bottom geysers are not aligned in such a way that you build gas buildings easily...they just don't match up with the green square and take many tries to get it right. Sigh.
- Lavarinth
- Xel'naga Administrator
- Posts: 6539
- Joined: Wed Aug 16, 2006 5:21 pm
- Location: His Ashworld Planet
Re: Campaign Editor is kicking my @#&!&
That's why you design the map using the regular editor to place them first THEN modify it with overlapping mineral fields after.
- - Lavarinth
Campaign Creations Administrator
Campaign Creations Administrator
-
- Terran Settler (Unemployed)
- Posts: 4
- Joined: Mon Feb 18, 2008 7:53 pm
Re: Campaign Editor is kicking my @#&!&
Can you elaborate on that please?
Re: Campaign Editor is kicking my @#&!&
I guess he means that it is advisable to do some part of the terrain, especially the resourcs with SCE. It gives you much less freedom where to place your resources, only on certain places. kind of like following a large bore grid. When you play the game and want to place a vespine extractor for either race, the game also allows you only to choose along this large bore grid. If you used one of the special progs that allow you to place your resources almost anywhere (not following the large bore grid), these will be discordant to the way you are allowed to place the extractors in-game. Does that make sense?guitarbum wrote: Can you elaborate on that please?
Kind regards,
- Lavarinth
- Xel'naga Administrator
- Posts: 6539
- Joined: Wed Aug 16, 2006 5:21 pm
- Location: His Ashworld Planet
Re: Campaign Editor is kicking my @#&!&
guitarbum wrote: Can you elaborate on that please?
1: Open StarEdit.using the regular editor
2: Place minerals/geysers and start positions required, save.That's why you design the map
3: Open in choice of modified StarEdit, adjust all else as necessary, save.THEN modify it with overlapping mineral fields after.
- - Lavarinth
Campaign Creations Administrator
Campaign Creations Administrator