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The real one.
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I used this to good effect I think. (In Barge Defenders: boss.)
I've had several that I thought were really neat concepts but never saw the light of day. For instance, I came up with a two dimensional gravity system that was going to be in a worms armageddon style game. Or a method of using an scv to repair a flying unit above it in order to perform an action. (Which was to be used as a firing device on a map, simply click your unit to shoot.) Or the method to make disabled buildings into terrain. Or a very unique shop system, where units could walk up to a shop counter and attack across the shelf (To grab an item) but not cross the terrain shelf. (I was able to get it so even a zergling could attack across the gap.) I have many many more, but I don't really want to search into old maps to see some half implemented system. Although by far the most important concepts that I have come up with (in my opinion at least) that have never been used, are all the great ideas I've had for terrain. So far I've only completed one map that had extended terrain in it. ![]() ![]() ![]() ![]() ![]() ![]() |
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The real one.
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Tactical Paths, my first map. It was the first map to use extended terrain to achieve isom effects, as well as being the only map I have ever seen to include ctf, king of the hill, deathmatch, and a territories game. (And also one of the only maps I have seen to include a team selection device from selecting races in the forces menu.)
Although the map itself wasn't very fun and for some reason in the final stages of development I deleted a bunch of the triggers, but there's a decent beta version floating around. (although not much floating actually goes on...) ![]() ![]() ![]() ![]() ![]() ![]() |
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Does anybody remember my command center snake concept thingy?
![]() ![]() ![]() I really had some cool ideas to put this to good use, but I never got around to it. It may lag a little, but it could make a fun game. The concept is stacking 500 (this number can change to your preference) liftable buildings, changing the ownership of the command center every 1 millisecond, and always moving the new owner's command center to a unit you can move around. You can create some cool art with it, and I'm pretty sure there could be a cool map made out of it. |
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Buffalo killed by banana truck in Wyoming.
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1. My system for making attacking units "rip through" an outpost wall by attacking and killing wall traps on the wall. There are 2 wall traps for each section, the first is a small one with relatively low HP, which when killed teleports all units around it up onto the wall so it looks like they ripped a hole in the wall. The second trap has high HP and is used simply to keep the attacking units running to the 'hole' after it is 'opened'. The units run toward the high HP trap to attack it but get teleported before they can actually attack it long enough to kill it. You could even use 3 or 4 traps and switches to add levels or a 'temporarily repaired wall' or 'different hole size' affect. So if one trap is dead, small units can get through, if 2 are dead, medium units can get through, if 3 are dead all units can get through. Good for SST or Zombie maps, both of which I've tried this with but unfortunately I've never finished a map with this in it.
2. My system for detecting which Zerg building made a particular unit, which is extremely simple but has a lot of possibilities. In theory it could enable a single hatchery (and the upgraded versions) to build a total of 27 different unit types. Used with EUDs, you could also use set rally point as a devolution button, so when you set the building's rally point, it would evolve backwards like a scrollable menu. 3. Burrow as a dodge ability. Very simple. Using burrow detection when someone burrows they become invincible and get teleported to a different section of the map for a second then come back, hence, dodge. Good for big arena Hokage type maps. I have more. Ask me if you want 'em Lovel... Btw, I'm working to try to fix your cloak detection system so it will work with just 1 player controlling all the wraiths. |
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Damn, that snake thing looks awesome. Anyway, I had this idea, and I don't know if it's been used before. I don't think this should be used because it's unit intensive, but in a vhp system or ammo system, you could use the zerg population for hp or for ammo, since the hatchery provides only 1 population. Unfortunately, zerg units can't be used or it will affect this system, but if you use heroes you should be fine.
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