Staredit Network > Forums > SC1 Contests > Topic: One Week Mapping Contest
One Week Mapping Contest
Jun 24 2012, 4:20 am
By: Kaias
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Jul 28 2012, 12:53 am Jack Post #221

>be faceless void >mfw I have no face

UnholyUrine, press Q after killing the first trojan, when near the red exit port terrain bit on the wall. There's some text that tells you to do that but I should probably change the time it's on screen and make it more obvious so people read it, as a lot of people got stuck at that stage.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 28 2012, 1:15 am Leeroy_Jenkins Post #222



Quote from Oh_Man
According to my email the package has been delivered.

Pics Leeroy?? :D

It hasn't gotten here yet....... :(

Edit: Nevermind! My parents thought it was delivered to wrong address because it had your name on it. Taking pictures now :)

Post has been edited 1 time(s), last time on Jul 28 2012, 1:21 am by Leeroy_Jenkins.



None.

Jul 28 2012, 1:17 am jjf28 Post #223

Cartography Artisan

Quote
If that was intended, because it was supposed to be 3v3 versus, then why on earth is the arena so big?!

I was, shall we say, testing the limits of starcraft gridding as I created my contest map :P (and it was successful, 8px accuracy across a 256x256 map) - I'll probably scale this down significantly for future gameplay - with the introduction of vehicles and the new vision system, I don't think this size would be, unreasonable :)




Many systems still left to create before my next release, I have to finish expanding on my coordinate detection system, if my notes pan out, it will be 1px accuracy for a mere 100 trigs (for 256x256) with minimal processing power.

I'm also looking to create the, aforementioned, new vision system that will give vision only in the direction the player is facing, and tinkering with ways by which I might hide navi from player view - should be fun!



Rs_yes-im4real - Clan Aura - jjf28.net84.net

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jul 28 2012, 1:56 am Leeroy_Jenkins Post #224



Alright! This thing is awesome! I'm going to take a long time getting used to it, seeing as how my old mouse moves totally slower than this one.


In the box


Isn't it pretty? (The cord is awesome)


With the lights on


Me setting custom colors :)

This thing is awesome! Thanks again Oh_Man for offering up these awesome prizes



None.

Jul 28 2012, 2:27 am Oh_Man Post #225

Find Me On Discord (Brood War UMS Community & Staredit Network)

Remember Leeroy - real gamers play with mouse acceleration disabled. :bleh:




Aug 15 2018, 5:06 pm karmazynowa15 Post #226



thx for all ;) good job ;)




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[07:23 pm]
NudeRaider -- seems like roybot has upgraded its helper module
[02:18 pm]
Roy -- Glad to help!
[02:15 pm]
Lost_Angel -- Thanks Roy for help so much
[2019-3-21. : 10:42 pm]
pallfy -- use bgh
[2019-3-21. : 10:40 pm]
pallfy -- Wow thanks
[2019-3-21. : 10:18 pm]
Suicidal Insanity -- On game start you could detect who is at which start location, store that in switches / dcs, and use that to permanently force alliances. Lots of combinations though
[2019-3-21. : 9:43 pm]
MTiger156 -- That 2v2v2v2 mapping problem does sound like an interesting challenge. Its worth putting some experimentation into. I could make an example map for combining locked alliances (based on lobby forces) + random start location. Though an EUD solution would be the most efficient, I will avoid that for the sake of simplicity.
[2019-3-21. : 8:53 pm]
NudeRaider -- *compromises
[2019-3-21. : 8:52 pm]
NudeRaider -- pallfy
pallfy shouted: thanks, but that sounds complicated
well, that's the gist of sc mapping. Either accept the limits sc sets for you and work within those parameters, or get creative and find complicated solutions to achieve what you want. The latter can be most satisfying. Sometimes comprised are inevitable though. Also see my respnse in the thread.
[2019-3-21. : 8:13 pm]
pallfy -- thanks, but that sounds complicated
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