I done a gravity-system ages ago (in my JumpMan concept map)
It always moves the unit 1 square down excep he is jumping or a object is in the way. It is usefull for simple "2D-Gamebody-Games-Maps".
Please report errors in the Staredit.Network forum.
I done a gravity-system ages ago (in my JumpMan concept map)
It always moves the unit 1 square down excep he is jumping or a object is in the way. It is usefull for simple "2D-Gamebody-Games-Maps".
I added this.
Also, sorry for not updating this as often as I should have. You guys aren't posting as often as you should
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Actually... Mario Had a gravity system too. You jumped, and it always would come down, but it was rounded, like a parabola!
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>be faceless void >mfw I have no face
How about a system where you fire your ability, by a starport or dropship or whatever, and that picks up the unit close to you. If it's like a tank, order it to follow you, so it's like you picked it up. You could also do it with a mobile grid and recreating said unit if the unit is immovable, such as a building, as buildings don't generally move. That way you could have buildable barricades, picking up injured soldiers,etc . In fact I'm probably going to use this for my RPG contest entry, so if anyone needs help with basic triggering I can probably help.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Very good ideas guys. Unfortunately, I've been out of the game for so long, I've lost my sence of creativity!
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Someone should make a system with mortal kombat styled attacks. That'd be tight take Roy's Mario with the movement, and add in another person and they battle eachother. ZZTD flying jump spin kick ZZZKZ frontflip heel smash ect.
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There's been this one map idea that I've always ALWAYS wanted to make, but never really had the time or motivation for it. So I might as well share it here.
Block Forts
- To me this would be a
perfect mix of Risk and Zone Control. These block forts are simply large chunks of square terrain (zones) with floor traps(?) or cannons or sunkens along the perimeters. The defenses are invincible and belong to you if you control that "Fort."
- The arena would be a big 9x9 board. The "Forts" are every other 1x1 squares so each fort is surrounded by 8 blank 1x1 squares (These squares should be big enough to serve as fortresses.) So in total there would be 16 Block Forts. The size can be bigger or smaller depending on how you want this game to work.
- Haven't really thought this part out yet but these "Forts" can be strengthened, i.e. have stronger defenses (more floortraps/cannons? Or have a second layer of defense and etc?) The stronger it is the harder it is for enemies to take it over.
- Each fort (can) produce units. The types of units produced depend on the level of "strength" of each fort? Or each fort can produce its own unique units?
- You could have heroes if you want. But I think this game would fare better when you macro with your infantry.
- Goal would be to obviously conquer <insert number> of forts, or conquer them all. Can be FFA like risk or it could be teams. Again I haven't thought this part out.
This would be a relatively simple map to make (as in it doesn't require much trigger complexity or knowledge) and it would turn out to be a good killing game which i'm sure public battle.netters would love.
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How about a system where you fire your ability, by a starport or dropship or whatever, and that picks up the unit close to you. If it's like a tank, order it to follow you, so it's like you picked it up. You could also do it with a mobile grid and recreating said unit if the unit is immovable, such as a building, as buildings don't generally move. That way you could have buildable barricades, picking up injured soldiers,etc . In fact I'm probably going to use this for my RPG contest entry, so if anyone needs help with basic triggering I can probably help.
I've seen an RPG my friend is making where you can use another unit as a "shield." It automatically follows the player. Good idea, though it's already been done.
Win by luck, lose by skill.
How about a system where you fire your ability, by a starport or dropship or whatever, and that picks up the unit close to you. If it's like a tank, order it to follow you, so it's like you picked it up. You could also do it with a mobile grid and recreating said unit if the unit is immovable, such as a building, as buildings don't generally move. That way you could have buildable barricades, picking up injured soldiers,etc . In fact I'm probably going to use this for my RPG contest entry, so if anyone needs help with basic triggering I can probably help.
I've seen an RPG my friend is making where you can use another unit as a "shield." It automatically follows the player. Good idea, though it's already been done.
I remember playing some video game that lets you punch enemies to stun them, and then you can take them hostage and they will take any hits that would've gone to you. I think that would be neat in a Starcraft map, to be able to capture people and use them to your benefit.
Inferno is dreaming of medic hookers again.
On a related note,
How about a system where you fire your ability, by a starport or dropship or whatever, and that picks up the unit close to you. If it's like a tank, order it to follow you, so it's like you picked it up. You could also do it with a mobile grid and recreating said unit if the unit is immovable, such as a building, as buildings don't generally move. That way you could have buildable barricades, picking up injured soldiers,etc . In fact I'm probably going to use this for my RPG contest entry, so if anyone needs help with basic triggering I can probably help.
I've seen an RPG my friend is making where you can use another unit as a "shield." It automatically follows the player. Good idea, though it's already been done.
Didn't Lovel concept that?
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>be faceless void >mfw I have no face
Rofl
If you dont get it, leave it.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Let me show you how to hump without making love.
