Staredit Network > Forums > Starcraft 1 Modding
Starcraft 1 Modding
Modding Assistance
For giving or receiving assistance in making mods.
Topics: 687
Posts: 6310
Feb 13 2019, 7:18 am
In: Huncraft Genocide
By: IlyaSnopchenko
Modding Projects
Discussion and showcasing of mods, both ready to play and works in progress.
Topics: 120
Posts: 2738
Yesterday, 12:09 pm
In: Huncraft: Genocide
By: Zenmaster
Modding Discussion
General discussion of anything related to mod making.
Topics: 209
Posts: 4027
2 hours ago
In: Protoss shield
By: C(a)HeK

[07:23 pm]
NudeRaider -- seems like roybot has upgraded its helper module
[02:18 pm]
Roy -- Glad to help!
[02:15 pm]
Lost_Angel -- Thanks Roy for help so much
[2019-3-21. : 10:42 pm]
pallfy -- use bgh
[2019-3-21. : 10:40 pm]
pallfy -- Wow thanks
[2019-3-21. : 10:18 pm]
Suicidal Insanity -- On game start you could detect who is at which start location, store that in switches / dcs, and use that to permanently force alliances. Lots of combinations though
[2019-3-21. : 9:43 pm]
MTiger156 -- That 2v2v2v2 mapping problem does sound like an interesting challenge. Its worth putting some experimentation into. I could make an example map for combining locked alliances (based on lobby forces) + random start location. Though an EUD solution would be the most efficient, I will avoid that for the sake of simplicity.
[2019-3-21. : 8:53 pm]
NudeRaider -- *compromises
[2019-3-21. : 8:52 pm]
NudeRaider -- pallfy
pallfy shouted: thanks, but that sounds complicated
well, that's the gist of sc mapping. Either accept the limits sc sets for you and work within those parameters, or get creative and find complicated solutions to achieve what you want. The latter can be most satisfying. Sometimes comprised are inevitable though. Also see my respnse in the thread.
[2019-3-21. : 8:13 pm]
pallfy -- thanks, but that sounds complicated
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