Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Concept Ladder
Concept Ladder
Apr 26 2008, 7:00 pm
By: lil-Inferno
Pages: < 1 2 3 46 >
 

Apr 27 2008, 11:26 am Hug A Zergling Post #21



Great! a perfect opportunity to try out my "Flipbook" idea. I don't get laser mine though...whats the concept? I can see that you were trying to do something but im unsure what



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Apr 27 2008, 3:09 pm LoveLess Post #22

Let me show you how to hump without making love.

Using Sprites as Interchangable Weapons

Using Null for Walking on Walls



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Apr 27 2008, 3:58 pm Kenoli Post #23



Quote
I got like a hundred of these dumb things lying around.
I've got a hundred and one.


PS. Here's the one: http://www.staredit.net/files/344/

Post has been edited 1 time(s), last time on Apr 27 2008, 4:08 pm by Kenoli.



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Apr 27 2008, 5:06 pm Twitch Post #24



Stack any unit with this little map.
http://www.savefile.com/files/1526794



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Apr 27 2008, 6:29 pm Wormer Post #25



Wanna to submit a map. A simple concept of making totally impassable walls: http://webfile.ru/1906960
Simply try to fly through the imagineable wall on the left and see what happens.



Some.

Apr 27 2008, 11:58 pm Falkoner Post #26



Woot! Still only person on the ladder yet! :P



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Apr 28 2008, 1:29 am lil-Inferno Post #27

Just here for the pie

Ya, sorry about that. I can't really update it because my computer is being retarded and can't download anything from the SEN Database, so I guess you guys have to get links to other file-hosting sites. Sorry for any inconveniences.




Apr 29 2008, 1:03 am KrayZee Post #28



Come on Inferno, edit your first post NOW! I sense laziness.



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Apr 29 2008, 4:12 am Wing-of-no-Wing Post #29



Blah, I have far too many concept maps lying around...but none of them are labeled, some of them have been used for multiple purposes, many of them have been partially disassembled to allow for future experimentation, and all the best are part of the way through the transition to being actual maps. Maybe if I get bored, though...



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Apr 30 2008, 12:14 am The_z0r Post #30



I'll join in just to have my map rated. :P

http://www.raptorhideout.com/upload/files/8/RandomCodeCrackers.zip
I dropped it in a zip so the hosting service would accept it.



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Apr 30 2008, 12:40 am payne Post #31

:payne:

Still having only 1 map submitted >.<
Wow, inferno, maybe you shall work a lil (haha! nice play with words heh?) on this... I always see you saying random stuff on the shoutbox and after, you say you do not have enough time :P ... just say you are lazy and that's all :P
(NO OFFENSE! :D)



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Apr 30 2008, 12:43 am stickynote Post #32



I have a concept but no map...
too lazy to make one.
EDIT: it's actually really only an aesthetic that makes something look more realistic.



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Apr 30 2008, 12:50 am lil-Inferno Post #33

Just here for the pie

I never said I was lazy, I said my computer can't download from the SEN Database, so I need the files from a file-hosting site.




Apr 30 2008, 12:56 am Vi3t-X Post #34



Quote from payne
Still having only 1 map submitted >.< Wow, inferno, maybe you shall work a lil (haha! nice play with words heh?) on this... I always see you saying random stuff on the shoutbox and after, you say you do not have enough time :P ... just say you are lazy and that's all :P (NO OFFENSE! :D)
lil is a clan...



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Apr 30 2008, 1:51 am Falkoner Post #35



Two more test maps:

Bring or Command Test
This map shows how Bring and Command take time to update, and how Bring updates slightly faster than command, to show how they update, build like 5 marines at the beginning, then move the civilian to either the Command or Bring beacon, the marines should transfer for more minerals, rather than 5, since it detects 5 marines, adds 5 minerals, then gives them away, then since it has not updated yet, it detects 4, gives you 4 minerals, and attempts to give 4 more units, even though there are none, and so on.

Binary Count-Off Unit Transfer
This map almost completely defies the map above, except that it shows a technique that I discovered a little while ago. It transfers units by using Binary Count-Offs, which according to the above map is not possible, since it will not update in time. But I found that when you create a unit via triggers, the Bring and Command conditions are updated, so in this map I simply create and remove a unit after giving away units, updating the Bring and Command conditions, so I can now transfer tons of units at once and record how many have been transfered, Move Unit and Remove Unit can also be used to update the conditions.

Enjoy :P

Post has been edited 2 time(s), last time on Apr 30 2008, 4:24 am by Falkoner.



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Apr 30 2008, 2:04 am Demented Shaman Post #36



Quote from Falkoner
Two more test maps:

Bring or Command Test
This map shows how Bring and Command take time to update, and how Bring updates slightly faster than command, to show how they update, build like 5 marines at the beginning, then move the civilian to either the Command or Bring beacon, the marines should transfer for more minerals, rather than 5, since it detects 5 marines, adds 5 minerals, then gives them away, then since it has not updated yet, it detects 4, gives you 4 minerals, and attempts to give 4 more units, even though there are none, and so on.

Binary Count-Off Unit Transfer
This map almost completely defies the map above, except that it shows a technique that I discovered a little while ago. It transfers units by using Binary Count-Offs, which according to the above map is not possible, since it will not update in time. But I found that when you create a unit via triggers, the Bring and Command conditions are updated, so in this map I simply create and remove a unit after giving away units, updating the Bring and Command conditions, so I can now transfer tons of units at once and record how many have been transfered.

Enjoy :P
This isn't a concept. It's just a test map demonstrating how specific conditions function. Bring is "updated" instantly during the trigger cycle and command is updated at the end.

There's more examples of this such as killing vs removing a unit. There's also removing all of a unit vs removing all of a transport unit or something like that, but I know it has to do with transports, shuttles, overlords, dropships, bunkers.



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Apr 30 2008, 2:13 am Falkoner Post #37



Quote
This isn't a concept. It's just a test map demonstrating how specific conditions function. Bring is "updated" instantly during the trigger cycle and command is updated at the end.
One, he did not say it required concepts, which is why I asked at the beginning. And if that isn't enough:

Quote
You may use Concept or test maps you already have.
Second, Bring is not updated instantly, try out the first map and you will see that it takes around 1 trigger loop for Bring to update, and about 2 for Command.



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Apr 30 2008, 2:16 am Demented Shaman Post #38



Quote from Falkoner
Quote
This isn't a concept. It's just a test map demonstrating how specific conditions function. Bring is "updated" instantly during the trigger cycle and command is updated at the end.
One, he did not say it required concepts, which is why I asked at the beginning. And if that isn't enough:

Quote
You may use Concept or test maps you already have.
Second, Bring is not updated instantly, try out the first map and you will see that it takes around 1 trigger loop for Bring to update, and about 2 for Command.
You might as well make a test map "testing" every condition and action.



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Apr 30 2008, 2:17 am Falkoner Post #39



No, because the first map tests a condition problem that many mappers never figure out for the longest time, and it shows exactly what is going on. Obviously I am not going to submit a map showing how every action and condition works, I only made one map showing a strange quirk that can really cause problems in maps.



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Apr 30 2008, 2:20 am Demented Shaman Post #40



Quote from Falkoner
No, because the first map tests a condition problem that many mappers never figure out for the longest time, and it shows exactly what is going on. Obviously I am not going to submit a map showing how every action and condition works, I only made one map showing a strange quirk that can really cause problems in maps.
No, because map tests test conditions that many mappers never figure out for the longest time, and it shows exactly what is going on.



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