Is there somewhere I could read up on (or could someone explain) some of the tricks referred to on the first post... like, what is the 'burrowed unit trick' and how do you make it slow down units. Same with spider mines. And what hallucinated air units work well for slowing down units? A lot of these ideas seem really cool, I may very well use some in a map I'm going to start working on soon.
When a blizzard happens, a swarm of invisible observers will be created somewhere nearby. Then the observers will be ordered to move past your character. When the observers are moving over your character, continiously move a burrowed unit under your character. This will slow your character down.
Okay I think that one makes sense.
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Is there somewhere I could read up on (or could someone explain) some of the tricks referred to on the first post... like, what is the 'burrowed unit trick' and how do you make it slow down units. Same with spider mines. And what hallucinated air units work well for slowing down units? A lot of these ideas seem really cool, I may very well use some in a map I'm going to start working on soon.
When a swarm of burrowed units is under a unit, it automatically slows them down. This also functions with air units. As for the hallucinated air units, I'd say either use Observers as they can't be seen (all hallucinated units have the same effect as well as the same rate of slowing down) or use hallucinated Zerg units that are burrowed, if you aren't using cliffs or water in the area the effect will take place.
As a side note, if this thread continues to thrive, I'm going to clean up the first post and reword some of the things I said to make it more clear and interesting to read. I'll also update it with the ideas I missed.
Is it possible to create a hallucinated and burrowed unit under an other unit?
The effect of any splash damage on such a thing would rock!
Else, of course a hallucinated observer could work too
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Some of these ideas are pretty good. I had already been thinking of ideas to use my Geomancer class in my newest map to react in different ways according to the environment. What I have now is pretty basic but works. His first spell is earth castable almost anywhere, then fire, water, darkness etc.. I use machine shops on fire to indicate Fire for the geomancer to use those abilities, any body of water allows him to cast that spell, and I use pylons nearly dead with the blue flame effect for darkness. Again, basic but gets the job done for now.. Glad I bumped into this thread
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MOAR topic revive!
I just wanted to say I will probably use some environmental interaction for my RPG. (
http://www.staredit.net/176355/)
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Alright. Well in that case, I'm gonna re-do the first post. It's too... bland.
heheheheheheheheheeeeee i have a system in progress for cutting trees down DICK YEAH!
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He doesn't mean that the actual tree doodad/sprite would be destroyed. Look at the "tree mining" test map on the first post.
The rocket concept is pretty self explanatory, i made it for inferno but i thought it fit here too.
The gas concept i made out of boredom and i thought it fit here too... so yeah.
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Technically I never asked you to make the rocket concept. I was discussing weapons in my map with you (I believe) and you randomly decided to make a rocket launcher concept
. I guess it's kind of interacting with your surroundings because you're setting them on fire and destroying them, but it doesn't really have much effect on the gameplay. The gas concept is more of an item to use. I'm definitely using it in my map (I was already going to use something similar before you made that).
well... it was inspired by you.
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