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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

Post #61     Oyen Sep 10 2008, 5:40 am

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Well, I got some ideas for some sort of space rpg.

Catwalk Clumsiness: Basically, when a hero or enemy is on a Catwalk and moves near the edges, there is a slight chance that the unit will be moved to the ground beside the catwalk, and killed instantly. In otherwords, a fall to the death. I'm sure there's some way of triggering this, perhaps with mobile grids and elevated locations.

Fan Demise: Place a spinning "fan" doodad on a platform, with a small location around it. When an air unit moves into the location, it crashes and dies. Can be pulled off with other doodads, such as the green signs, as well.

Well, neither of these are all that impressive, but it was the best I could come up with.
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Post #62     payne Sep 10 2008, 2:48 pm

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Anyone got a request for me to trigger?

Oh! And just a lil' obvious one: Any vehicule that collide a tree or goes too near to the edge of a hill would crash and the unit "in it" would get hijaked (maybe he previously entered into this vehicule, else, it shall be a Civilian).

An other one, but better: Any zerg unit which would burrow on the edge of a high terran would get teleported, within a certain amount time, to the lower level... like if it would have digged (that word exists?) his way.

And what if we would use spells which add an animation on units that are affected? For example, a unit gets too near of a unit labelled 'Poison' and he would be plagued and then ensnared (plagued so that he loses HP and ensnared for the visual effect (poison is normally green)).
This post was edited 1 time, last edit by payne: Sep 10 2008, 2:58 pm.
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Post #63     Zergblender Sep 10 2008, 7:05 pm

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it's not "digged", it's "dug" :)
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Post #64     Oyen Sep 10 2008, 10:13 pm

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nice ideas Payne. The vehicle and burrowing ideas sound pretty neat. However, it would probably be difficult to trigger that 3rd idea for poison. I do like the ensnare + plague version of poison which decreases hp and slows down the target.

I had another space idea:

Radio tower: Basically, you place a building on space platform terrain. When a player's unit moves close to it, the player will hear music ( requires .wav files).
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Post #65     stickynote Sep 11 2008, 2:13 am

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Can you center locations on scarabs? If so, I wonder why nobody ever thought of this.
Fireball - A player sends out a scarab, and a location is centered on it, and exploding wraiths are created in that location. Units that fall into that location while the scarab makes it way to a target are hurt (spidermines?).

Tidal Wave - Similar to the above idea, except with really big carrier explosions (as in 4 or so carriers per explosion). Units that fall into the edge of its path are slowed. Units that fall directly in its path are damaged and slowed.

Worm Hole - For space terrain. Lots of cloaked wraiths are constantly ordered to a location. When a ship goes too near the hole, the ship has a 80% chance of teleporting outside(so that you don't re-teleport) of another random wormhole. You also have a 15% chance of teleporting with only 1% hp due to damage in wormhole-travel. For the last 5%, your ship can make a spectacular explosion.
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Post #66     Oyen Sep 11 2008, 4:50 am

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WOW! Nice ideas stickynote! That Worm Hole idea is ingenious!
I got another space idea:

Black Hole Generator: You need a corsair that can cast D-web. If you cast D-web in SPACE terrain, then a 4x4 location and a 1x1 location are centered on the D-web, and the D-web is removed. Every 2 seconds 10 invisible wraiths are created at the outer edges of the 4x4 location and are ordered into the 1x1 location. When they reach the 1x1 location, they disappear. Congratulations! You've created a Black Hole! Any air unit that moves within the 4x4 location will be hyper-ordered to move to the 1x1 location. When the air unit reaches it, it is removed, and a hallucination death occurs in the 1x1 location. This resembles the ship being sucked in.
Good for an spacecraft rpg!
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Post #67     Kaias Sep 11 2008, 7:58 pm

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Quote from stickynote
Worm Hole - For space terrain. Lots of cloaked wraiths are constantly ordered to a location. When a ship goes too near the hole, the ship has a 80% chance of teleporting outside(so that you don't re-teleport) of another random wormhole. You also have a 15% chance of teleporting with only 1% hp due to damage in wormhole-travel. For the last 5%, your ship can make a spectacular explosion.
You would be moved outside anyway because of wraiths being in the way
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Post #68     stickynote Sep 12 2008, 2:04 am

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Quote
You would be moved outside anyway because of wraiths being in the way

Lol. I forgot about that.
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Post #69     Oyen Sep 13 2008, 5:27 am

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Heh, here's an environmental idea for an rpg.

Signz r bad 4 ur i's: For a space rpg. Put a sign doodad somewhere. Put a location around the sign. If a player's character moves near the sign, start having a death counter count up from 0, being incremented by 1 every second. When it reaches 60, move the character into a small space with a medic. Have the medic blind the character, and then move the character back. This will make staring at signs a bad idea.

Here's a few more serious ides.

