Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Direct damage Mines?
Direct damage Mines?
Feb 19 2011, 6:27 am
By: The_UrChai  

Feb 19 2011, 6:27 am The_UrChai Post #1

I could make a custom map to test this but it got me thinking of all the wonderful applications of it. The search is being slow for me today so Sorry if somebody's tested this... Ok I will test it... and tah dah! But nothing happens! All the zerglings are free to run about without living in fear of the terrible Mad bomber! I guess I'll have to use the scarab system then. Is there any other solution? I want to deal a small amount of damage to enemy units with a spell and I don't see any way. I originally was going to use firebats but I then have to wait for them to attack and firebats are already a part of another spell.


Feb 19 2011, 6:30 am UnholyUrine Post #2

If you want to be able to calibrate scarab's DD, there is a plausible solution

One, you must neglect armor.
Two, use multiple scarabs for higher dmg'ing spells.
Three, if this is PvP, then simply have players upgrade Scarab Dmg to increase their spell dmg.

if this isn't what you're looking for.. then you'd need to describe this better :P


Feb 19 2011, 6:46 am The_UrChai Post #3

That's exactly what I was looking for. just wondering if I have to use scarabs because they don't fit in with the associated hero character. Plus the scarab dds uses scarab upgrades making the spell dependent on those instead of the infantry upgrades he uses. Debating whether to just use a simple swarm of firebats or just wait till the spider mine decides to unburrow and attack. Mind you the spider mines can't upgrade (Engineer in TS has this problem too) so I guess I could make more mines to compensate. Probably take the easy way out and make lots of neat exploding firebats EVERYWHERE. :D

EDIT: Also nuclear missiles don't work. was worth a shot... :lol:

Post has been edited 1 time(s), last time on Feb 19 2011, 6:57 am by shadow649.


Feb 19 2011, 8:05 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

more scarabs=more damage. All you'd have to do is figure out how much upgrades he has.

"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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[10:04 pm]
Suicidal Insanity -- Oh_Man
Oh_Man shouted: Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
In SC:R - yes you can. In normal SC: no, cause many tilesets use colors unavailable in others
[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
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