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Bridge, Run. Stop. Kill. Repeat.

Creator: HCM™DavidJCobb
Time: May 29 2010, 6:08 am

Post #1     HCM™DavidJCobb May 29 2010, 6:08 am

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Bridge
Humanity's longest bridge.
(user posted image)

I took the most useless blend ever, and I'm turning it into a 256x256 map. >:3


Story
You and up to five of your friends are traveling on the world's longest bridge. Aliens are invading. Get to the other side. Kill shit. Survive.

Gameplay
  • Mostly consists of killing shit and walking to the right.
  • When you reach the right side of the map, you move to the next bridge segment.
  • If you want to an hero, walk off the sides of the bridge. (Denoted at the start of the map with blinking red dashed lines, visible in the screenshot.)
  • Aliens occasionally conduct bombing runs. Use single-occupant Air Raid Shelters (Bunkers) to survive them.
  • There are sections where you're locked in, and must eliminate a number of hostiles to proceed.

Progress: v0d3
  • Three bridge segments complete.
  • First bridge segment is about 2/3 populated with pre-placed units.
  • Triggers for suicide, delayed activation of some hostiles.
  • Beginning to test walkability. I'm having to patch some areas with DTs to prevent the pathfinding AI from accidentally an heroing players.

Todo
  • Finish populating and copypasta-ing bridge segments
    • Test walkability/pathfinding, patch with DTs
    • Copy and paste suicide locations/triggers
  • Trigger the movement from one segment to the next
  • Trigger air raids
  • Trigger rescuable units
  • Trigger Air Raid Shelters
  • Trigger the removal of DTs when the related blockades or pathfinding issues are removed
  • Trigger the removal of Abandoned Cars (Siege Tanks) when their bridge segments have no players
  • Trigger "trap" areas where the player(s) must kill a set number of units to succeed
  • Trigger up to two per-player extra lives?
  • Add victory/defeat conditions
This post was edited 2 times, last edit by DavidJCobb: May 30 2010, 11:28 pm.


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Post #2     payne May 30 2010, 1:41 am

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Lol, I like the blend! XD

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Post #3     HCM™ImagoDeo May 30 2010, 1:45 am

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:lol:

Though this does have potential.

"We live, as we dream - alone..."
-Marlow, Heart of Darkness
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Post #4     HCM™DavidJCobb May 30 2010, 1:49 am

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Thank, you, thank you! :D I am a bit worried about the pathing, though... "WTF, Cobb? I ordered him to move four feet to the right and he runs and jumps off the bridge before I can stop him!"


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Post #5     JaFF May 30 2010, 12:21 pm

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lol

I vote this as the best application of a blend in history. I like your idea a lot. I hope I'll paly the map some day.

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Post #6     HCM™DavidJCobb May 30 2010, 8:11 pm

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Thank ya. :) I'm having a spot of trouble with pathfinding, but if I place enough Dark Templar, I should be able to fix it. All else fails, I can show a text message warning players not to click past blockades.


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Post #7     HCM™stickynote May 31 2010, 3:23 pm

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Just put a long location on the border and order them back.

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Post #8     HCM™ImagoDeo May 31 2010, 5:23 pm

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Quote from stickynote;)
Just put a long location on the border and order them back.

That's what I was gonna say.

Description:
Center Location
Players:
  • Player 1
  • Conditions:
  • Current Player brings exactly 0 men to 'Off-Bridge Location'.
  • Current Player commands exactly 1 men.
  • Actions:
  • Center Location labeled 'P1 Centerloc' on men owned by Current Player at Anywhere.
  • Preserve Trigger.


  • Description:
    Move Back
    Players:
  • Player 1
  • Conditions:
  • Current Player brings exactly 1 men to 'Off-Bridge Location'.
  • Current Player commands exactly 1 men.
  • Actions:
  • Move 1 men for Current Player at 'Off-Bridge Location' to 'P1 Centerloc'.
  • Preserve Trigger.


  • Copy and replace the locations for each player and then for the other side of the bridge, too. Or you could have it so that people can literally fall off the bridge; that'd be neat.

