Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Environmental Interaction
Environmental Interaction
Nov 11 2007, 3:59 pm
By: lil-Inferno
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Sep 17 2008, 6:25 am Oyen Post #81



Wow....lots of ideas, Viet. :0_0:

Ehh, I got 1 minor idea that might be good for an rpg of some sort:

Clouds: Basically a bunch of computer controlled science vessels are set to the junk yard dog ai script. Every 20 seconds, 1 of these SVs will stop moving and have a location centered on it. Hallucination deaths will constantly start happening near the SV, which occurs for about 15 seconds (would look like a rainstorm). Afterward, the cloud goes back to wandering.



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Sep 17 2008, 9:03 am Paravin. Post #82



Clouds aren't normaly that small. It would only be good for large maps, strategy maps, diplomacy, etc.

Post has been edited 1 time(s), last time on Sep 17 2008, 9:05 am by Paravin.. Reason: Fail



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Sep 17 2008, 4:33 pm payne Post #83

:payne:

I had suggested an other idea for clouds:
Flying buildings disabled will make shadow ;-)



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Sep 17 2008, 5:10 pm Madroc Post #84



Sniping: this was by Clokr_ by the way - constantly center between the guy you're firing at and a crossbeam (a bunch of null somewhere with several tiles hollowed out) so the crossbeam will flicker, unfortunately, but it will still be pretty good!



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Sep 17 2008, 6:08 pm payne Post #85

:payne:

Inferno, update first post and add some colors for the name of each idea so it's easier to find them please ^^



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Sep 19 2008, 7:48 pm lil-Inferno Post #86

Just here for the pie

Quote from payne
Inferno, update first post and add some colors for the name of each idea so it's easier to find them please ^^
The first post is almost out of characters and I'm too lazy to update it :-(.

However. . .

. . .I have thought of a new idea :-).

"The Exchange": Intel suggests an important leader of your enemy's faction is going to be in 'An Exchange' in a deserted area. Take about 10 soldiers with you, and when you get to the area, hide in one of the numerous trees around it, or behind something (You could make it so that each soldier would go to a different area.) A cutscene would play where about 10 cars in a convoy stop at where you're at, and 2 enemy soldiers drop out of each, and one of them carries the "Exchanger", and one of them carries the leader. A cutscene will play and they'll talk to each other, yachta yachta, while you and your soldiers are exchanging thoughts via walky-talky. If you come out from behind your tree prematurely, AKA before your soldiers are ready, you'll be unsuccessful because you'll be seen, shot down by over 9000 people, and you will fail your mission. However, if you wait too long, the exchange will be over and you will fail your mission. You will have to manually adress your comrades through walky-talky :P, and tell them "Ok, ambush NOW!" Or possibly set off some explosives you set up before they arrived. Once you and your soldiers kill off all of the enemies, the leader, the exchanger, and pick up the "package" for your own use, your mission is complete. You also gain the ability to hide behind trees :-).




Sep 23 2008, 12:34 am stickynote Post #87



For space maps: In your suit, you have oxygen tanks, and when you go out in to space, you use your suit's oxygen. When you run out of oxygen, you have 15 seconds to refill your tank or you die.

On very long ramps (kind of like a mountain), you begin to move more slowly as you progress upwards, and you may occasionally slip and fall backwards a little. When going downhill, you move faster (using move unit?).

Blindness: This isn't an environmental interaction, but whatever. This is brief blindness, as in someone throws dirt in your eye, or if you're in a desert, and sand gets in your eye (this one is), then your screen is centered somewhere else constantly, and something that denotes an action must be pressed rapidly over and over until you get the sand out of your eyes and you can see properly again. While blind, your unit moves around randomly.



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Sep 23 2008, 2:23 am Oyen Post #88



Heh, that blindness idea is neat. Nice one sticky!

Well, since most of the ideas in this topic involve human players interacting with the environment, I decided to think up some ideas for computer-player environmental interaction:


C
amouflage: Place various player 12 burrowed units around the map, near doodads and such. In an unseen 8x8 box-shaped area of the map, place a computer controlled arbiter. When a computer player's unit moves over a burrowed unit owned by player 12 (and if there are no enemies nearby), then give the burrowed unit to player 11 and move the computer's unit to the box area with the arbiter. When an enemy computer's unit or a player's unit moves near the P11 burrowed unit, give the P11 burrowed unit back to player 12 and move the computer's unit, that was moved to the boxed-arbiter location earlier, back to the burrowed unit. As the unit de-cloaks, this will look like the unit is coming out of camouflage. You may wish to choose only one type of unit that can use this "camouflage" ability.

