I thought of something like this before, but it was that you burrowed and that would allow you to dig your way back to safety or something. Your idea, however, is much better.
Madroc, you can just order something to itself to unburrow it.
Anyway, I have a concept up that fully works. Maybe I'll post it later *hugs map*.
Sol, if you wanted this idea private you shouldn't have posted it in the ideas section: You should have asked for help in the UMS Assistance section.
If you wanna see it, add me on Bnet ws-Impeached@USEast.
Look, I don't mind if you release a map with this idea as long as its after i've released mine. I'm not the best mapper so you'll probly do a better job then me.
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I was talked to letting people release a map before I do. I guess I was being selfish. I'm pretty sure others have thought of this before. It is an original idea though>
but yea, this idea can bring in a lot of new maps. Pieh and I are currently working on something with this. So many possibilities with this idea.
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Basically, the grid only moves when the player moves, now, at the end of every round, the game attempts to move a ground unit to the middle of the other grid in the other side, if it goes, it sets a variable "Switch Sides Allowed", if it doesn't go, it clears the variable. If the unit gets pushed around, then the other grid will move to match this, so there will be a very very low chance of a desync between the two grids. Hypertriggers will be needed big time, though, and the game will have to revolve around not effing up the grid system.
This was my exact thought, however, as soon as I came up with it, I realized that with a zerglings it's unbelievably easy to screw it up. Also, I think that what I would do is make the two world the exact same terrain, maybe do something to the other one to make it a bit darker without actually changing the terrain walkability, but that brings up the problem that for some reason units can manage to get into areas that they couldn't be moved to..
I think probably the best fix for that would be to constantly move the grid, IF the ground is moveable where your unit is, that way if they try to warp to an area they cannot, they'd just go a few steps back.
Constantly moving the grid would be a mistake, the idea would be to have your grid that detects the square the ling is in, only when the ling leaves the square, so like, if I went halfway and the trigger fired, then with my system both grids would be moved at the same time, so that there would be no possible way for them to differ in the slightest. The idea is to never move the grid on to any unit, only move it in directional steps.
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I would have had it so whenever a zergling burrows, it spawned a Infested Marine burrowed, replacing the marine. And when it unburrows, it turns to a marine again...
I attached my version/concept of this below. It works, though the triggering is a bit sloppy (haven't touched Starcraft editor in months.
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Don't play around at the edge of the map, it messes stuff up.
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Constantly moving the grid would be a mistake, the idea would be to have your grid that detects the square the ling is in, only when the ling leaves the square, so like, if I went halfway and the trigger fired, then with my system both grids would be moved at the same time, so that there would be no possible way for them to differ in the slightest. The idea is to never move the grid on to any unit, only move it in directional steps.
Well, duh,
if you did that the unit would get slowed down, however, doing that test map, it seems that I might want a slightly more focused movement detection, perhaps inverted locations... I'd have to test it to see if it makes it any better or not, but the map was pretty awesome, makes me almost wanna make like a minigame map based on the idea.
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Pieh and I were going to do a minigame on whack-a-mole or something to do with ants.
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if you can't get a working system, just use beacons and call them holes. and u dig to other holes. and stuff... maybe?
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if you can't get a working system, just use beacons and call them holes. and u dig to other holes. and stuff... maybe?
Well, now your just ruining the realistic, anyone, and i mean ANYONE can do that, we're talking about movin a ling to another location of the map that matches the area your ling is in, like The Legend of Zelda: Oracle of Ages, or anything like that...
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This would be very easily accomplishable, except you would have to have like 200 triggers so it would convert all the units in one cycle (just hit the copy button 199 times or whatever)
You could use binary count-offs to transfer the units faster.
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You could use a coordinate grid and store the coordinates of the zergling in a deathcount, and when the zergling burrows, center the appropriate location on the appropriate coordinate on the other half of the map.
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Just another way to do the same thing as the mobile grid, and I think the mobile grid's a little easier.
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if you can't get a working system, just use beacons and call them holes. and u dig to other holes. and stuff... maybe?
Well, now your just ruining the realistic, anyone, and i mean ANYONE can do that, we're talking about movin a ling to another location of the map that matches the area your ling is in, like The Legend of Zelda: Oracle of Ages, or anything like that...
haha, i know just a LAZZZZY fall back.
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I attached my version/concept of this below. It works, though the triggering is a bit sloppy (haven't touched Starcraft editor in months.
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Don't play around at the edge of the map, it messes stuff up.
I just engineered your map to work for a ghost cloaking. Took like two minutes to figure out how you had it set up and another two to change it.
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Post has been edited 1 time(s), last time on Nov 6 2008, 5:19 am by Kaias.
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oooh COOL Idea..
Imagine two worlds, but one world has secret entrances and stuff to other parts of the first world that'd be inaccessible.
works well with the digging theme ...
You can also do that whackamole thing too.. have like two area (small enough so u can see via minimap), where the person on the "top" area will be whacking moles on the "Bottom" area, which is two different maps...
And the moles can move to different areas of the map that the top map would be inaccessible for the whacker.. kinda like cat and mouse with mouse-holes...
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Quote from name:BluEditor
Kaias, path told me that he helped you with that. true or false?
Path wanted me to teach him how to do it. He showed me the burrowing map as an example. He wanted to be able to switch sides with a bunch of different unit abilities. After he gave me the map I took a look at it; impeached clearly divided the map into two parts, setting up exit vector and triggering it. I just altered the trigger event.
Credit for the map goes to impeached, credit for switching it to cloaking goes to me and credit for prompting me to do so goes to path.
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