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Environmental Interaction, Pushing SC Mapping to the Limit
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Creator: lil-Inferno
Time: Nov 11 2007, 3:59 pm
 lil-Inferno Nov 27 2007, 9:33 pm Post #41
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Then give it an order trigger :} .
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 Durandal Nov 27 2007, 9:43 pm Post #42
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Even then, I don't see the practicality of it, as opposed to just placing a mineral field under a tree.
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 payne Nov 28 2007, 1:17 am Post #43
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Okay, that idea for the trees is just awesome :D
I REALLY likes it!
It would make good RPG's.
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 Crossbowman Nov 30 2007, 3:53 am Post #44
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It would look much cooler if a psi emitter was created that was labelled, "Wood". I think it's a good idea, since with minerals you would need to create a command centre, whereas with the lumberjack idea you could use any building as the drop-off point. However, the scv will need to be removed and created for the idea to work, eliminating the practicality of hotkeys.
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 lil-Inferno Nov 30 2007, 12:05 pm Post #45
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Quote from CrossbowmanIt would look much cooler if a psi emitter was created that was labelled, "Wood". I think it's a good idea, since with minerals you would need to create a command centre, whereas with the lumberjack idea you could use any building as the drop-off point. However, the scv will need to be removed and created for the idea to work, eliminating the practicality of hotkeys.

It wouldn't need to be removed, the psi emmiter would. And duh that it would be labeled "Wood" :P . But yes you can use anything as the drop-off points and even have computers doing this by use of order triggers.
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 Oyen Mar 5 2008, 10:41 pm Post #46
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Well, I decided to trigger that tree mining idea in an expiremental map I made. Here's what I came up with.

http://www.savefile.com/files/1421695
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 midget_man_66 Mar 6 2008, 12:10 am Post #47
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Fishing, Minining, Lumber...that can all be taken care of through a series of variable triggers. Set a location where you have mining/fishing/lumber posts. everytime the hero kills a stationary unit that represents fishing or mining or lumber then he you check his deathcounts for a certain unit...and bam. you can do anything with what you got. Not as kool as what you guys have, but this is what i have been usin.
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 razorsnail Mar 24 2008, 1:50 am Post #48
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I love the water ideas, such as opening a fire hydrant, and opening floor traps to drain it away. I also like the electrocution idea and the need to balance it with drainage.
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 FooFighters[WP] Mar 24 2008, 5:34 pm Post #49
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Good interaction would be like, you stand on a puddle of, oh i don't know, Plasma, and you suck it into your lets say "Plasma powered Gun," the "Plasma" dissapears in some time, and you gain gas as "Plasma energy" that you shoot at people, the plasma, would be homed into an enemy to "Attack it" [using scarabs and a reaver, the scarabs cost gas]
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 Oyen Mar 24 2008, 6:15 pm Post #50
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Here's the ideas I had only posted in the maplantis thread:

Water-gathering: Its basically the same as my tree cutting idea, except instead of a burrowed unit being at a tree, it is placed near some water.

Vines: On the jungle tileset, place a bunch of trees and bushes in one big compact area. If a player moves through that area, he will randomly stop(via order trigger) in mid-movement as he walks within the area. Every time the player's unit stops, there will be a kakaru death above his unit, to make it look like the player's unit stopped to cut through some vines.

Bear Trap: If a player's unit is walking through grass, there is a random chance that the player will step in a "Bear Trap". When this happens, a kakaru death happens above the player's unit. Then a mine(allied) appears below his/her unit. As long as the mine is underneath the player's unit, then his/her unit can not move away from it. This will no longer take effect when the player manages to use his/her unit to attack and kill the mine.

Terrain WAVs: Depending on the terrain your unit is walking on, you will regularly hear a specific WAV file as you walk through that terrain. For example, if your unit is walking on raised jungle, the player could regularly hear a WAV file that sounds like jungle animal noises.

Slippery Ice: When your unit is walking on ice terrain, and you order him to move a different direction, the unit will sorta "slide" and continue moving the same direction for a short moment before changing directions. This would probably involve using mobile grids to trigger this.

Blizzard: (For Snow/Ice tileset) When your character is walking through the snow, "blizzards" will randomly pass your character by.
When a blizzard happens, a swarm of invisible observers will be created somewhere nearby. Then the observers will be ordered to move past your character. When the observers are moving over your character, continiously move a burrowed unit under your character. This will slow your character down. You can also play a blizzard sounding WAV file while this is happening. This will resemble your character slowly moving against the force of a strong blizzard.
When the observers are no longer over your character, remove the burrowed unit. Once the observers are far from your character, remove the observers.
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 FooFighters[WP] Mar 24 2008, 7:05 pm Post #51
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I like all these ideas of environmental interaction, maybe my next map will include some of these
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 lil-Inferno Mar 24 2008, 8:42 pm Post #52
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Quote from FooFightersI like all these ideas of environmental interaction, maybe my next map will include some of these

Glad to help :D .
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 lil-Inferno Apr 5 2008, 8:25 pm Post #53
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Sorry to bring this back up and everything, but I love reading these ideas, and they could help people to make their map push the limit, and I love helping :bleh: .
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 payne Apr 5 2008, 9:49 pm Post #54
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Make a request for having this as a sticky! :D
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 lil-Inferno Apr 5 2008, 10:17 pm Post #55
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Quote from payne
Make a request for having this as a sticky! :D

I doubt this would be stickied, most stickied things are just rules or contests, like the Terrain Ladder and the Summer Modding Contest.
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