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The Mayor
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And yet that's not the argument. There still isn't an imbalance. Are you mad? If you agree that someone starting in the middle position does in fact get to the ball quicker then the people on the outside positions, how is that not an imbalance? How is it not an imbalance? Why don't you go back and read what I've been posting the entire time and don't reply until you learn why. I'm not repeating myself as this discussion is already going in circles. I've already defeated your arguments. And if you can't see why there isn't an imbalance, then you'll never see. I guess some people will always think there's a flaw in a map when there isn't one. ![]() ![]() ![]() ![]() ![]() ![]() My name is Inigo Montoya. You killed my father. Prepare to die.
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And if you can't see why there isn't an imbalance, then you'll never see. I guess some people will always think there's a flaw in a map when there isn't one. I have read every single post that you have typed/re-typed. Getting to the ball quicker is an imbalance. No matter what. You base your "he will have it take from him asap" on the fact that the other team (middle position) is going to be right there to take it from him. Look, all I'm trying to say is that getting to the ball is faster when you travel straight with no turns. I'm sure others would back me up in this as it can simply be proven by a line. The fastest way to something is in a straight line. Hmm, well lets see, if I have to turn to get to that something, then, oh yeah, its not the fastest way. EDIT: if you can't see why this is correct, then you'll never see. ![]() ![]() ![]() ![]() ![]() ![]() ╔═══╦═══╦═══╦══╦═╦═══╦═══╦═══╦═╦═╦═══╦═══╗
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The Mayor
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And if you can't see why there isn't an imbalance, then you'll never see. I guess some people will always think there's a flaw in a map when there isn't one. I have read every single post that you have typed/re-typed. Getting to the ball quicker is an imbalance. No matter what. You base your "he will have it take from him asap" on the fact that the other team (middle position) is going to be right there to take it from him. Look, all I'm trying to say is that getting to the ball is faster when you travel straight with no turns. I'm sure others would back me up in this as it can simply be proven by a line. The fastest way to something is in a straight line. Hmm, well lets see, if I have to turn to get to that something, then, oh yeah, its not the fastest way. EDIT: if you can't see why this is correct, then you'll never see. ![]() ![]() ![]() ![]() ![]() ![]() My name is Inigo Montoya. You killed my father. Prepare to die.
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Brontobyte, just give it up. It really doesn't make that big of a difference. You keep on saying "it's a longer path though!" even after he acknowledges it.
As far as the map goes, it's a cool concept, but I just find it just like playing with control of the scourge only I have much less control of it. I'm all for alternate control mechanisms, but this one is actually less effective than normal one, so I really don't find the game that fun, personally. This of course is just a personal preference, and overall I thought it was very well made.. good job on it. ![]() ![]() ![]() ![]() ![]() ![]() |
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The Mayor
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Brontobyte, just give it up. It really doesn't make that big of a difference. You keep on saying "it's a longer path though!" even after he acknowledges it. As far as the map goes, it's a cool concept, but I just find it just like playing with control of the scourge only I have much less control of it. I'm all for alternate control mechanisms, but this one is actually less effective than normal one, so I really don't find the game that fun, personally. This of course is just a personal preference, and overall I thought it was very well made.. good job on it. Also, I've had v1.01 sitting around for a day. I figured out what the problem was with the time options a little after I found out they weren't working. The reason was just that the locations were too small, lol. They only covered the minerals and didn't have enough space so that the chooser could enter them, unlike the locations for the other game options. ![]() ![]() ![]() ![]() ![]() ![]() My name is Inigo Montoya. You killed my father. Prepare to die.
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play an accordion... go to jail
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Even if it were easier for a center player to score, you can choose your position in the lobby. If it's 1v1, both players have the option of choosing center. If it's 2v2, both teams can have up to one center player. If it's 3v3, it's totally equal. If it's 1v2 or 2v3 or 1v3, it's already unbalanced to begin with.
I haven't been able to play the map, but I tried it in single player and was amazed to find that even though there's a constant "center view" trigger, you can still freely move the cursor. Any idea why? Usually that's not the case in single player. ![]() ![]() ![]() ![]() ![]() ![]() |
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I haven't been able to play the map, but I tried it in single player and was amazed to find that even though there's a constant "center view" trigger, you can still freely move the cursor. Any idea why? Usually that's not the case in single player. I think it has something to so with the small size of the map. I can't see any other reason that this would happen and not move the mouse. I also noticed this. And then after your done selecting how you want to win, points/time, in single player it doesn't move to the top of the game, the center screen keeps on being activated and your screen doesn't move... Also, I've had v1.01 sitting around for a day. I figured out what the problem was with the time options a little after I found out they weren't working. The reason was just that the locations were too small, lol. They only covered the minerals and didn't have enough space so that the chooser could enter them, unlike the locations for the other game options. Something that you should add in this or a newer version is the fact that you can see your special effects being created. You should make it a burrowed zerg zergling that is hallucinated. This would make it look cooler. ![]() ![]() ![]() ![]() ![]() ![]() ╔═══╦═══╦═══╦══╦═╦═══╦═══╦═══╦═╦═╦═══╦═══╗
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The Mayor
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Something that you should add in this or a newer version is the fact that you can see your special effects being created. You should make it a burrowed zerg zergling that is hallucinated. This would make it look cooler. ![]() ![]() ![]() ![]() ![]() ![]() My name is Inigo Montoya. You killed my father. Prepare to die.
