Staredit Network > Forums > SC1 Mapping Tools > Topic: Bound Maker
Bound Maker
Mar 24 2011, 5:38 am
By: Roy  

Mar 24 2011, 5:38 am Roy Post #1

An artist's depiction of an Extended Unit Death

So there used to be a program made by Angelfarto that would quickly create an explosion pattern for bound maps. My friend LeXteR said that he no longer had the program, and that it was outdated. He then asked if I would be willing to make such a program. Here's the result.

Bound Maker
Creative title, amirite?


Basically, this program provides a quick and easy way to design obstacles for bounds. After you design an obstacle you like, you can then generate the trigger code needed to create it in SC.

Walkthough


Note: This program requires .NET Framework 4 to run.
Download latest version on GitHub
Download Bound Maker 1.3


Thanks to:
LeXteR - Inspiration, beta testing
Adzz - Beta testing
All my bounding friends and what little is left of the bounding community

Post has been edited 6 time(s), last time on Feb 3 2019, 4:42 pm by Roy.




Mar 25 2011, 2:31 am Derqua Post #2



Looks interesting, possibly useful, even though a lot of people think SC1 is dead, there is a slight possibility I might use it for something.



None.

Mar 26 2011, 3:14 am Apos Post #3

I order you to forgive yourself!

Put it in the database?




Mar 26 2011, 4:27 am swb4u1 Post #4



WOW VERY Cool...
I love it. :D



None.

Mar 26 2011, 9:04 am Roy Post #5

An artist's depiction of an Extended Unit Death

Quote from Apos
Put it in the database?
Done. http://www.staredit.net/files/2362/

Quote from Derqua
Looks interesting, possibly useful, even though a lot of people think SC1 is dead, there is a slight possibility I might use it for something.
Quote from swb4u1
WOW VERY Cool...
I love it. :D
Thanks. I know it's a bit late for a new program, especially for a specific genre that hasn't really thrived since pre-1.14, but I appreciate the support. :D




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[04:56 pm]
RdeRenato -- If someone can help me, it will make me very happy xd
[04:55 pm]
RdeRenato -- they are right. I don't know how to describe my level but it is difficult for two things: 1. crazy enemies 2. multiple defensive points
[11:01 am]
Sie_Sayoka -- both because of low skill and population on west
[11:01 am]
Sie_Sayoka -- tbh a lot of the korean maps are impossible to play with pubs
[2020-3-31. : 5:14 am]
jjf28 -- forcing players to be quicker means they'll have to multi-task more/up the APMs and use less safe approaches or have gotten the approaches down to an art so they can perform them quickly without much time to think
[2020-3-31. : 5:10 am]
jjf28 -- I'd say best way to increase difficulty is to make the enemy units behave smarter, followed by forcing humans to move quicker (timers, or some mechanism forcing them forward), followed by beefing numbers/stats
[2020-3-31. : 3:39 am]
jjf28 -- a huge part of special forces is game knowledge, mapping out the spawn timings, what triggers different traps, what units combine into others, they're definitely not intended to be friendly games
[2020-3-30. : 11:07 pm]
lil-Inferno -- RdeRenato
RdeRenato shouted: people, how do you do to verify a super difficult level if you play bad? :(
get someone better than you to play it
[2020-3-30. : 10:16 pm]
MTiger156 -- Sadly, I've often seen the exact opposite happen. "Special Forces" maps typically try to kill the entire team within the first 60 seconds... try to stay away from that approach.
[2020-3-30. : 10:05 pm]
MTiger156 -- ahh... philosophy of Difficulty. There is no single answer for "how much is enough?". That should be left to the players, thus I highly recommend multiple Difficulty Modes for PvE maps.
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