Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How to make Creep not spread?
How to make Creep not spread?
Oct 14 2008, 2:10 am
By: Biophysicist  

Oct 14 2008, 2:10 am Biophysicist Post #1



I need to make Creep not spread anywhere on the entire map, but in such a way that I can still spawn buildings with Create Unit. Anyone know a way?

I can't just fill the whole map with Terran/Protoss buildings. I tried, but it brought the map to map max before I got to anywhere near filling the whole map.

If I can't get this to work, then I don't think I can do my map. Which would suck for me.



None.

Oct 14 2008, 2:17 am pneumatic Post #2



use square terrain to section off the area you want contained.



None.

Oct 14 2008, 2:19 am Echo Post #3



Constantly create and remove the building.



None.

Oct 14 2008, 2:20 am Biophysicist Post #4



@Echo: That won't work, I need Sunken (and possibly Spore) Colonies to be able to attack and be attacked and Creep Colonies/Hives to be attackable.

@razorsnail: That also won't work, I need to be able to move buildings in one-square increments. The main reason I'm posting this is because I'm trying to avoid creep getting screwed up when I move the buildings. (I have an alternative building system in mind which lets the player build off Creep, so it's not needed.)



None.

Oct 14 2008, 1:45 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Make some extractors on the unwanted creep, then kill them.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Oct 14 2008, 11:05 pm Conspiracy Post #6



Quote from rockz
Make some extractors on the unwanted creep, then kill them.
This should work, this has been found to work :P



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Oct 15 2008, 1:13 am Hug A Zergling Post #7



You could constantly create pylons around it, and remove them.



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Oct 15 2008, 4:07 am Groovu Post #8



I ran into this problem on the Jungle terrain. I just copied and pasted a small custom doodad under the sunken. You can't see it when the sunkens there, but when it's dead, you see this triangle thing blended in pretty well.



None.

Oct 15 2008, 7:56 pm Biophysicist Post #9



The problem with this is that the player in my map will be able to create Colonies, so I can't make it rely on the terrain to work.



None.

Oct 16 2008, 3:49 am rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

Make the creep removal optional. If the player wants to, he or she can bring an overlord on top of the creep colony, and when the conditions are met, a location is centered over the overlord/creep colony, a bunch of extractors are made (via mobile grid of course) and killed. in the area for a normal creep colony. That way, the creep colony can be an extra defense/offensive tactic which would prevent hostile buildings from being placed.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Oct 16 2008, 4:16 am Vi3t-X Post #11



Interesting. But what happens when a unit is in the mobile grid:

ERROR - WTF?XTRACTOR UNPLACEABLE.



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Oct 16 2008, 4:20 am Kaias Post #12



Quote from Vi3t-X
Interesting. But what happens when a unit is in the mobile grid:

ERROR - WTF?XTRACTOR UNPLACEABLE.
Mark unit placement in area and move, mobile grid and move back.



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