Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Sniperz Crossbeam Test map
Sniperz Crossbeam Test map
May 18 2008, 4:00 am
By: Madroc  

May 18 2008, 4:00 am Madroc Post #1



This is a very cool idea (IMO) where there's a crossbeam that you are constantly centered on, and moving a hotkeyed unit to the very edges of the minimap moves the crossbeam around. The object of the map is to get the crossbeam centered on the civilian, then transform the hotkeyed unit into a lurker to fire.

Although the map is fully functional (I think), it is sort of lame (I think it's sort of fun) but the point of it is just to present my idea. Although the implications are sort of small, I don't think anything like this has been done before.

Try it out, it's sort of addicting and quite cool.

Post thoughts and ideas and if you feel motivated post on how to put this into a real map.

PS Make sure you play the map in multiplayer, it won't work in single.

Thx Clokr_ for the inspiration

EDIT Oh did I say fully functional one? Edited out 1 problem now it is actually fully functional :D

Post has been edited 3 time(s), last time on May 18 2008, 4:29 am by madroc.



None.

May 18 2008, 9:05 am NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

What's the point of this?
Is it just there to show you can use a movement detection to move the screen?
Or did I miss something?




May 18 2008, 6:35 pm Madroc Post #3



Quote from NudeRaider
What's the point of this?
Is it just there to show you can use a movement detection to move the screen?
Or did I miss something?

The point is to show how a decent crossbeam could work. Does that not qualify as UMS theory or ideas? (not rhetorical)



None.

May 20 2008, 3:12 am stickynote Post #4



I think you meant to say a cross-hair, unless I'm mistaken. As nuderaider already said, there really isn't anything new in this map.



None.

May 20 2008, 2:54 pm Clokr_ Post #5



Seems more real if the crosshair is over the civ and not the civ over the crosshair :P



?????

May 20 2008, 6:14 pm Madroc Post #6



Quote from stickynote
I think you meant to say a cross-hair, unless I'm mistaken. As nuderaider already said, there really isn't anything new in this map.
Yeah crosshair. Ok I thought it was new but np.
Quote from Clokr_
Seems more real if the crosshair is over the civ and not the civ over the crosshair :P
Lol, probably true.
Would it be possible to have a grid that constantly centered over your overlord or something that was like

Conditions - Always
Actions - Move all the observers to an obscure location
-Create four wraiths at Overlord Location
-Move four observers to Overlord Location
-Create 16 wraiths or something at Overlord Location
-Move a bunch of observers to Overlord Location
-Remove all the Wraiths at Overlord Location
-Preserve

-Hyperz

So that it looked like there was a crosshair constantly centering over your overlord but only you could see it? (then if the person noticed all the fuzz around his/her unit from the observers, he could start running around so you couldn't follow him with the sniper crosshair)

That would be 10x better than what I had suggested before, since you could easily incorporate it into your map. Although not as cool.



None.

May 20 2008, 7:25 pm ClansAreForGays Post #7



Even if it's not as grand as you want it to be raider, it's still new. Why the hell are you guys being dicks?




May 20 2008, 9:06 pm Clokr_ Post #8



Hey I got an idea. Instead of having to move the hydra out of the area to move the crosshair why not you make it so the player has to select a scourge, then right click on the minimap over a terrain rectangle to position it? You could make a cool minigame using that and moving objectives.



?????

May 20 2008, 9:57 pm Symmetry Post #9

Dungeon Master

Is it just me or were the controls the opposite of what one would expect?



:voy: :jaff: :voy: :jaff:

May 21 2008, 12:20 am Madroc Post #10



Quote from name:Killer_Kow
Is it just me or were the controls the opposite of what one would expect?

Logically it makes sense: you make the guy go down, you lower your rifle, the crosshair goes down (the map goes up). Think about it.



None.

May 21 2008, 12:45 am stickynote Post #11



Does one expect the logical?
There is always FRAGS, waiting to be implemented, but everyone is too lazy to do so.
How about using a beacon for the cross hairs because you can copy them and move them anywhere?



None.

May 21 2008, 12:54 am Madroc Post #12



Quote from stickynote
There is always FRAGS, waiting to be implemented, but everyone is too lazy to do so.
How about using a beacon for the cross hairs because you can copy them and move them anywhere?
Um what?
Implemented in what?
using a beacon for the cross hairs in the original map or what? How would that work anyways? I think you might be on to something there
:?



None.

May 21 2008, 1:28 am Symmetry Post #13

Dungeon Master

Quote from Madroc
Quote from name:Killer_Kow
Is it just me or were the controls the opposite of what one would expect?

Logically it makes sense: you make the guy go down, you lower your rifle, the crosshair goes down (the map goes up). Think about it.

Oh. I entirely misinterpreted the system. My bad.



:voy: :jaff: :voy: :jaff:

May 21 2008, 2:13 am stickynote Post #14



Quote from Madroc
Quote from stickynote
There is always FRAGS, waiting to be implemented, but everyone is too lazy to do so.
How about using a beacon for the cross hairs because you can copy them and move them anywhere?
Um what?
Implemented in what?
using a beacon for the cross hairs in the original map or what? How would that work anyways? I think you might be on to something there
:?
FRAGS is a system that uses two scourge to detect where a player clicks on the map.
Using beacons, I don't think, is a new idea either. The player can move the beacon once, then it can't move anymore. Center a location on the beacon, and if another unit is there, then kill it. After doing so, remove the beacon and create a new one.



None.

May 23 2008, 11:07 pm MadZombie Post #15



Quote from stickynote
Quote from Madroc
Quote from stickynote
There is always FRAGS, waiting to be implemented, but everyone is too lazy to do so.
How about using a beacon for the cross hairs because you can copy them and move them anywhere?
Um what?
Implemented in what?
using a beacon for the cross hairs in the original map or what? How would that work anyways? I think you might be on to something there
:?
FRAGS is a system that uses two scourge to detect where a player clicks on the map.
Using beacons, I don't think, is a new idea either. The player can move the beacon once, then it can't move anymore. Center a location on the beacon, and if another unit is there, then kill it. After doing so, remove the beacon and create a new one.
Too bad frags crashes my sc :(



None.

May 23 2008, 11:09 pm Demented Shaman Post #16



Quote from MadZombie
Quote from stickynote
Quote from Madroc
Quote from stickynote
There is always FRAGS, waiting to be implemented, but everyone is too lazy to do so.
How about using a beacon for the cross hairs because you can copy them and move them anywhere?
Um what?
Implemented in what?
using a beacon for the cross hairs in the original map or what? How would that work anyways? I think you might be on to something there
:?
FRAGS is a system that uses two scourge to detect where a player clicks on the map.
Using beacons, I don't think, is a new idea either. The player can move the beacon once, then it can't move anymore. Center a location on the beacon, and if another unit is there, then kill it. After doing so, remove the beacon and create a new one.
Too bad frags crashes my sc :(
It's because of the dimensions. It's 20x12. You need to play a regular map first before playing this map.



None.

May 23 2008, 11:25 pm MadZombie Post #17



AH, i didnt read diemension. pleez somone call me newb.. i deserve it :\.



None.

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