Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Environmental Interaction
Environmental Interaction
Nov 11 2007, 3:59 pm
By: lil-Inferno
Pages: < 1 2 3 4 57 >
 

Nov 27 2007, 9:33 pm lil-Inferno Post #41

Just here for the pie

Then give it an order trigger :} .




Nov 27 2007, 9:43 pm Durandal Post #42



Even then, I don't see the practicality of it, as opposed to just placing a mineral field under a tree.



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Nov 28 2007, 1:17 am payne Post #43

:payne:

Okay, that idea for the trees is just awesome :D
I REALLY likes it!
It would make good RPG's.



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Nov 30 2007, 3:53 am Crossbowman Post #44



It would look much cooler if a psi emitter was created that was labelled, "Wood". I think it's a good idea, since with minerals you would need to create a command centre, whereas with the lumberjack idea you could use any building as the drop-off point. However, the scv will need to be removed and created for the idea to work, eliminating the practicality of hotkeys.



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Nov 30 2007, 12:05 pm lil-Inferno Post #45

Just here for the pie

Quote from Crossbowman
It would look much cooler if a psi emitter was created that was labelled, "Wood". I think it's a good idea, since with minerals you would need to create a command centre, whereas with the lumberjack idea you could use any building as the drop-off point. However, the scv will need to be removed and created for the idea to work, eliminating the practicality of hotkeys.
It wouldn't need to be removed, the psi emmiter would. And duh that it would be labeled "Wood" :P . But yes you can use anything as the drop-off points and even have computers doing this by use of order triggers.




Mar 5 2008, 10:41 pm Oyen Post #46



Well, I decided to trigger that tree mining idea in an expiremental map I made. Here's what I came up with.

http://www.savefile.com/files/1421695



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Mar 6 2008, 12:10 am midget_man_66 Post #47



Fishing, Minining, Lumber...that can all be taken care of through a series of variable triggers. Set a location where you have mining/fishing/lumber posts. everytime the hero kills a stationary unit that represents fishing or mining or lumber then he you check his deathcounts for a certain unit...and bam. you can do anything with what you got. Not as kool as what you guys have, but this is what i have been usin.



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Mar 24 2008, 1:50 am pneumatic Post #48



I love the water ideas, such as opening a fire hydrant, and opening floor traps to drain it away. I also like the electrocution idea and the need to balance it with drainage.



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Mar 24 2008, 5:34 pm FooFighters Post #49



Good interaction would be like, you stand on a puddle of, oh i don't know, Plasma, and you suck it into your lets say "Plasma powered Gun," the "Plasma" dissapears in some time, and you gain gas as "Plasma energy" that you shoot at people, the plasma, would be homed into an enemy to "Attack it" [using scarabs and a reaver, the scarabs cost gas]



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Mar 24 2008, 6:15 pm Oyen Post #50



Here's the ideas I had only posted in the maplantis thread:

Water-gathering: Its basically the same as my tree cutting idea, except instead of a burrowed unit being at a tree, it is placed near some water.

Vines: On the jungle tileset, place a bunch of trees and bushes in one big compact area. If a player moves through that area, he will randomly stop(via order trigger) in mid-movement as he walks within the area. Every time the player's unit stops, there will be a kakaru death above his unit, to make it look like the player's unit stopped to cut through some vines.

Bear Trap: If a player's unit is walking through grass, there is a random chance that the player will step in a "Bear Trap". When this happens, a kakaru death happens above the player's unit. Then a mine(allied) appears below his/her unit. As long as the mine is underneath the player's unit, then his/her unit can not move away from it. This will no longer take effect when the player manages to use his/her unit to attack and kill the mine.

Terrain WAVs: Depending on the terrain your unit is walking on, you will regularly hear a specific WAV file as you walk through that terrain. For example, if your unit is walking on raised jungle, the player could regularly hear a WAV file that sounds like jungle animal noises.

Slippery Ice: When your unit is walking on ice terrain, and you order him to move a different direction, the unit will sorta "slide" and continue moving the same direction for a short moment before changing directions. This would probably involve using mobile grids to trigger this.

Blizzard: (For Snow/Ice tileset) When your character is walking through the snow, "blizzards" will randomly pass your character by.
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. You can also play a blizzard sounding WAV file while this is happening. This will resemble your character slowly moving against the force of a strong blizzard.
When the observers are no longer over your character, remove the burrowed unit. Once the observers are far from your character, remove the observers.



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Mar 24 2008, 7:05 pm FooFighters Post #51



I like all these ideas of environmental interaction, maybe my next map will include some of these



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Mar 24 2008, 8:42 pm lil-Inferno Post #52

Just here for the pie

Quote from FooFighters
I like all these ideas of environmental interaction, maybe my next map will include some of these
Glad to help :D .




