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= …')
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