I will refer to the directions as per location on the number pad (Ex: 8 is up).
The System for 2, 4, 6, and 8It relies on a set of already placed units on a box around the arena. Two scans, x and y, will center on the unit. Around the box, there will be a unit that will be given to the player (probably innocuous such as a zerg egg). These units will stretch around the entire border. The units will have locations center on them, designating directions 2, 4, 6, and 8. After this, the units will be given back to a neutral player. You now may order the unit, or anything else, in these directions.
There exists a solution for diagonal directions as well, but I have not refined it.
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http://www.staredit.net/files/549/ was made a few years ago. Is your system similar?
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Yes, it is. Although I regard it as more clean. Also, diagonal directions need to be added, but they're not as simple.
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An artist's depiction of an Extended Unit Death
Location grids really defeat coordinate systems if you have the resources to implement them.
Can your system send the unit only, say, 1 tile in the specified direction? It seems like you couldn't specify a specific location within the area; you would have to order the unit and then stop it after it traveled the desired distance. The diagonal would require some Pythagorean, if this was indeed the methodology of your system.
I guess I'm asking how your system varies from the Coordinate Grid system Devlin posted.
Here, I built a map that has a working model. It uses EUDs and WASD to move the wraith in four different directions. Not as sophisticated as the other WASD map, but very simplistic and easy to do. The grid system only requires a single trigger.
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