Staredit Network > Forums > SC2 General Discussion > Topic: SEN StarCraft II August Map Contest
SEN StarCraft II August Map Contest
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Jul 27 2010, 6:59 am
By: DevliN
Pages: < 1 2 3 4 >
 

Aug 2 2010, 11:03 pm Devourer Post #21

Hello

I just tried some watefall stuff and I like what I've done :)
here is a tiny preview (non animated obviously, it's much better animated):
http://img413.imageshack.us/img413/9211/waterfall.png


http://img243.imageshack.us/img243/1885/newwater.png


Post has been edited 1 time(s), last time on Aug 3 2010, 12:22 am by Devourer.



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Aug 3 2010, 12:29 am payne Post #22

:payne:

Very great, Devourer! :D



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Aug 9 2010, 10:33 pm payne Post #23

:payne:

No one has some updates? :O



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Aug 9 2010, 10:36 pm Devourer Post #24

Hello

I guess ppl need more time to get used to the new editor, currently many questions are asked in the trigger and data forums.



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Aug 9 2010, 10:50 pm payne Post #25

:payne:

This contest probably should've been hosted at least 1 month after the release. :S



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Aug 10 2010, 2:49 pm Generalpie Post #26

Staredit Puckwork

Quote from payne
This contest probably should've been hosted at least 1 month after the release. :S
Agreed... its incredibly difficult to get a hang of >.>



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Aug 10 2010, 3:11 pm payne Post #27

:payne:

Still, I've heard Roy had a lot of solutions down. I'll leave this contest open until the end of the month and will probably revive it much later on.



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Aug 10 2010, 6:28 pm Temp Post #28



Well since I have a solution for #13 here it is.

Attachments:
Vision.SC2Map
Hits: 11 Size: 169.3kb



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Aug 10 2010, 7:01 pm Temp Post #29



Also while I am at it solution for #5
Use the chat commands modify fast/slow/none to modify the water speed.

Attachments:
WaterFlow.SC2Map
Hits: 10 Size: 68.57kb



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Aug 10 2010, 7:24 pm payne Post #30

:payne:

Both submissions fulfil the requirements. Gratz! :P

Looking at your triggers, I realize my lack of knowledge of the Editor caught me for the #5 :P Nevertheless, I am not sure I understand how you worked your thing out: I haven't seen where you modified the stats of the "sub-waters" terrain. I've figured out how to manipulate the flow and its direction too on my own, though. :)

#13 was indeed quite obvious, as Centreri stated.

Keep the submissions flowing in! :D



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Aug 12 2010, 12:08 am shmeeps Post #31



Suppose I should've finished reading the thread first, here's another solution to #13, relatively similar albeit a bit different. I tried making a cone shaped region with negative regions, but it doesn't reveal correctly.

EDIT: See next post

Post has been edited 2 time(s), last time on Aug 12 2010, 3:45 am by shmeeps.



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Aug 12 2010, 12:28 am Lanthanide Post #32



For the 'cone vision' thing, I'll just mention that in the secret mission, Raynor has a lamp that lights up the ground/area in front of him. Of course he still gives 360º vision to the player, but this might be an interesting effect to study?



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Aug 12 2010, 2:00 am payne Post #33

:payne:

Quote from shmeeps
Suppose I should've finished reading the thread first, here's another solution to #13, relatively similar albeit a bit different. I tried making a cone shaped region with negative regions, but it doesn't reveal correctly.

EDIT: Attaching the map >.<
Lol, it gives a square vision.
Also, the unit speech is messed up.
And we can see units right behind us.

Try to fix your method. ;)



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Aug 12 2010, 3:49 am shmeeps Post #34



Hmm, seems to have not saved before I uploaded it. This is the current version. You can still see people behind you, but this is only the case if they happen to attack first. I believe it is due to the standard revealing of fog of war when a unit on the same level attacks.

But yeah, the other way (using negative regions to create a cone) renders completely in squares. I assume that a rectangular region, even if cropped by a circular region still renders rectangularly, and the same probably goes vice versa.

EDIT: Next post again

Post has been edited 2 time(s), last time on Aug 12 2010, 7:34 am by shmeeps.



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Aug 12 2010, 4:37 am payne Post #35

:payne:

This one is better.

You pushed me to test trying Temp's map with an enemy Hydra and it does reveal the Hydra. Like you're saying, it's probably due to SC's engine. Finding a way to eliminate this secondary effect would obviously make your submission a whole lot more remarkable than the others. ;)



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Aug 12 2010, 5:57 am shmeeps Post #36



Funny, while trying to find a solution to the cliff height limit, I found how to change the attack reveal duration. Go figure.

I think it should be set to about .5 seconds though, if you get hit the back, you would think you would notice :P. It's set to 0 right now just for demonstration.

Attachments:
Sight Test.SC2Map
Hits: 3 Size: 171.89kb



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Aug 14 2010, 7:05 am payne Post #37

:payne:

Anyone thinks #6's solution could have a link with this? :O
Just a thought I had. :><:



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Aug 14 2010, 5:29 pm Centreri Post #38

Relatively ancient and inactive

Theoretically possible, completely impractical. Imagine... a grid of 50 regions with "unit enters" triggers for each. It can work, but why would you WANT to do it. You can make similar-looking terrain, anyway.

Anyway, good to see people caring about this thing. :)



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Aug 14 2010, 7:03 pm Ahli Post #39

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

After testing Temps map I shortly made that lake thing. At least it shows the basics.
I hope that the lake water tides only consist out of raising and sinking water level.

Attachments:
waterlevel test.SC2Map
Hits: 4 Size: 30.38kb




Aug 14 2010, 7:14 pm Centreri Post #40

Relatively ancient and inactive

They don't.



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