Automated Catwalk: For space rpg. Have a narrow catwalk going in 1 direction. Have stair at both ends. Put a location at the entrypoints above both sets of stairs. When a player's character enters 1 of these locations, use a mobile grid and move the character quickly across the catwalk toward the other end, 1 square at a time. This will resemble the character standing on an automated catwalk, as the catwalk carries the character across.

Escalators: Same as the automated Catwalk, except with stairs (perhaps even lengthened stairs using extended terrain).

Out of breath? Time for death! : For a space rpg. Basically, your character has an oxygen tank, which holds oxygen that keeps him alive. Your character gradually loses oxygen as the game goes on. If the character runs out of oxygen, he dies. However, his gradual oxygen loss varies depending on what terrain he is traveling on or moving near. For example, if the character walks along space platform edges, he loses oxygen faster. Perhaps walking on higher ground makes him lose oxygen quicker as well. Other objects(doodads, units, buildings, etc.) could also cause him to lose oxygen quicker if he walks near them. Some objects may even damage or destroy his oxygen tank if he moves near them, which would kill the character. Basically, a key gameplay element in a space rpg. Whether or not he can gain more oxygen, and how, is up to you.
This post was edited 8 times, last edit by Oyen: Sep 13 2008, 5:59 am.
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Post #70     madroc Sep 13 2008, 6:19 am

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I'm not sure if these were mentioned. They are not my idea.

Earthquake - Quickly center vision on a location and then on a location a couple squares away a bunch of times so it looks like the screen is shaking.
Elevator - When you enter the elevator, vision is centered on the middle of the elevator. A little ways away, you are teleported to an elevator that looks EXACTLY like the one you just walked into, and the vision is center viewed in the center of THAT elevator and then when you get out of the elevator everything is different.

This is my idea:
High Rapids Swimming:
Move the character into that null terrain that is next to the creep. Then the character must walk into the water from jungle terrain (or any terrain really) and swim across the river without getting rapided into the shore (is rapid a verb?). I tested this with a drone and a hydralisk and only the drone made this sort of effect, the hydralisk had a different way of dealing with being in water. Getting through the river will require quite a bit of practice. Test this out for yourself with a drone and you'll see what I mean and how cool this could be. In case you didn't know about null terrain, here is a link to some info.

Btw, I really like the idea of the radio tower Oyen!
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Post #71     Oyen Sep 13 2008, 2:10 pm

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Thanks, madroc. Here's another idea for a badlands/jungleland rpg:

Aqua Phobia: Basically, enemies are afraid of water. If your hero is getting chased down by strong enemies, you can try to run to the nearest water tile. When the enemies chasing you get close to water, they will run away.

Here's an idea for a melee-style game

Elevation-Dependent Energy: Basically, the energy of units will change depending on the elevation the units are standing on. For example, you can have units in low elevation (space, rivers, magma, etc.) have their energy set to 100% every 20 seconds. Units in medium elevation would experience no energy changing effects. However, units in high terrain (high dirt, high platform, etc.) will have their energy set to 0% every 20 seconds. This will make energy-using aircraft fights over water or space be very interesting, while non-energy-using units will dominate the higher ground.
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Post #72     payne Sep 13 2008, 3:22 pm

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Aqua Phobia idea is AWESOME :O
Madroc, your Elevator idea is even into a map: Station 54, or something like that. If you wanna see it, just ask ^^
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Post #73     Oyen Sep 13 2008, 4:23 pm

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heh, thanks Payne. Here's another idea for an rpgish map.

Sky fishing : When a hero that is an flying organic unit (muta, guardian, devourer, etc.) is above water, every 20 seconds there is a 12.5% chance that a hallucination death will happen near the hero, and the hero will be healed to 100% hp. In otherwords, sky fishing.
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Post #74     stickynote Sep 13 2008, 4:58 pm

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Spellcasting - When a hero casts a spell, a disabled beacon, so that you only see the glowing part, is moved underneath your hero for a brief amount of time, and then is moved away. It's not really an interaction, but its a cool graphic.

Golems - Alright, this was an idea I thought of a while back, but it might be too tedious to trigger. You need to have burrowed units that go down the length of one side of the map, and another set of drones for the width of a map. You need two locations, an X and a Y that are the width of the map and the height of the map, respectively. This will be used to detect your hero's location on the map. Whenever your hero casts a golem spell, a different golem will be spawned depending on the terrain you're on. For example, if you are on mud terrain, you will spawn a mud golem. You have to know which set of coordinates are what terrain, though, and you would have an insane amount of triggers to detect every piece of terrain.