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The Mayor
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I looked at the triggers and the locations and I still am unsure of how you created a unit grid that would move the Zerg Scourge around. I understand some what how it works but could you describe it please? ![]() ![]() ![]() ![]() ![]() ![]() My name is Inigo Montoya. You killed my father. Prepare to die.
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I looked at the triggers and the locations and I still am unsure of how you created a unit grid that would move the Zerg Scourge around. I understand some what how it works but could you describe it please? Sorry, I what I meant was to say "coordinate grids." So you center these long locations on the center of the ~Y14 location. This will just place all of the X locations on top of each other and arrange them so that they go something like this" - X1 -- X2 --- X3 ---- X4 ----- X5 ------ X6 just on top of each other. Then how to you find its position and keep it moving in the same direction. I know you use death counts to keep track of which direction the players scourge is going and you click on the eggs to choose that direction. What I don't get is how you keep it moving, and have its location pin pointed. ![]() ![]() ![]() ![]() ![]() ![]() |
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The Mayor
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I looked at the triggers and the locations and I still am unsure of how you created a unit grid that would move the Zerg Scourge around. I understand some what how it works but could you describe it please? Sorry, I what I meant was to say "coordinate grids." So you center these long locations on the center of the ~Y14 location. This will just place all of the X locations on top of each other and arrange them so that they go something like this" - X1 -- X2 --- X3 ---- X4 ----- X5 ------ X6 just on top of each other. Then how to you find its position and keep it moving in the same direction. I know you use death counts to keep track of which direction the players scourge is going and you click on the eggs to choose that direction. What I don't get is how you keep it moving, and have its location pin pointed. So all I need to do is modify the current player's coordinate to get its destination coordinate. For example, if the scourge is at coordinate (x,y), and its going straight up, then I set the y coordinate of it's current position to 0, because that's where the top is. Then I order the scourge to go to that new coordinate. For south I set the y coordinate to the highest y value possible. For west I set the x coordinate to 0, and for east I set the x coordinate to the max. For the ordinals I subtract/add to the x and y coordinate at the same time, until one of them hits a max or min of the grid. ![]() ![]() ![]() ![]() ![]() ![]() My name is Inigo Montoya. You killed my father. Prepare to die.
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So you center all of the X locations (1-20) over the center of the Y locations (~11-12). Then you simply center the big X location on the Scourge, then find which one of the X (1-20) locations its in. Then you center the Y location in the X location centered on the Scourge? AmIrite? If not, please explain how you did it in more depth.
![]() This is a small mock up of the locations you used and placement. Also, how did you figure out the center of the 20x12 box? I know you used an abnormal location size for your Y locations. ![]() ![]() ![]() ![]() ![]() ![]() |
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The Mayor
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So you center all of the X locations (1-20) over the center of the Y locations (~11-12). Then you simply center the big X location on the Scourge, then find which one of the X (1-20) locations its in. Then you center the Y location in the X location centered on the Scourge? AmIrite? If not, please explain how you did it in more depth. ![]() This is a small mock up of the locations you used and placement. Also, how did you figure out the center of the 20x12 box? I know you used an abnormal location size for your Y locations. To get the X coordinate I center the X locations that vary in length on location Y14. Those x locations are so I can get the proper left/right offset. Then I center the big X location on the other X location (that I just centered on Y14), so that I can detect if a unit is anywhere in the column. However, since by centering the X locations that vary in size only along one edge of the map the centers only reach from that edge to the center of the map. To be able to get the centers all along the other side I have to center them on the other edge of the map. That's why there's a set of Y locations on each of edge of the map. As you can see in the picture you posted, the X locations are all aligned along the left side. The centers of those X locations only go from the very left to the middle of the map. They the centers can't possible reach the right side as long as they are aligned along the left edge. That's why centering the x locations along the left edge only covers the left half, and then I start centering on the right edge to get the other half. ![]() ![]() ![]() ![]() ![]() ![]() My name is Inigo Montoya. You killed my father. Prepare to die.
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So you center all of the X locations (1-20) over the center of the Y locations (~11-12). Then you simply center the big X location on the Scourge, then find which one of the X (1-20) locations its in. Then you center the Y location in the X location centered on the Scourge? AmIrite? If not, please explain how you did it in more depth. ![]() This is a small mock up of the locations you used and placement. Also, how did you figure out the center of the 20x12 box? I know you used an abnormal location size for your Y locations. To get the X coordinate I center the X locations that vary in length on location Y14. Those x locations are so I can get the proper left/right offset. Then I center the big X location on the other X location (that I just centered on Y14), so that I can detect if a unit is anywhere in the column. However, since by centering the X locations that vary in size only along one edge of the map the centers only reach from that edge to the center of the map. To be able to get the centers all along the other side I have to center them on the other edge of the map. That's why there's a set of Y locations on each of edge of the map. As you can see in the picture you posted, the X locations are all aligned along the left side. The centers of those X locations only go from the very left to the middle of the map. They the centers can't possible reach the right side as long as they are aligned along the left edge. That's why centering the x locations along the left edge only covers the left half, and then I start centering on the right edge to get the other half. I thought that the location would "bounce" back into the map because it can't go outside of the maps' limits? I pictured it as all of the long X locations (1-20) would just be on top of each other and all in the center of location Y14/Y'14. Why not just make it the same size as the Y locations and already have them in there spaces. (EX: Make each of the X locations smaller and then just pre-place them in the editor and have them go (1-20) centered in the Y14 location all the way to the other side) ![]() ![]() ![]() ![]() ![]() ![]() |