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SEN StarCraft II August Map Contest

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Creator: DevliN
Time: Jul 27 2010, 6:59 am
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Post #41     Ahli Aug 14 2010, 8:07 pm

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Nothing yet! Almost done. Very powerful, very strong.
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They don't.
Could someone define "high and low tide on a lake", please?

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Post #42     Temp Aug 14 2010, 8:39 pm

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Theoretically possible, completely impractical. Imagine... a grid of 50 regions with "unit enters" triggers for each. It can work, but why would you WANT to do it. You can make similar-looking terrain, anyway.

Anyway, good to see people caring about this thing. :)


really the best way I see of doing it is create terrain that fits just under the rocks anyway.

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Post #43     Temp Aug 14 2010, 8:40 pm

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Quote from Ahli
Quote from Centreri
They don't.
Could someone define "high and low tide on a lake", please?

Quote from payne
Secondly, learn what's a tide: one side of the river is higher than the other, due to the attraction of the moon.
In the facts, the main point of the problem is to make the water's height vary on a certain slope equation (varying in the time, in the case of the simulation).

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Post #44     Centreri Aug 14 2010, 10:04 pm

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Quote from Temp
really the best way I see of doing it is create terrain that fits just under the rocks anyway.
Quote from Centreri
If I were to guess at how it would have to be done, I'd say heavily-edited textureless terrain. Good luck with that.
///
From Mokse's attempt

:awesome:

I don't know what Payne expected for that, honestly. I gave him the answer there, make the terrain and pretend you're stepping on the doodad. Maybe he was expecting...

CONVERT DOODAD TO TERRAIN FUNCTION?

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Post #45     payne Aug 15 2010, 3:17 am

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Quote from Centreri
Quote from Temp
really the best way I see of doing it is create terrain that fits just under the rocks anyway.
Quote from Centreri
If I were to guess at how it would have to be done, I'd say heavily-edited textureless terrain. Good luck with that.
///
From Mokse's attempt

:awesome:

I don't know what Payne expected for that, honestly. I gave him the answer there, make the terrain and pretend you're stepping on the doodad. Maybe he was expecting...

CONVERT DOODAD TO TERRAIN FUNCTION?
Lol, did not think of it. Don't feel like reading through all the replies of the topic to ensure you had mentioned this ealier.
Well, I failed on this one too. :><:

... BUT! In fact, to be a perfectionist, there's kind of a little cavern at the bottom. It'd prevent you from doing that little terrain trick. :P
(user posted image)
(Yes, I pretty'd it up a bit. :P )

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Post #46     Temp Aug 15 2010, 3:25 am

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Wouldn't prevent, would only make different. You could easily transport units going into a cave to another part of the map like in SC1. And it could still look ok I think. (just make sure its a flat wall behind that looks like it is ground (or darkness).

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Post #47     Temp Aug 18 2010, 3:31 am

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Could we get some better clarification on problem #1? Not really sure what is supposed to happen for that one.

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Post #48     Jack[RCDF Aug 18 2010, 3:34 am

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Quote from Temp
Could we get some better clarification on problem #1? Not really sure what is supposed to happen for that one.
Sounds to me like the flower head or tree head is supposed to rotate 360 degrees as if it's constantly turning to face the sun.

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Post #49     Centreri Aug 18 2010, 4:22 am

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.... So... every daycycle/360 rotate one degree.

Yeah, that's worth as much as a projectile system. : /
This post was edited 1 time, last edit by Centreri: Aug 18 2010, 6:15 am.

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Post #50     payne Aug 18 2010, 6:27 am

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Problems #1 implies the use of the day/night cycle.
It also implies the use of a forest (not obligated to be enormous).

From there, your goal is to make the trees rotate based on the sun's movement so they always have the most leaves leaning toward the sun.

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Post #51     Jack[RCDF Aug 18 2010, 6:28 am

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Quote from Centreri
.... So... every daycycle/360 rotate one degree.

Yeah, that's worth as much as a projectile system. : /
I assume the days would be sped up so there'd be a noticeable difference. It wouldn't be an actual 24 hour animation. And there's nothing wrong with it, it shows how to do small-level animations with doodads and such, with triggers or data editing or actual animation editing.

Red classic.

I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF.

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Post #52     payne Aug 25 2010, 2:49 am

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Only one week left.
Anyone plan on trying to solve more problems? :/

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Post #53     Temp Aug 25 2010, 5:41 am

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Well I will submit an answer for number 12. This uses the data editor only. In the map I have only added it to roaches but it is simple to do for any unit.
Attachments:
sc2map file
BurrowDeform.SC2Map (24.31 kb)
6 hits.

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Post #54     payne Aug 25 2010, 12:42 pm

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Nice work, though could be smoothed, I think.

Eligible and accepted. :)

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Post #55     payne Aug 29 2010, 12:30 am

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Only 3 days left! :/

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Post #56     Roy Aug 29 2010, 7:02 pm

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An artist's depiction of an Extended Unit Death
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The world's worst solution to question #2:
Attachments:
sc2map file
Question2.SC2Map (180.42 kb)
5 hits.

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Post #57     Roy Aug 29 2010, 8:48 pm

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An artist's depiction of an Extended Unit Death
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I'm actually kind of proud of this one: Question #13, although already answered twice, I believe. I did it only via triggers; the only data editing was setting the unit's vision to 0. I didn't use dummy units.

I also decided to make it scalable based on unit size (larger units have larger flashlights). I put a few marines, a Hellion and a Thor on the map so you can see the difference. They all use the same trigger, and in theory, any other unit will work with the trigger, permitting you set their default vision to 0.

Edit: Yeah, I think I'm done. The other questions aren't very interesting.
Attachments:
sc2map file
Question13.SC2Map (53.37 kb)
20 hits.
This post was edited 2 times, last edit by Roy: Aug 29 2010, 8:56 pm.

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Post #58     payne Aug 29 2010, 9:53 pm

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Quote from Roy
The world's worst solution to question #2:
Not acceptable. You've only changed the height of the cliffs. The point is to really get to over-pass 3 cliffs.

Quote from Roy
I'm actually kind of proud of this one: Question #13, although already answered twice, I believe. I did it only via triggers; the only data editing was setting the unit's vision to 0. I didn't use dummy units.

I also decided to make it scalable based on unit size (larger units have larger flashlights). I put a few marines, a Hellion and a Thor on the map so you can see the difference. They all use the same trigger, and in theory, any other unit will work with the trigger, permitting you set their default vision to 0.

Edit: Yeah, I think I'm done. The other questions aren't very interesting.
You did an amazing job on that one! O_O

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Post #59     Roy Aug 29 2010, 11:50 pm

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An artist's depiction of an Extended Unit Death
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For not liking my #2 solution, I did the puddle/evaporation one.
Attachments:
sc2map file
Question11.SC2Map (68.00 kb)
6 hits.

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Post #60     Roy Aug 30 2010, 1:15 am

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Here's a simulation of a dam rupture, although there is a gap between the water for a brief moment. It could be covered with effects and whatnot, but I didn't include them. I did use explosions because the doodad I used didn't have a kill animation.

It occurs at the top-right.
Attachments:
sc2map file
Question9.SC2Map (91.77 kb)
5 hits.

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