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Messages - s0y2

#1
SC2 Tools / Re: Not all MapHacks need to be visual
March 22, 2010, 06:11:17 AM
Are you loading these through a .dll or an extra program that watches the sent/received?

Maybe through an edit of an .mpq?



I know how blizz watches for hacks and it's not through your replays.
#2
General Discussion / Re: Dark Protoss Visual Mod
March 14, 2010, 04:33:32 PM
I would also like to see a terran and zerg mod.

Btw, this works 100% on battle.net, and as far as I can tell is undetectable.

You can see the changes, but your enemies don't know that anything is different.
#3
SC2 Tools / Re: SC2 zoom hack v0.1
March 12, 2010, 06:20:58 PM
ba da bapapa I'm lovin it!

works online, on battle.net. Currently playing against the crap AI on there.

If someone can make a better version I'll give it a try on the ladder. :D
#4
General Discussion / Re: "Fastest Possible" map :
March 12, 2010, 06:02:58 PM
Quote from: uber1984 on March 12, 2010, 05:00:19 AM

Think it was either the built in AI or the additional lines that had:  unitType="Observatory" 


in it... either way, if you use the beta launcher by valk, and use the starcrack 6.1.1 ai cheating or standard, I have had 8 run through's now without a crash mid game.


Where as, with your version, I would crash mid game every time no fail.


glad i could help ^^


I will prolly make some more changes... atm im trying to figure out how to make my own landscape, so I can make my own map from scratch... but im probably better off waiting on the galaxy editor lol... trying to make a visual map, without a visual editor = confusion.


cheers!
uber1984


It's all in the t3Terrain.xml

I played with it a bit, but don't have the patience to make a new map without the visual :D

(cliffCellList num="6400" numOccupied="1821")
(cc i="86" f="1" cid="0" cvar="0"/)

If you change the i="##" and cvar="#" to different things, it moves different things.
#5
General Discussion / Re: "Fastest Possible" map :
March 12, 2010, 04:40:52 AM
Quote from: uber1984 on March 12, 2010, 04:16:36 AM
Quote from: uber1984 on March 09, 2010, 02:30:11 AM
Quote from: mrbobyu on March 07, 2010, 04:02:29 PM
Gj soy, anyone is getting a crash during the middle of the game with this version?


[size=-webkit-xxx-large]YES![/size]


I am crashing about mid game with both of these 'fastest' maps, but never happens with any of the other ones I've used...


What gives?


Great maps... if it didn't crash mid game.


Im using the latest released versions... 2 player and 4 player.


PLS FIX ASAP


-thanks


Well Soy, thanks for all your hard work :)  I got a bit impatient waiting for yah to fix the crash issue I was having with your map... so I went and fixed it myself ^^


Basically had to gut out some of the AI (i dont need it i use the beta launcher) and I had to remove your hidden observatory towers... and poof no more mid match sc2 crash.


linkage:
http://project6300.com/4UberLostTemple.rar


Cheers,
uber1984

That's great! I didn't notice any crashing on any of my 5 computers I test on, so I wasn't able to reproduce it or fix it, and was about to come back saying that it's stuck like that. Thanks!
#6
General Discussion / Re: "Fastest Possible" map :
March 05, 2010, 04:55:58 AM
Quote from: Nakeddan on March 05, 2010, 02:44:43 AM
I dont have anything constructive to say other than WTF ARE YOU THINKING FASTEST MAPS DESTROYED Starcraft But Yet some non skilled ass fool wants to make one on SC2....
Have you ever heard the term "Expand or Die"? Basic ass rule/gameplay of Starcraft.... Fastest maps should go no further than "ums" IMO

Thank you for your opinion on this "non skilled ass fool" and my map. I'll take your one vote against my map and not make another.

Wait.

Fuh Queue.  8)
#7
General Discussion / Re: "Fastest Possible" map :
March 05, 2010, 04:52:16 AM
Quote from: btnheazy03 on March 05, 2010, 01:55:27 AM
if you replaced the mineral fields with high-yield ones, that makes it a "Big Game" Lost Temple (like how they upgraded Hunters to BGH), not fastest map.

The difference between Big Game and Fastestest Possible, are the stacks.

#8
General Discussion / Re: "Fastest Possible" map :
March 05, 2010, 01:37:59 AM
Quote from: baddy on March 04, 2010, 11:32:37 AM
still lags in base not that much as in first versions but still lagging :/

Which settings do you play regular maps on?
Then which settings do you play this map on?
#9
General Discussion / Re: "Fastest Possible" map :
March 03, 2010, 08:19:24 PM
1v1 and (4)FFA are both ready, uploading them now, will fix update original post with updates.
#10
General Discussion / Re: "Fastest Possible" map :
March 03, 2010, 05:41:50 PM
Thanks for more input, updating the first post now.
#11
General Discussion / Re: "Fastest Possible" map :
March 03, 2010, 05:52:36 AM
Thanks for the input guys.  ;D

Moving all new stuff to first post.



(also, I figured this'd go here, since I'm not using the Galaxy editor.  8) )
#12
General Discussion / "Fastest Possible" map :
March 02, 2010, 09:56:33 PM
I decided I couldn't wait for the Map Editor for a "Fastest Possible" map.

So far.

All minerals are now stacks of High Yield Minerals.

Vespene Geysers are stacked. Can't use more than once yet. Will fix soon.

Placing a mineral field closer to the start point than allowed, moves the start point. Coded into the game, not the map.

Original map was Lost Temple. I changed a few things, changed the tileset, and got rid of the extra crap littered about.

I used one of sYk0's maps to base my package off of, so it includessome of his files, including the beautiful start message letting youknow who is playing, and the load screen.

I changed the load screen to use the StarCrack image.

I attempted to make it a 2v2 map, but that is also coded outside the maps.

Will make this a 6 player FFA in the future.


I could use help making an AI that can use infinite minerals, if anyone is willing.


Lost Temple Mk 2

Let me know if there is anything you want to see changed, improved, or removed.

                                                                                                                               
6 gas per starting point.
Near infinite minerals.
Minimap is fixed.

Removed the rocks and all the extra mineral/gas bases.
Shrunk the two "Observer" towers.
Added an "Observer" tower to each starting base. It is extremely tiny, and under your building.

Still need someone to help with a better AI for this type of map. I might get around to it by the weekend if no one else does.

New Map!  Lost Temple Mk3

Anything else you guys want to see?

                                                                                                                                 


Next one will remove most of the stacked minerals. I'll keep enough for about 40 drones for about an hour. This should make the map faster.
I think I'll keep the 6 gas, but will try out the 8.

Will remove the extra towers, seems they are moving the start point on some games.

I'll also work on a 1v1 of this same map.

Both will be available in 12ish hours as long as nothing gets in the way.

                                                                                                                               

Less stacked minerals (about 1/4 as many)
Stayed with the 6 geyser spots, 8 left no room to make stuff
Can't move the geysers nor minerals closer to the base.
Changed each geyser and mineral spot to 100mil each. You will never run out of minerals.
Moved the Observer towers to under one of the mineral spots, this prevents base from getting pushed away and doesn't move anything else.

2 players
removed start location of 2 of the players, just a rough way to make it 2player, might change it if it gets annoying.

4 players

                                                                                                                               

Let me know if there is anything else!!