Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Moving Zerg buildings w/o screwing up Creep
Moving Zerg buildings w/o screwing up Creep
Oct 13 2008, 3:11 pm
By: Biophysicist  

Oct 13 2008, 3:11 pm Biophysicist Post #1



I need a way to move Creep Colonies, Sunken Colonies, and Hives so that the Creep moves with them. I believe I have seen this somewhere, but I don't remeber how it was done. I don't want to kill the building and create a new one, as that leaves the icky hole in the ground and resets the buildings HP to full. I suppose I could work around that with vHP or something, but I'm looking for a more elegant solution.



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Oct 13 2008, 3:13 pm Zhuinden Post #2



Remove Unit Create Unit?



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Oct 13 2008, 3:15 pm Biophysicist Post #3



That's what I just said I /didn't/ want to do...

(Btw, I'm only moving by single squares at a time, if that matters.)

EDIT: Question: Does removing a Zerg building remove its associated Creep the same way killing it does? (My bro's playing SC now, so I can't check... *growls*)

Post has been edited 1 time(s), last time on Oct 13 2008, 3:21 pm by TassadarZeratul.



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Oct 13 2008, 3:24 pm Devourer Post #4

Hello

so... remove unit and create it again works fine: after around 20 recreates the creep circle is full.... i think it also works for often teleporting....
but only teleport once; wont work at all
so... try to teleport around 20 times from x -> y -> x -> y.....



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Oct 13 2008, 3:34 pm Biophysicist Post #5



I didn't understand a word you just said, DeVouRer...



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Oct 13 2008, 3:36 pm Chubacca Post #6



hes saying, if u have hyper triggers on, u can kill and recreate the creep 20 times and maybe the creep circle would be complete

if that didnt work, another way as devourer said is teleport the creep/hatchery 20 times back n forth



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Oct 13 2008, 3:39 pm Zhuinden Post #7



You said you didn't want to KILL it, not that you don't want to REMOVE it. :P Killing makes it leave that icky hole. I don't think Remove does. Or, we might be talking about something else. :O



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Oct 13 2008, 3:41 pm Biophysicist Post #8



Thanks, I think that's what he meant.

Is there any way to prevent Creep from receeding in a certain area?

@Zhuinden: Ah, that makes sense. I'm actually thinking of using vHP with Observers over the buildings, it'll make things more interesting in my map if I do it right.



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Oct 13 2008, 3:42 pm Chubacca Post #9



use another zerg building besides the colony and hatchery, thats the only way i can think of



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Oct 13 2008, 3:43 pm Biophysicist Post #10



I need there to be Creep though, so that the player can build on the Creep. (Actually, Creep will be the only place the player can build on this map...)



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Oct 13 2008, 3:44 pm Chubacca Post #11



u can use terrain buildings to isolate or surround the creep so it doesnt extend the further amount



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Oct 13 2008, 3:47 pm Biophysicist Post #12



That's actually a good idea. Although I'll use a Protoss building, as they will look somewhat better. Or cloaked buildings... I'll see if I can do something with that.

EDIT: Nevermind, that won't work due to specifics of my map. Sorry.



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Oct 13 2008, 4:29 pm Falkoner Post #13



The only real way to remove creep, is to place some sort of geyser building, as it removes the creep below it, then remove the building.



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Oct 13 2008, 5:14 pm Biophysicist Post #14



I know that trick, Falkoner.

I had another idea, but I need to know if there is any way to prevent Creep from spreading, preferably while still keeping the "creep outline" around the Zerg buildings. (I need to use Null terrain, specifically the kind that's next to Creep in the "tileset indexed pallette", for the entire map, btw.) Maybe filling the entire map with cloaked non-Zerg buildings or Vespane Geysers? (I'd stack something on them and remove it at the begining of the game so that the player can build/move stuff...)



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