Necro'd.
Inferno is dreaming of medic hookers again.
On a related note,
How about a system where you fire your ability, by a starport or dropship or whatever, and that picks up the unit close to you. If it's like a tank, order it to follow you, so it's like you picked it up. You could also do it with a mobile grid and recreating said unit if the unit is immovable, such as a building, as buildings don't generally move. That way you could have buildable barricades, picking up injured soldiers,etc . In fact I'm probably going to use this for my RPG contest entry, so if anyone needs help with basic triggering I can probably help.
I've seen an RPG my friend is making where you can use another unit as a "shield." It automatically follows the player. Good idea, though it's already been done.
Didn't Lovel concept that?
I have and many other ideas I never get credit for. But hey, that's okay. I'm glad somebody actually uses them.
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One thing I REALLY hated in zombie maps was when you would get surrounded and have no possible way of getting out because more and more zombies piled on you. This is a very, very simple system that solves that problem! When the player uses the jumping action, a burrowed zergling moves beneath them and unburrows, then gets removed. This could also be used to escape zombies by jumping over fences (Psi Emitters, perhaps?) and then leaving them in the dust. The cool thing is that you don't always make the jump, so it's realistic. You could even have a computer controlled ally able to do this action the same way a player does, and perhaps the scene would be set like this: Zombies are crawling into the alleyway and you and your buddy are unable to defend yourselves due to lack of ammunition, so you guys are escaping through an alleyway when a fence blocks your way... so your friend tells you to jump over and he tries to do the same. Maybe you make it over, but your friend doesn't and you have to watch him get eaten alive, or vice versa.
Dang, I didn't see this one, I had this idea a while back and used it in Mystic Islands RPG, except I used a permacloaked zergling, so when it unburrowed you still don't see it.
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Does it play the unburrow sound?
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...I think the jump system would be easier using it just like any teleport. Say, like, you make a space platform map cut by half by the space. Well, you make 1x1 squares all over the border of the map. Then you do the same with the other side, and link them using the "move units" trigger, except you gotta make it so that they don't land on the same spot they jump but on the other side. You could also make some spots where if you try to "Jump" you land on the other side, then die, symbolizing that you didn't make it and just got owned. And the best part is, this doesn't have to be the same way vice-versa. Whereas one jump from left to right could lead to your demise, a jump from right to left on the same lane could save you from an angry chaser.
I got a few more ideas, like for example for a shooter style map, but that's on my to-do list so i won't spoil it.
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Let me show you how to hump without making love.
One thing I REALLY hated in zombie maps was when you would get surrounded and have no possible way of getting out because more and more zombies piled on you. This is a very, very simple system that solves that problem! When the player uses the jumping action, a burrowed zergling moves beneath them and unburrows, then gets removed. This could also be used to escape zombies by jumping over fences (Psi Emitters, perhaps?) and then leaving them in the dust. The cool thing is that you don't always make the jump, so it's realistic. You could even have a computer controlled ally able to do this action the same way a player does, and perhaps the scene would be set like this: Zombies are crawling into the alleyway and you and your buddy are unable to defend yourselves due to lack of ammunition, so you guys are escaping through an alleyway when a fence blocks your way... so your friend tells you to jump over and he tries to do the same. Maybe you make it over, but your friend doesn't and you have to watch him get eaten alive, or vice versa.
Dang, I didn't see this one, I had this idea a while back and used it in Mystic Islands RPG, except I used a permacloaked zergling, so when it unburrowed you still don't see it.
But this looks visually cooler.
...I think the jump system would be easier using it just like any teleport. Say, like, you make a space platform map cut by half by the space. Well, you make 1x1 squares all over the border of the map. Then you do the same with the other side, and link them using the "move units" trigger, except you gotta make it so that they don't land on the same spot they jump but on the other side. You could also make some spots where if you try to "Jump" you land on the other side, then die, symbolizing that you didn't make it and just got owned. And the best part is, this doesn't have to be the same way vice-versa. Whereas one jump from left to right could lead to your demise, a jump from right to left on the same lane could save you from an angry chaser.
I got a few more ideas, like for example for a shooter style map, but that's on my to-do list so i won't spoil it.
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Than this.
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@Kaaysel: The benefit of lil-inferno's system is that it allows people to jump over a horde of units and land near -- so they're jumping a short, semi-realistic distance.
Only issue with the jump system is that it can be used to get past any decoration buildings that are perhaps supposed to block a path. On a map I'm working on, I prevented this by making the "Dark Templar (Hero)" an uber-OHKO unit, renaming it to "STAY IN THE FUCKING BOUNDARIES", and then placing it in any areas that are blocked off by buildings. I can imagine it now... "Oh, I can use this to glitch behind this building, kill the Zergs from safety... Oh exploita-- OMGHAX I died!!"
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