I'll add more later as I think of them.



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Sep 23 2008, 3:44 am Madroc Post #89



Cool ideas, guys.

2-Dimensional Map: I really wanted to make a starcraft-type Worms 2 but I couldn't really figure out how to fire missiles at that time (I didn't know about mobile grids). The way the 2-d map would work is it would be like you are looking at an ant farm from the side. The hollowed out parts that you can stand in would be 4 to 15 squares high and all the map would be walkable terrain. The parts that you couldn't stand in (there is dirt in the way) would be filled in with neutral siege tanks or something and when you shoot the ground with a bazooka or something some siege tanks in a radius around the blast would die. If there were no siege tanks underneath you then you would fall (a mobile grid would make you go down until you hit a siege tank) and take damage if you fell too far. Jumping would require you to morph into a lurker and then you would go up 3 spaces (still being a lurker), it would pause for a second or so so you could move around a little in the air, and then you would become a hydralisk again and fall back down. If you moved up the map and there was no siege tank beneath you then you would fall down, thus preventing you from moving up. However you could move left-right as long as you don't move too far up. Also maybe if you shot a siege tank for long enough it would die and it would be like you just dug a hole.

Unfortunately this idea would mean that you would have to have a LOT of siege tanks all over the map. If you didn't want to have the option of blowing holes in the ground you could just have cliff-terrain and detect when you get to mid terrain.

OMG I so want to make that map now that I know about mobile grids. I hadn't thought about that map for years.. :D Well, after the ships map I suppose.



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Sep 23 2008, 8:17 pm Kaias Post #90



Quote from Madroc
Cool ideas, guys.

2-Dimensional Map: I really wanted to make a starcraft-type Worms 2 but I couldn't really figure out how to fire missiles at that time (I didn't know about mobile grids). The way the 2-d map would work is it would be like you are looking at an ant farm from the side. The hollowed out parts that you can stand in would be 4 to 15 squares high and all the map would be walkable terrain. The parts that you couldn't stand in (there is dirt in the way) would be filled in with neutral siege tanks or something and when you shoot the ground with a bazooka or something some siege tanks in a radius around the blast would die. If there were no siege tanks underneath you then you would fall (a mobile grid would make you go down until you hit a siege tank) and take damage if you fell too far. Jumping would require you to morph into a lurker and then you would go up 3 spaces (still being a lurker), it would pause for a second or so so you could move around a little in the air, and then you would become a hydralisk again and fall back down. If you moved up the map and there was no siege tank beneath you then you would fall down, thus preventing you from moving up. However you could move left-right as long as you don't move too far up. Also maybe if you shot a siege tank for long enough it would die and it would be like you just dug a hole.

Unfortunately this idea would mean that you would have to have a LOT of siege tanks all over the map. If you didn't want to have the option of blowing holes in the ground you could just have cliff-terrain and detect when you get to mid terrain.

OMG I so want to make that map now that I know about mobile grids. I hadn't thought about that map for years.. :D Well, after the ships map I suppose.
SC is two dimensional. You're just talking about a different perspective.



None.

Sep 23 2008, 9:07 pm Morphling Post #91



Quote from Kaias
Quote from Madroc
Cool ideas, guys.

2-Dimensional Map: I really wanted to make a starcraft-type Worms 2 but I couldn't really figure out how to fire missiles at that time (I didn't know about mobile grids). The way the 2-d map would work is it would be like you are looking at an ant farm from the side. The hollowed out parts that you can stand in would be 4 to 15 squares high and all the map would be walkable terrain. The parts that you couldn't stand in (there is dirt in the way) would be filled in with neutral siege tanks or something and when you shoot the ground with a bazooka or something some siege tanks in a radius around the blast would die. If there were no siege tanks underneath you then you would fall (a mobile grid would make you go down until you hit a siege tank) and take damage if you fell too far. Jumping would require you to morph into a lurker and then you would go up 3 spaces (still being a lurker), it would pause for a second or so so you could move around a little in the air, and then you would become a hydralisk again and fall back down. If you moved up the map and there was no siege tank beneath you then you would fall down, thus preventing you from moving up. However you could move left-right as long as you don't move too far up. Also maybe if you shot a siege tank for long enough it would die and it would be like you just dug a hole.

