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Unread Sat, 24th-Nov-2012, 11:37 PM BnetId: AsGZealo.172  Race: Clan: AsG  Location: perth, australia  Total Posts Made: 607 # 1
Zealo
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Elementary my dear Watson
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publishing abyssal city to SEA server

is there a way to do it by downloading from NA > open in editor > publish on SEA ?

i've spent an hour mucking around in cache files not really knowing what i'm doing and have been unsuccessful

if it is possible and someone could explain how to do it (or just do it and publish it themselves) i would be very grateful
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Unread Sun, 25th-Nov-2012, 6:36 AM Who's Who:   BnetId: aLtStallion.610  Race: Clan: aLt  Location: Christchurch  Total Posts Made: 1,615 # 2
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idk how but i hate this map with such a passion i decided to post here :P

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 asdfSchnitzel:  
ALL protoss hate it ;)
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Unread Sun, 25th-Nov-2012, 10:46 AM Who's Who:   BnetId: xpaperclip.405  Race: Location: Melbourne, Australia  Total Posts Made: 177 # 3
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It seems this is possible because this is a melee map and therefore there are no triggers (apart from the standard initialisation which you can just copy from any old map).

As a courtesy, please try very, very hard to contact the mapmaker first and get the map properly.

However, it does seem rather ridiculous that we don't have GSL maps, and unfortunately they all seem to be locked on NA now, so the following is an outline on how to get such a map across. Please don't just go and copy any old map, this is really just intended so we have proper tournament maps on SEA.

The steps below aren't perfect (some of the art, in particular the big GSL decal seems not to survive) but I was able to play it and it seems to work.

Rough, unrefined steps (only tested with Abyssal City, YMMV):
  1. Open the StarCraft II Editor and save a blank map.
  2. Open the blank map with a MPQ editor (recommend Ladik's editor; yes, my love affair with WinMPQ has ended).
  3. Extract the ComponentList.SC2Components file from the blank map.
  4. In a text editor, remove the Triggers line and replace with
    <DataComponent Type="plob">Objects</DataComponent>
  5. Create a game on NA with the map you are interested in so it gets downloaded to your %ProgramData%\Blizzard Entertainment\Battle.net\Cache and grab the .s2ma file (should be on the order of megabytes in size). (To make it easier to find you can delete everything from there first so when you sort by date the file will be among the last modified.)
  6. Copy the .s2ma file from cache and rename it from .s2ma to .sc2map.
  7. Open it in the MPQ editor and add the edited ComponentList file.

  8. In the StarCraft II Editor, open the blank map and open the Modules -> Triggers window. Copy the existing trigger (Melee Initialization).
  9. Open the downloaded map in the StarCraft II editor and go to the Triggers editor. Paste the previously copied trigger.
  10. Go to Map -> Map Options. Under Publishing Options untick Arcade Map and tick Automatically Add Multiplayer Data.
  11. Go to Map -> Game Variants and tick Use Default Variants (at the bottom left).
  12. Go to File -> Dependencies and remove Liberty Multi (Mod).

  13. At this point you should be ready to publish the map. Check you are connecting to the right server (File -> Preferences -> Battle.net -> Region to Oceanic) and then publish it.
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Unread Sun, 25th-Nov-2012, 12:24 PM BnetId: AsGZealo.172  Race: Clan: AsG  Location: perth, australia  Total Posts Made: 607 # 4
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thankyou paperclip you're amazing!

i sent the map's creator a message on TL a few days ago, still no reply.

from the way my searches on SEA are coming up empty, i'm assuming you unpublished after your testing?

if that's right i'll wait a few more days for a response, and if none comes i'll follow your instructions.

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Right, I published it privately just to test it.
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i guess i need to learn how to play now...

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Originally Posted by tgun
Win trading isn't cheating. Jesus.
www.ascension-gaming.com
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Unread Tue, 27th-Nov-2012, 11:01 AM Who's Who:   BnetId: Arnor.836  Race: Clan: xGKing  Location: Sydney  Total Posts Made: 1,967 # 5
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Paperclip is such a boss
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