Apr 5 2008, 8:25 pm lil-Inferno Post #53

Just here for the pie

Sorry to bring this back up and everything, but I love reading these ideas, and they could help people to make their map push the limit, and I love helping :bleh: .




Apr 5 2008, 9:49 pm payne Post #54

:payne:

Make a request for having this as a sticky! :D



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Apr 5 2008, 10:17 pm lil-Inferno Post #55

Just here for the pie

Quote from payne
Make a request for having this as a sticky! :D
I doubt this would be stickied, most stickied things are just rules or contests, like the Terrain Ladder and the Summer Modding Contest.




Sep 3 2008, 3:06 pm payne Post #56

:payne:

Quote from Durandal
You can stack tree sprites in an area to make a forest, and burrow drones or whatever under each tree.

Then, if a Firebat comes by and kills one of the drones, you clear the area, spawn a bunker, disable its doodad state and damage it to create fire, which would cause a chain reaction, killing other drones near the bunker and repeating the process for them, and if anything nears the flames they take damage or are killed.

I had actually wanted to test this concept in a map.
Once again, I'd love to see this into the list :D

Btw, sorry for bringing back to life this topic, but I think it was way too awesome to get lost...
Oh! And: admins, possible to set it as a Sticky? I mean... it would be useful for mappers :)

Inferno, I think there was an other topic related to this, no? Could you give me a link? :D

Oh! And I think I'm gonna trigger some of those ideas as test maps just for fun and practice (it may improve my triggering skills for my D2 map which is STILL in production -.-'.)



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Sep 6 2008, 8:41 pm Oyen Post #57



Well, I was bored, so I thought of another environmental idea for an rpg or something:
Fruit Trees: Basically, put a tree doodad somewhere. Put a computer-controlled scourge(or any other harmless air unit) above it. Have a small 1x1 location around the scourge. When the scourge is attacked by a ground unit, it will fly away. As soon as it leaves the 1x1 location, remove the scourge and put a young chrysalis (fruit) where the scourge was. Now the ground unit can eat or pick up the fruit. Additionally, you could also trigger the scourge to respawn at the tree every now and then, so players can get more fruit out of it.

More ideas:

Thick Mud
: Similar to my Vines idea above, any hero that walks through mud terrain is slowed down (using the burrowed unit trick).

Hot Lava: For an Ashworld rpg. Walking on lava lowers your Hero's hp gradually. This can be done by putting mines on lava terrain, using vhp, or some other method.

Catapult Travel: For a rpg. Basically, you need a river or some other obstacle that cant be crossed by the hero (ground unit). On the hero's side of the obstacle, place a computer-owned seiged tank (named catapult). Have this computer player unallied to player 12. On the other side of the obstacle, put an invincible burrowed unit owned by player 12. Put an computer-controlled observer nearby, so the computer can see it. The burrowed unit needs to be within the tank's range. Put a location around both the burrowed unit and the tank.
Now, when a player's hero walks into the tank's location, teleport the hero to the p12 location and disable invulnerability for the p12 burrowed unit (should survive tank attack). This will look like the hero was shot over the obstacle using the catapult. About 1 second after this teleport, re-enable inviniciblity for the burrowed unit, so this can all be done again. This is basically a fancy way of teleporting a unit from 1 location to another. Sorta environment related.

Post has been edited 4 time(s), last time on Sep 8 2008, 5:38 pm by Oyen.



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Sep 9 2008, 12:07 am Oyen Post #58



Has anyone thought of any neat environmental ideas using space platform terrain? I've been messing with the terrain in SCMDraft2, trying to think of something, but I haven't gotten any ideas yet, except maybe involving some form of gravity for aircraft.

EDIT: Oh crud! Forgot I was the previous poster. Sorry for not editing my previous post.



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Sep 9 2008, 11:05 pm Demented Shaman Post #59



Quote from Oyen
Has anyone thought of any neat environmental ideas using space platform terrain? I've been messing with the terrain in SCMDraft2, trying to think of something, but I haven't gotten any ideas yet, except maybe involving some form of gravity for aircraft.

EDIT: Oh crud! Forgot I was the previous poster. Sorry for not editing my previous post.
Hmm. I'd like to know if anyone thinks of anything involving the space tileset as well. I might be able to implement it in my map.



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Sep 10 2008, 1:38 am stickynote Post #60



I don't know what this would look like in starcraft, but here is an idea for a "jump" effect. When a player uses the jump, a grid is created above the hero. The player is prompted to move in the direction they wish to jump in. Then the hero is moved somewhere else, and a wraith (owned by a player that the current player doens't have vision to) will move a set distance in the proper direction. When the wraith reaches its destination, it will be replaced by the hero. The shadow of the wraith makes it seem like the unit is way up in the air (unrealistically so, but who cares). Hopefully it would give that effect, but I don't know what it looks like in starcraft.



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