Collision - This is for space terrain. This is pretty simple, but there will be a 3x3 mobile grid on everybody's ship. Whenever two player's ships collide with each other, their ship gets damaged more or less depending on which location was "hit". For example, center left is the cockpit, so the ship might get completely destroyed. However, you also have to determine which direction your ship is facing, with a mobile grid, so that one location does not necessarily denote the same area of a ship all the time.
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Post #75     Oyen Sep 13 2008, 5:23 pm

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Here's an idea:


George of the Jungle
: For badlands rpgs. Similar to my automated catwalk idea, basically, when your hero moves near a tree, he will start "swinging" from tree to tree, using the mobile grid as in the above catwalk idea, quickly being teleported 1 tile at a time.. Whenever you reach a new tree, there is a 75% chance you will continue swinging to another tree, and there is a 25% chance you stop, hear a grunt-sounding .wav file, and have your hp set to 5%..
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Post #76     Zergblender Sep 13 2008, 6:41 pm

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Quote from Oyen
Here's an idea:


George of the Jungle
: For badlands rpgs. Similar to my automated catwalk idea, basically, when your hero moves near a tree, he will start "swinging" from tree to tree, using the mobile grid as in the above catwalk idea, quickly being teleported 1 tile at a time.. Whenever you reach a new tree, there is a 75% chance you will continue swinging to another tree, and there is a 25% chance you stop, hear a grunt-sounding .wav file, and have your hp set to 5%..
LOL!
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Post #77     madroc Sep 13 2008, 9:02 pm

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Asteroids: there will be a bunch of scourges floating around in some places. They will constantly be ordered to move to their own location (by cycling through them with a "give" action) and when you get too close to them, even with the move order I am pretty sure they will still be able to attack you. Also you can kill them.

An alternative would be to make it so that when the player gets close enough to a (neutral) scourge the scourge turns into an enemy.

An different sort of asteroid would be to have machine shops all over the place in the space and when "all players bring at least one machine shop to character's location" kill the machine shop and create an enemy scourge in its place.
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Post #78     Oyen Sep 14 2008, 2:48 pm

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Well, here's another idea:

Sunburn: For NON-space rpgs. AS your hero walks around, a death counter will increase by 1 every second. When it reaches 300, your character will get a "sunburn", and lose a few hp every minute as long as he has this "sunburn" condition. To prevent sunburn, standing under trees, rocks, and floating buildings will provide shade, decreasing the death count by 1 per second for as long as your underneath the object.
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Post #79     payne Sep 14 2008, 3:42 pm

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ZOMG! PERFECT FOR A RPG ON DESERT TILESET!
I really like it ^^
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Post #80     [Vi3t-X]:] Sep 14 2008, 4:02 pm

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Your body interacts with the environment, so this counts.

Warmth - Level of body heat. Lets use 1000 as the optimum level. When you get too hot, this increases until you reach 2000. When you get too cold, this decreases until you reach 0. Various conditions based on the heat level can be "scripted".
Visual Impaired - Occasionally, when you are in a "sunny" region, you may once in a while random look up in the air and see a bird, or a sign. 15% chance that you get the "Visual Impaired" status and a medic blinds you (or you lose vision, and a small air unit gives you vision).
Screech - The ability to hear sounds correctly is very important. When the hearing level goes down, sounds fade, and become less noticable, sometimes even incorrect.
Smell - Perhaps you are walking down a path and are in search of a quest item, say a flower. In conjunction with Vision, if you cannot "smell" the flower, you may select the wrong one.
Hygine - In a town, should you not take a bath or some form of cleaning yourself, you become "dirty". Players lose a "charisma" level should they not be clean. This results in people not answering you, people starting to hate you and even those who would kill you for your smell. Hygine also works with smell, as you may smell your foul odor (or that of a nearby smelly guy).
Hunger - Those who do not eat suffer decreases in speed, increased fatigue, and chances of "whiting out" for several seconds. During this period, anything goes, wolves can eat you, people can mug you, a tree can somehow digest you. Thirst included.
Alcohol - You drink alcohol, you're impaired. If you want to water a plant with alcohol, try it. When you are impaired, certain moves are canceled out, some work normally, and sometimes, you may just get yourself killed.
Water - Water quenches your thirst. You use it to prepare certain foods, water certain plants, and wipe off those stains on your vest. Collected in a cantina, travel via boat, make up your mind.
Trees - Trees provide cover from enemy missile fire, they allow some level of hiding, and may increase your missile fire power.
Traps - Having a location with several zerglings burrowed makes the terrain look "different". With that in mind, it could be a trap, a hidden treasure. Let the adventurer decide.
Resource Collecting - Burrow a zergling at a resource deposit, say a tree. It will forever be burrowed, and forever healed. After an allocated amount of time, a resource drop appears, and you collect it. Be logical, missile units cannot do this. Shooting a tree wont get you a log, it'll get you a branch with a million holes in it.
Fishing - Junkyard observers atop of water look like swimming fish. Casting a DWeb over them unravels a random fish which the player swoops by and captures (or kill it). To make it more reasonable, why not have a person who beats the fish down? (Tux)
Foraging - You never know when you might spot some food. A random sequence could allow you to forage food if you are near a bush or a tree.
Fear Factor - The character doesn't have nerves of steel. They aren't willing to fight giant dragons, or even tiny ants. A fear factor means that the character will try to run away from such a monster. Once they have killed enough monsters (alone or in groups), or they have witnessed a monster long enough, they may eventually lose "fear factor".

...And more, but I'm lazy. SO HA.
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