Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Rush 2 & UMS Mod
Rush 2 & UMS Mod
Mar 13 2008, 3:32 pm
By: The Starport  

Mar 18 2008, 5:37 pm The Starport Post #21



Yeah, I've been wanting another chance at Rush now for a while. I can probably improve the gameplay playability quite a bit from the original.



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Mar 19 2008, 7:56 pm The Starport Post #22



Looks like I'm going to be using up just about every unused unit for this. I swear these Pointer units are so fucking useful. Might as well just turn everything into different kinds of pointers. They'll come in many different varieties, by the way.





Imagine this: A marine walks around. He is your main unit. You don't control him directly, though. You have 9 different Pointer units stored somewhere on the map, each corresponding to a different 'weapon'. You keep one of these selected to indicate it as your 'current' weapon; you can switch between them freely at any time, too (like by assigning them to the numeral hotkeys). You control your marine's movement by pressing the WASD keys while any of these are selected.

Now, you see a zergling. You want the marine to kill it. You switch out your bazooka (hotkey 5) and right click on the zergling. Your marine pops up with a tank turret aimed in the direction of the zergling, and a missile fires to the spot you clicked. Bam! But wait... the zergling survived! He's turned aggro! HE'S A LEVEL 99 FUCKING ZERGLING!

Time to run. You see a cliff nearby. Problem is, you can't obviously walk over solid terrain. So, time to do things TF-style: You point just under your marine with the Bazooka, click, and boosh: Rocket jump! Poor Mr. Level 99 Zergie is now a sitting duck!

Time to finish him off with style: You switch to your special abilities menu by pressing Q. You select a deployable sentry gun from the menu, and one appears by your marine. It's out of ammo from the last time you've used it, and you probably won't need it again anyway (you'll likely need the inventory space for another tool). You attach your equipped bazooka to the slot occupied by the previous depleted weapon on the turret. Then you walk away... quickly. The zergling will have by then made its way up the cliff to where you stood. But you don't even look back. A few gratifying explosions later, followed by the squeal of an expired zergling, tell you all you need to know.



That's the kind of shit you'll get to do with UMS Mod.

Post has been edited 1 time(s), last time on Mar 19 2008, 9:32 pm by Tuxedo-Templar.



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Mar 20 2008, 8:46 am Paravin. Post #23



:dontgetit: :omfg: :D



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Mar 20 2008, 5:01 pm Impeached Post #24



Sounds great. :D



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Mar 22 2008, 9:43 am Cragler Post #25



How come I cant play Rush 1 with sombody else? There is 2 slots. For some reason in both LAN and BNET it wont work. on LAN it doesnt appear, on BNET it says UNABLE TO JOIN.



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Mar 22 2008, 9:57 am The Starport Post #26



Don't try it. I ran into issues implementing 2 player and basically left it dangling. It's not really playable.



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Mar 23 2008, 1:19 am candle12345 Post #27



This sounds amazing, many cheers for you!
Wow, it sounds awesome, you're releasing this to us for free? lol.



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Mar 23 2008, 1:28 am Morphling Post #28



Quote from candle12345
you're releasing this to us for free? lol.
Don't give him idea's.



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Mar 23 2008, 1:58 am Ganthos64 Post #29



I found a shortcut in Rush 1 for the dark forest. When you reach the first checkpoint for the dark forest keep following the path but stop when the path starts to go up. Instead of going up, keep going left, going off the path. You should end up on another path and if you keep going left (following the new path) you should reach another checkpoint. This i used to beat the dark forest. (Note : There is a kamikaze on the path you skipped to, and also there should be DTs following you. Be careful!)



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Mar 23 2008, 3:11 am payne Post #30

:payne:

Lol... it's normal: everytime you quit the path, DTs spawn and try to kill you... that's the point of trying to follow the path: you get only Inf. Terrans (and no DTs).



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Mar 23 2008, 12:59 pm Ganthos64 Post #31



Quote from payne
Lol... it's normal: everytime you quit the path, DTs spawn and try to kill you... that's the point of trying to follow the path: you get only Inf. Terrans (and no DTs).
I know it normal. I was just saying that Dts were gonna follow you



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Mar 23 2008, 9:35 pm Daedalus Post #32



Sounds absolutely great Tuxedo. I am very curious as to how it will look like in the public version.

Btw since it is a mod, will you (or anyone else) host a server for it or will it be sp/lan only? I guess this is big enough to have quite a lot of mapmakers get interested in using this as a new base, besides unmodded starcraft.



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Mar 23 2008, 9:53 pm The Starport Post #33



I might. When I get AG done, I'll decide on stuff like that.



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May 31 2008, 5:52 pm Daedalus Post #34



So, any news on this?



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