    "We live, as we dream - alone..."
    -Marlow, Heart of Darkness
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    Post #9     HCM™Aristocrat May 31 2010, 5:57 pm

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    I would just use a devourer mobile grid to order units back up rather than locking a location to each unit.

    Also, I believe you can just find substructure tiles with unwalkable borders by looking at ones near cliffs, and use those.

    (user posted image)
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    Post #10     HCM™DavidJCobb Jun 1 2010, 5:26 pm

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    Well, I dunno... I wanted players to be able to fall off the bridge and die; the pathfinding, however, may take someone off the edge accidentally. For now, I'm correcting that with DTs in crowded areas; I'd use cliff borders, but the available borders are very visually obvious.


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    Post #11     HCM™ImagoDeo Jun 1 2010, 6:27 pm

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    DJC, you should probably forgo preplacing every enemy unit and instead have specific spawn points set up to avoid hitting unit limits and thus causing unnecessary difficulties.

    Yeah, a devourer mobile grid would probably work better... but I think falling off the bridge would be really awesome. :awesome:

    "We live, as we dream - alone..."
    -Marlow, Heart of Darkness
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    Post #12     TiKels Jun 2 2010, 11:17 pm

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    This idea made me laugh... Clever, yet not a joke map. It actually could be fun... Keep up the good work, SEN needs it.

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    Post #13     HCM™DavidJCobb Jun 6 2010, 6:53 am

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    There will be falling off of the bridge. Oh, yes.

    Anyway, new feature that I'm working on coding:

    Toll Gate
    (user posted image)
    A unit must remain in the blinking red square at all times until the Fence (Spider Mines) is lowered. Aliens will airlift troops in to attack the unit in the red square. It takes forty (may change) seconds to lower the fence; if no units are in the red square, the timer resets.


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    Post #14     Azrael Jun 6 2010, 7:07 am

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    That's a badass looking whatever it is :D First thought was, a computer console. It looks cool though.

    (user posted image)
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    Post #15     HCM™DavidJCobb Jun 6 2010, 11:31 pm

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    It's like an automated toll gate for the fence, and thank you. :)


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    Post #16     HCM™Aristocrat Jun 8 2010, 4:37 pm

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    Quote from DavidJCobb;)
    There will be falling off of the bridge. Oh, yes.

    Anyway, new feature that I'm working on coding:

    Toll Gate
    (user posted image)
    A unit must remain in the blinking red square at all times until the Fence (Spider Mines) is lowered. Aliens will airlift troops in to attack the unit in the red square. It takes forty (may change) seconds to lower the fence; if no units are in the red square, the timer resets.

    Have fun hitting the sprite limit EXTREMELY quickly :P .

    What sprite makes up those tiny red dots marking the edge of the bridge?

    (user posted image)
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    Post #17     HCM™DavidJCobb Jun 10 2010, 1:52 pm

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    Oh, I will, Aristo. I will. And it's the Nuke Target sprite. :)

    On a side note, I know that preplaced P12 Spider Mines are above ground, and block movement, but giving a preplaced non-neutral Spider Mine to P12 in the middle of the game doesn't appear to make them pop up of the ground. Any workarounds? (I'm using them as pop-up fences.)


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    Post #18     Ahli Jun 10 2010, 2:13 pm

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    Quote from HCM™DavidJCobb
    Oh, I will, Aristo. I will. And it's the Nuke Target sprite. :)

    On a side note, I know that preplaced P12 Spider Mines are above ground, and block movement, but giving a preplaced non-neutral Spider Mine to P12 in the middle of the game doesn't appear to make them pop up of the ground. Any workarounds? (I'm using them as pop-up fences.)
    Move them away and create new ones where the old ones were which will burrow. You just have no unburrow animation.

    (user posted image)
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    Post #19     samsizzle! Jun 10 2010, 11:31 pm

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    40 seconds? really? to open a gate?

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    Post #20     HCM™DavidJCobb Jun 10 2010, 11:38 pm

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    offlinecontact
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    I don't know, I just picked a random number. The idea is, your teammates are fighting off the aliens while opening the gate.

    There are a lot of Abandoned Cars on the bridge... Maybe an alien EMP hit the bridge, and the gate opening mechanism is slowed because of this?


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