Unfortunately this idea would mean that you would have to have a LOT of siege tanks all over the map. If you didn't want to have the option of blowing holes in the ground you could just have cliff-terrain and detect when you get to mid terrain.

OMG I so want to make that map now that I know about mobile grids. I hadn't thought about that map for years.. :D Well, after the ships map I suppose.
SC is two dimensional. You're just talking about a different perspective.
Oh Kaias thats reminds me did you and lethal ever find out that equation to do my 3D map idea?



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Sep 23 2008, 10:47 pm Lethal_Illusion Post #92



Quote from Morphling
Oh Kaias thats reminds me did you and lethal ever find out that equation to do my 3D map idea?
Yes. PM me or Kaias if you want the equation.



None.

Sep 24 2008, 12:12 am Rantent Post #93



Quote from Madroc
Cool ideas, guys.

2-Dimensional Map: I really wanted to make a starcraft-type Worms 2 but I couldn't really figure out how to fire missiles at that time (I didn't know about mobile grids). The way the 2-d map would work is it would be like you are looking at an ant farm from the side. The hollowed out parts that you can stand in would be 4 to 15 squares high and all the map would be walkable terrain. The parts that you couldn't stand in (there is dirt in the way) would be filled in with neutral siege tanks or something and when you shoot the ground with a bazooka or something some siege tanks in a radius around the blast would die. If there were no siege tanks underneath you then you would fall (a mobile grid would make you go down until you hit a siege tank) and take damage if you fell too far. Jumping would require you to morph into a lurker and then you would go up 3 spaces (still being a lurker), it would pause for a second or so so you could move around a little in the air, and then you would become a hydralisk again and fall back down. If you moved up the map and there was no siege tank beneath you then you would fall down, thus preventing you from moving up. However you could move left-right as long as you don't move too far up. Also maybe if you shot a siege tank for long enough it would die and it would be like you just dug a hole.

Unfortunately this idea would mean that you would have to have a LOT of siege tanks all over the map. If you didn't want to have the option of blowing holes in the ground you could just have cliff-terrain and detect when you get to mid terrain.

OMG I so want to make that map now that I know about mobile grids. I hadn't thought about that map for years.. :D Well, after the ships map I suppose.
I suggest finding the map called "defilers" by Me and Bonelesskid. You'd have most of what your talking about completed. Good luck trying to make bouncing missiles work right though. :crazy:



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Sep 25 2008, 1:20 am stickynote Post #94



Quote from Lethal_Illusion
Quote from Morphling
Oh Kaias thats reminds me did you and lethal ever find out that equation to do my 3D map idea?
Yes. PM me or Kaias if you want the equation.

3D map idea? What would that be? Don't worry morphling, I won't take it.



None.

Sep 25 2008, 2:27 am Morphling Post #95



Quote from stickynote
Quote from Lethal_Illusion
Quote from Morphling
Oh Kaias thats reminds me did you and lethal ever find out that equation to do my 3D map idea?
Yes. PM me or Kaias if you want the equation.

3D map idea? What would that be? Don't worry morphling, I won't take it.
Ok first off, lethal said it would lag to much to be playable, so no one can make it.
Secondly my idea. I use cannons and give them to the correct players to make color which on the minimap would make a picture. In the map i posted it shows a 3D maze. However my idea is for the player to control the camera going through the maze via unloading a shuttle. The problem is you have to use an equation to get a 2D image to a 3D image. Lethal and Kaias figured it out, but they said it would lag to much from the triggers of something like that. Well you get it. It was a cool idea but it can never be done. The B map is Mario and the Z map is the 3D maze.

Attachments:
Minimap-Show-4x3-Z.scm
Hits: 0 Size: 291.52kb
Minimap-Show-4x3-B.scm
Hits: 0 Size: 111.39kb



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Sep 25 2008, 5:55 am Kaias Post #96



Quote from Morphling
Quote from stickynote
Quote from Lethal_Illusion
Quote from Morphling
Oh Kaias thats reminds me did you and lethal ever find out that equation to do my 3D map idea?
Yes. PM me or Kaias if you want the equation.

