There is no good reason to not allow minerals to be rotatable. That geysers cannot be rotated isn't a problem because they have a 3x3 footprint. Resource patches cannot be rotated (rocks can), which is not so bad until you realize that minerals have a 2x1 footprint, meaning that a lot of maps feature positionally different/imbalanced resource layouts because mineral patches cannot be rotated, one side is easier to cannon than the other because of it often. Oh yeah, only 3 different cliff levels are possible in a map, a fourth or even a fifth is often very much wanted for map design. Similarly, each map can only have 4 cliff types, there is no hard limit that I know of for doodats on the map or different doodat types, but 4 cliff types is what you are stuck with. But more than 8 textures is apparently too much to ask. I see no real reason to limit the texture set used for a map to 8 considering you can design an entire fourth race with its own imported models in the data editor. I'm sure the author would've want to use more but couldn't. For instance if you look at Testbug you will notice that each quadrant is made up of exactly 2 textures. The game itself isn't the only thing that is missing some seemingly essential featuresĪny map can only have 8 textures in it, that's right, this an extremely low number. r/wow /r/diablo /r/hearthstone /r/heroesofthestorm /r/overwatch Same- and similar-topic submissions that exceed 4 per top 25 Promotional submissions that exceed "2 per 1 per 1"ĭuplicate results posts for the same individual match will be removed. To hide spoilers use format: (/spoiler) ( details)ĭeceptive links to shock sites, malware, etc
#Starcraft 2 editor wont publish map verification
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