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Duplicating Marines
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Filename: Duplicating Marines v1.00.scm
Filesize: 44.3KB

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File Information
General
Uploaded on:Jun 20 2008, 3:42 pm
Uploaded by:JaFF
Author:|7|
Downloads:366

Map-Data
Tileset:Installation
Dimension:64x64

Forces
Force 1
Human (Zerg)
Rescuable (Terran)
Rescuable (Protoss)
Rescuable (Zerg)
Rescuable (Terran)
Force 2
Computer (Terran)
Computer (Protoss)
Rescuable (Zerg)
Force 3
Force 4

Map-Statistics
Units:26
Triggers:177
Locations:3
Strings:939
File Description
Every marine you kill has a 50% chance of spawning two new ones at the place he died. Map supports up to 32 marines, but that number can be increased by copying triggers. Map does not use EUDs and requires only two locations to function with any number of marines. It is basically a system that detects the place of a units death.

Concept originally created by Lethal_Illusion.

Map by JaFF (eL.Romaro@gmail.com)

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Comments
JaFF wrote on Jun 22 2008, 6:14 pm:
@Brontobyte: I can explain how it works here. When a marine is killed, it creates burrowed zerglings under each marine. In the following trigger cycle, it scans through all the zerglings with a 0x0 location and looks for a zergling that DOES NOT have a marine on top of it (because that marine died in the previous trigger cycle). Due to the way SC works, you have only a 50% chance to craete a zergling under a marine that just died as if it was still there.

And the marines stop moving because I run the Junkyard Dog script only when a marine is duplicated. That's not a bug, more like me being lazy.

Brontobyte wrote on Jun 22 2008, 3:01 am:
Someone should make an article *HINT*Falkoner*HINT* about how this system works. :D

Falkoner wrote on Jun 21 2008, 5:16 pm:
Is it like the death detection someone made back in V4? Where when they have suffered a death you run through all the marines and check whether or not they move?

Brontobyte wrote on Jun 21 2008, 3:39 pm:
It works but you have a bug, or so I think. When you kill the Marines, and they don't multiply into two for a while they all stop moving until you kill one and they multiple into 2. Cool idea though.

[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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