Staredit Network > Forums > SC1 Map Production > Topic: Air Warfare
Air Warfare
Oct 11 2009, 5:59 pm
By: Cinolt  

Oct 11 2009, 5:59 pm Cinolt Post #1



Air Warfare

Based off of Missile Warfare


Background

A 1v1 game with three optional observers. Each player has their own wraith which is their main unit, and their objective is to kill their enemy's wraith using spawned scouts, or missiles. A player gets hit when touching a missile, and they lose when getting hit ten times. They gain gas gradually which can be used for spells that are built using their barracks.




Missiles

Players will always have missiles spawn on their wraith and move directly to the left or to the right, depending on which side they're on. These regular spawning missiles change as the player changes his 'element', which is just a state to differentiate missiles and spells. Elements are changed by building a marine. There are three elements, red, blue, and yellow, and their current element is noticeable in the color of the player's missiles:





Spells

Spells produce a variety of effects on your missiles or spawn more missiles. They are cast by building a firebat (100 gas), ghost (300 gas), or a combination of the two. As with the regular spawning missiles, the spell list is different for each element.

Red
  • Set [F]
  • Scoped Set [FF]
  • Fast Set [G]
  • Fast Scoped Set [FG]
Blue
  • Shield [F]
  • Return [FF]
  • Freeze [G]
Yellow
  • Assemble [F]
  • Scope [G]





To do

  • More Spells
  • Including Medic for spells
  • EUD Keypress Spell List
  • Option for center view
  • Option for different hp
  • 2v2 (maybe)

Version Updates

v1.211D - Added refund for invalid spells
v1.212D - Option for center view, miscellaneous

If you have any suggestions, comments, critcisms I'd be more than happy to hear them :)
Please only host the one with the -P at the end.

Attachments:
Air Warfare v1.213D-P.scx
Hits: 3 Size: 22.03kb
Air Warfare v1.213D open source.scx
Hits: 3 Size: 54.02kb

Post has been edited 8 time(s), last time on Oct 12 2009, 7:25 pm by yoonkwun.



None.

Oct 11 2009, 6:07 pm Norm Post #2



So missiles can only fly left or right?

Why not up/down/diag?

EDIT: Also what about homing missiles?

Also, I have a cool deflection system if you want to put deflecting missiles as a spell.



None.

Oct 11 2009, 6:20 pm Cinolt Post #3



Quote from Norm
So missiles can only fly left or right?

Why not up/down/diag?

EDIT: Also what about homing missiles?

Thanks for replying, most of those were actually in previous versions but I'm considering putting them back in.

Quote
Also, I have a cool deflection system if you want to put deflecting missiles as a spell.

Not sure what you mean by deflection, the 'Return' spell gives all enemy missiles around you to yours, and they move directly to the left/right of your wraith.



None.

Oct 11 2009, 6:29 pm Norm Post #4



By deflection, I meant that you could have a spell that required being timed well. When you use it, enemy missiles would bounce off of you, being able to hit someone else, or even the person who fired it.



None.

Oct 11 2009, 6:34 pm ClansAreForGays Post #5



Nice unique arena map. I think I like the simplicity up left/right better.

Quote
EUD Keypress Spell List
you should know your map can only be single player if you do this. You can still have #hotkey keypress detection in multiplayer (looking at egg ball's triggers should help here)

Also, kudos for embracing OS mapping.




Oct 11 2009, 6:52 pm Cinolt Post #6



Quote from Norm
By deflection, I meant that you could have a spell that required being timed well. When you use it, enemy missiles would bounce off of you, being able to hit someone else, or even the person who fired it.

Sounds like the Return spell, unless the direction of the reflected missiles corresponds to the direction from which it came, sort of like in Volleyball. In that case I would love to know how.


Quote from ClansAreForGays
Nice unique arena map. I think I like the simplicity up left/right better.

Quote
EUD Keypress Spell List
you should know your map can only be single player if you do this. You can still have #hotkey keypress detection in multiplayer (looking at egg ball's triggers should help here)

Thanks. I'll look into it.

Quote
Also, kudos for embracing OS mapping.

Yep. Also, if anyone likes the idea of this map and wants to make their version, feel free to do so. That was part of the intention for the open source, I think it has a lot of potential with the right spell/missile sets.



None.

Oct 11 2009, 7:30 pm Tempz Post #7



Norm do you mean a mobile grid which will detect what detection it is in then deflect based on that?
with invented locations :D



None.

Oct 11 2009, 7:50 pm Norm Post #8



No, what I did before is I had it so that you build a unit (it was reaver) and if an explosion (in your case a missle) is at your location, you deflect it instead of dying. By deflecting what I did was have it go off randomly, or toward the nearest opponent. However, yes I was going to introduce a mobile grid to this, since missiles have to travel a path to get to you.

First of all, have a computer player own 8 different air units that patrol the border of the arena. 1 would patrol the right side, 1 would patrol the top right corner, etc.

You would just have a mobile grid around your guy and whenever a missile entered 1 of the 8 squares, a different value would be set on a DC, so when the deflection happened you would know where to aim it. For example, Top right = 1, Right =2, Bottom Right = 3. When DC is at 1, give 1 missile owned by enemies to yourself and it is ordered to go to the computer air unit patroling bottom right, (think angles).



None.

Oct 11 2009, 8:07 pm Cinolt Post #9



Quote from Norm
No, what I did before is I had it so that you build a unit (it was reaver) and if an explosion (in your case a missle) is at your location, you deflect it instead of dying. By deflecting what I did was have it go off randomly, or toward the nearest opponent. However, yes I was going to introduce a mobile grid to this, since missiles have to travel a path to get to you.

First of all, have a computer player own 8 different air units that patrol the border of the arena. 1 would patrol the right side, 1 would patrol the top right corner, etc.

You would just have a mobile grid around your guy and whenever a missile entered 1 of the 8 squares, a different value would be set on a DC, so when the deflection happened you would know where to aim it. For example, Top right = 1, Right =2, Bottom Right = 3. When DC is at 1, give 1 missile owned by enemies to yourself and it is ordered to go to the computer air unit patroling bottom right, (think angles).

Sounds interesting, except that it would require a ground unit for mobile grids, and I don't think there's a reliable ground unit that would work for this purpose.



None.

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