Thought of something new, when you destroy a fire hydrant, it spews out water ( Halluc. Death(s)) in wait times 0 milliseconds because instant deaths of preserve triggers slow units down, so it's like they're slipping or something. Anyway, this makes it easier to Micro, kill them head-on, stop a flag capturer or whatever.
That sounds like a fun idea.
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O.k. I'll add you cuz I'ma edit the forum for the map itself right now.
You can stack tree sprites in an area to make a forest, and burrow drones or whatever under each tree.
Then, if a Firebat comes by and kills one of the drones, you clear the area, spawn a bunker, disable its doodad state and damage it to create fire, which would cause a chain reaction, killing other drones near the bunker and repeating the process for them, and if anything nears the flames they take damage or are killed.
I had actually wanted to test this concept in a map.
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Meh, your already on the list on the map's forum xD.
I have been a bit inactive lately due to my newly sparked interest for another game, but I have returned to Starcraft. Perhaps you could message me on USEast or something, and then I can test the map. Something anyway. At any rate, I cannot seem to find the reason for my voiding, but meh.
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Blizzard does that to teach you a lesson for playing other games.
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Blizzard does that to teach you a lesson for playing other games.
Hahaha, thats so true, my friend came back and was voided and muted, but he could talk in-game. Anyway lets get back on topic, how could we use the environment to a player's, or even a computers ( AI ) advantage?
A simple one: cave network
Caves; self-explanatory, though it could be improved by creating a section of the map reserved for the caves that could be fortified, etc.
A time-consuming one: dynamic flight system
Basically, the dynamic flight system would allow for players to travel across the edges of the map, like in Global Domination III or something like that. However, instead of popping in the middle of the side, players must travel across a large field of whatever to cross the side of the map; instead of instantly appearing on the other side, players would have to travel through a section of whatever that could be fortified and whatnot. Also, a player's units spawn in depending on where they entered/exited the side of the map.
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A simple one: cave network
Caves; self-explanatory, though it could be improved by creating a section of the map reserved for the caves that could be fortified, etc.
A time-consuming one: dynamic flight system
Basically, the dynamic flight system would allow for players to travel across the edges of the map, like in Global Domination III or something like that. However, instead of popping in the middle of the side, players must travel across a large field of whatever to cross the side of the map; instead of instantly appearing on the other side, players would have to travel through a section of whatever that could be fortified and whatnot. Also, a player's units spawn in depending on where they entered/exited the side of the map.
1. The cave thing isn't very original, I'm looking for new stuff.
AND
2. English please? I didn't exactly understand what you were trying to get across, sorry
. I think you mean the sides of the map, and you go into it and appear on the other side, which is using the interface's environment, but i'm talking about trigger made, unit, and terrain environment.
A simple one: cave network
Caves; self-explanatory, though it could be improved by creating a section of the map reserved for the caves that could be fortified, etc.
A time-consuming one: dynamic flight system
Basically, the dynamic flight system would allow for players to travel across the edges of the map, like in Global Domination III or something like that. However, instead of popping in the middle of the side, players must travel across a large field of whatever to cross the side of the map; instead of instantly appearing on the other side, players would have to travel through a section of whatever that could be fortified and whatnot. Also, a player's units spawn in depending on where they entered/exited the side of the map.
1. The cave thing isn't very original, I'm looking for new stuff.
AND
2. English please? I didn't exactly understand what you were trying to get across, sorry
. I think you mean the sides of the map, and you go into it and appear on the other side, which is using the interface's environment, but i'm talking about trigger made, unit, and terrain environment.
I really had no clue what I was typing,
. Well, for the AI, we could have archons popping out of the ground like a water elemental would; have a geyser or something go poosh and an archon pop out or something.
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I really had no clue what I was typing,
. Well, for the AI, we could have archons popping out of the ground like a water elemental would; have a geyser or something go poosh and an archon pop out or something.
For AI I meant something like a Comp Boss pulling a switch for a trap or something. Not an effect, because that isn't AI.
No one likes me forest fire idea =(
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Well, here's a few environmental ideas I thought of.
Aircraft to Submarine mode (for some sort of futuristic aircraft battle map): When an aircraft is flying over the water, the player can activate an option that replaces the aircraft with an observer(as well as some hallucination deaths near it for a neat-looking effect). The observer can only stay above water tiles, if it tries to fly onto land, it is immediatly replaced with the aircraft that had been switched for it earlier.
I figure that this would allow the player's aircraft to travel along rivers and oceans safely and parhaps spy on other players near the water. Other players would only see a blur, letting them know that a submarine is near them, but unable to do anything about it.
Fire Extinguisher: If a building is on fire, a player can have a corsair can cast disruption web on it, and the building's hp will be set to the lowest possible value that doesn't show flames on the building. Or just 100%. That would work too.
Power Plant turned on: There is a building in the middle of a city and it is labeled "Power Plant". Every building of the city is owned by a purple computer player. Any human players in the city will receive no vision from the purple player. When a human player enters the power plant and turns it on, then every building owned by the purple-colored player will gradually be given to a yellow-colored computer player that has shared vision with the human players. Gradually, The closest buildings to the power plant will change first, with the farthest changing last.
On a human player's minimap, it will look like the entire city is lighting up.
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I thought of another idea.
Tree Cutting: When an scv moves under a tree, a burrowed ling with 9999 hp owned by player 12(considered enemy by player) is created at the tree. The scv will automatically attack it, and after about 3 seconds, a psi emittor(wood) is created at the tree, and the scv is ordered to return to the nearest command center. When it reaches the command center, the psi emittor is was carrying will disapear, and it will be ordered to move back to the tree. When it finally returns to the tree, it will start attacking p12's ling again, repeating the process.
This will resemble an scv that is mining minerals, except with trees instead.
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Sounds really cool, and you could create AI that makes the SCV cut down the trees and it would be kind of like warcraft, but cutting down trees has been done, a lot more different than this.
Well... your problem kind of comes from the fact that when SCV's pick up powerups, they won't automatically be ordered to "return cargo". It'd probably just be simpler to throw a mineral field under some tree sprites, really.
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