BridgeHumanity's longest bridge.I took the most useless blend ever, and I'm turning it into a 256x256 map. >:3
StoryYou and up to five of your friends are traveling on the world's longest bridge. Aliens are invading. Get to the other side. Kill shit. Survive.
Gameplay- Mostly consists of killing shit and walking to the right.
- When you reach the right side of the map, you move to the next bridge segment.
- If you want to an hero, walk off the sides of the bridge. (Denoted at the start of the map with blinking red dashed lines, visible in the screenshot.)
- Aliens occasionally conduct bombing runs. Use single-occupant Air Raid Shelters (Bunkers) to survive them.
- There are sections where you're locked in, and must eliminate a number of hostiles to proceed.
Progress: v0d3- Three bridge segments complete.
- First bridge segment is about 2/3 populated with pre-placed units.
- Triggers for suicide, delayed activation of some hostiles.
- Beginning to test walkability. I'm having to patch some areas with DTs to prevent the pathfinding AI from accidentally an heroing players.
Todo- Finish populating and copypasta-ing bridge segments
- Test walkability/pathfinding, patch with DTs
- Copy and paste suicide locations/triggers
- Trigger the movement from one segment to the next
- Trigger air raids
- Trigger rescuable units
- Trigger Air Raid Shelters
- Trigger the removal of DTs when the related blockades or pathfinding issues are removed
- Trigger the removal of Abandoned Cars (Siege Tanks) when their bridge segments have no players
- Trigger "trap" areas where the player(s) must kill a set number of units to succeed
- Trigger up to two per-player extra lives?
- Add victory/defeat conditions
Post has been edited 2 time(s), last time on May 30 2010, 11:28 pm by DavidJCobb.
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Lol, I like the blend! XD
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Though this does have potential.
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Thank, you, thank you!
I am a bit worried about the pathing, though... "WTF, Cobb? I ordered him to move four feet to the right and he runs and jumps off the bridge before I can stop him!"
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lol
I vote this as the best application of a blend in history. I like your idea a lot. I hope I'll paly the map some day.
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Thank ya.
I'm having a spot of trouble with pathfinding, but if I place enough Dark Templar, I should be able to fix it. All else fails, I can show a text message warning players not to click past blockades.
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Just put a long location on the border and order them back.
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Just put a long location on the border and order them back.
That's what I was gonna say.
Player 1
Current Player brings exactly 0 men to 'Off-Bridge Location'.Current Player commands exactly 1 men.
Center Location labeled 'P1 Centerloc' on men owned by Current Player at Anywhere.
Preserve Trigger.
Player 1
Current Player brings exactly 1 men to 'Off-Bridge Location'.
Current Player commands exactly 1 men.
Move 1 men for Current Player at 'Off-Bridge Location' to 'P1 Centerloc'.Preserve Trigger.
Copy and replace the locations for each player and then for the other side of the bridge, too. Or you could have it so that people can literally fall off the bridge; that'd be neat.
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I would just use a devourer mobile grid to order units back up rather than locking a location to each unit.
Also, I believe you can just find substructure tiles with unwalkable borders by looking at ones near cliffs, and use those.
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Well, I dunno... I wanted players to be able to fall off the bridge and die; the pathfinding, however, may take someone off the edge accidentally. For now, I'm correcting that with DTs in crowded areas; I'd use cliff borders, but the available borders are very visually obvious.
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DJC, you should probably forgo preplacing every enemy unit and instead have specific spawn points set up to avoid hitting unit limits and thus causing unnecessary difficulties.
Yeah, a devourer mobile grid would probably work better... but I think falling off the bridge would be really awesome.
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This idea made me laugh... Clever, yet not a joke map. It actually could be fun... Keep up the good work, SEN needs it.
"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."
-NudeRaider
There will be falling off of the bridge. Oh, yes.
Anyway, new feature that I'm working on coding:
Toll GateA unit must remain in the blinking red square at all times until the Fence (Spider Mines) is lowered. Aliens will airlift troops in to attack the unit in the red square. It takes forty (may change) seconds to lower the fence; if no units are in the red square, the timer resets.
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That's a badass looking whatever it is
First thought was, a computer console. It looks cool though.
It's like an automated toll gate for the fence, and thank you.
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There will be falling off of the bridge. Oh, yes.
Anyway, new feature that I'm working on coding:
Toll GateA unit must remain in the blinking red square at all times until the Fence (Spider Mines) is lowered. Aliens will airlift troops in to attack the unit in the red square. It takes forty (may change) seconds to lower the fence; if no units are in the red square, the timer resets.
Have fun hitting the sprite limit EXTREMELY quickly
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What sprite makes up those tiny red dots marking the edge of the bridge?
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Oh, I will, Aristo. I will. And it's the Nuke Target sprite.
On a side note, I know that preplaced P12 Spider Mines are above ground, and block movement, but giving a preplaced non-neutral Spider Mine to P12 in the middle of the game doesn't appear to make them pop up of the ground. Any workarounds? (I'm using them as pop-up fences.)
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Oh, I will, Aristo. I will. And it's the Nuke Target sprite.
On a side note, I know that preplaced P12 Spider Mines are above ground, and block movement, but giving a preplaced non-neutral Spider Mine to P12 in the middle of the game doesn't appear to make them pop up of the ground. Any workarounds? (I'm using them as pop-up fences.)
Move them away and create new ones where the old ones were which will burrow. You just have no unburrow animation.
40 seconds? really? to open a gate?
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I don't know, I just picked a random number. The idea is, your teammates are fighting off the aliens while opening the gate.
There are a lot of Abandoned Cars on the bridge... Maybe an alien EMP hit the bridge, and the gate opening mechanism is slowed because of this?
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