3D map idea? What would that be? Don't worry morphling, I won't take it.
Ok first off, lethal said it would lag to much to be playable, so no one can make it.
Secondly my idea. I use cannons and give them to the correct players to make color which on the minimap would make a picture. In the map i posted it shows a 3D maze. However my idea is for the player to control the camera going through the maze via unloading a shuttle. The problem is you have to use an equation to get a 2D image to a 3D image. Lethal and Kaias figured it out, but they said it would lag to much from the triggers of something like that. Well you get it. It was a cool idea but it can never be done. The B map is Mario and the Z map is the 3D maze.
Well technically, no we didn't get the equations to your 3d map idea. We did, however, create the equations for Lethal and I's vertex system idea. The two are really quite different, although knowing what we do now figuring the equations for your proposition wouldn't be too difficult, seeing as how it'd be a lot less dynamic.



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Sep 26 2008, 3:18 am stickynote Post #97



Quote
However my idea is for the player to control the camera going through the maze via unloading a shuttle.

I've seen those maps before, but didn't know they were yours. When I saw them, I thought the same thing. I wanted to make a first person shooter for SC using the minimap, but decided it might be too small for that.



None.

Sep 26 2008, 5:26 am Madroc Post #98



Quote from Rantent
Quote from Madroc
Cool ideas, guys.

2-Dimensional Map: I really wanted to make a starcraft-type Worms 2 but I couldn't really figure out how to fire missiles at that time (I didn't know about mobile grids). The way the 2-d map would work is it would be like you are looking at an ant farm from the side. The hollowed out parts that you can stand in would be 4 to 15 squares high and all the map would be walkable terrain. The parts that you couldn't stand in (there is dirt in the way) would be filled in with neutral siege tanks or something and when you shoot the ground with a bazooka or something some siege tanks in a radius around the blast would die. If there were no siege tanks underneath you then you would fall (a mobile grid would make you go down until you hit a siege tank) and take damage if you fell too far. Jumping would require you to morph into a lurker and then you would go up 3 spaces (still being a lurker), it would pause for a second or so so you could move around a little in the air, and then you would become a hydralisk again and fall back down. If you moved up the map and there was no siege tank beneath you then you would fall down, thus preventing you from moving up. However you could move left-right as long as you don't move too far up. Also maybe if you shot a siege tank for long enough it would die and it would be like you just dug a hole.

Unfortunately this idea would mean that you would have to have a LOT of siege tanks all over the map. If you didn't want to have the option of blowing holes in the ground you could just have cliff-terrain and detect when you get to mid terrain.

OMG I so want to make that map now that I know about mobile grids. I hadn't thought about that map for years.. :D Well, after the ships map I suppose.
I suggest finding the map called "defilers" by Me and Bonelesskid. You'd have most of what your talking about completed. Good luck trying to make bouncing missiles work right though. :crazy:

Not necessarily bouncing, but arcing missiles. Yeah it would be really hard :D but i think I know enough math :) It would be very interesting at any rate. I can't find your DEFILERS map at all! Could you link me to it?

Edit: Oh and so I can contribute to the thread,

Bonus Hightops: Whenever you pick up one of these items, a hydralisk appears in your inventory. Morph it into a lurker to use the Bonus Hightops. After the hydralisk turns into a lurker, the lurker is teleported to the very middle of the screen and your screen is centered upon your hero. Then, using mobile grids, the hero is moved to the left pretty fast by teleporting him left with the mobile grid every few trigger cycles. Also, every time he is moved, your screen is centered on him.Then, since you still have the lurker already selected and he is in the middle of the map, using the minimap you can order him to move to the very top, right, left, or bottom of the map, and depending on which way you move the lurker, your character can move in any of the 4 cardinal directions. Just to clarify, he keeps moving in one direction really fast until you order the lurker someplace. After about 15 seconds of moving fast it wears off and the lurker dies.

Post has been edited 2 time(s), last time on Sep 26 2008, 10:07 pm by madroc.



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Sep 26 2008, 7:27 pm Lethal_Illusion Post #99



Quote from stickynote
Quote
However my idea is for the player to control the camera going through the maze via unloading a shuttle.

I've seen those maps before, but didn't know they were yours. When I saw them, I thought the same thing. I wanted to make a first person shooter for SC using the minimap, but decided it might be too small for that.
Those maps weren't made by him. They were made by a guy named Fred_E.



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Sep 26 2008, 8:29 pm Morphling Post #100



Quote from Lethal_Illusion
Quote from stickynote
Quote
However my idea is for the player to control the camera going through the maze via unloading a shuttle.

I've seen those maps before, but didn't know they were yours. When I saw them, I thought the same thing. I wanted to make a first person shooter for SC using the minimap, but decided it might be too small for that.
Those maps weren't made by him. They were made by a guy named Fred_E.
Yeah I never said I made them. Where did you get that idea?



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