Introduction:
This applies the direct damage system to an AoS map. More specifically, it gets the direct damage system to work with only 2 computers that can still act as each side's spawns. Note that this is a theory and there may be unforseen setbacks.
Sample player setup for a typical AoS:
p1-3 side A humans
p4-6 side B humans
p7 side A comp
p8 side B comp
Preconditions:
1) p7 and p8 run Random Suicide AI script continuously. This should also cause spawns to attack enemies automatically. Note that there may be problems as the spawns may not follow preset lanes anymore. More testing is needed.
2) Available Scarabs are always in storage. See the direct damage topic for more details.
Random Suicide AI Script Problems:
Random suicided scarabs first randomize an enemy player before picking the closest unit owned by that player to attack. They ignore players 9 and up. This means that the more players there are, the greater the chance that the Scarab will NOT attack and deal its splash damage.
The Solution:
First, store a large number of cloaked enabled Zerg Larva. They should have 0/1 hp so they never die. Note that enabled Zerg Larva do NOT die if they are moved on top of areas with no creep.
Now, when a spell is cast by either side, 4 Larva owned by EACH player of the opposing side (ie 4, 5, 6, and 8) are moved under the target damage area. This eliminates the randomized player problem as every potential enemy player is in that spot.
Now, the Scarabs owned by the side's computer player is moved to that location for 1 trigger cycle to deal damage. They will attack the closest unit (Zerg Larva) and splash nearby units. Cover up the larva with explosions of some kind. Then move the larva and scarabs away when the damage period is over.
Larva are used since they stack under units (don't get in the way). Powerups unstack units on top of them. Spider Mines attack. Zerg Lurkers attack. Other Zerg burrowed units will unburrow when attacked.
Implications:
You can now use mobile or coordinate grids to make spells, each with their own set amount of damage. Make fun patterns that deal damage! Grid a circle around your hero and deal damage there as a stomp attack. Grid a line and deal damage that way. Hell, you can grid a star pattern.
You can even UPGRADE the spell damage, or even its range as your hero gets stronger with this system!
Conclusion:
This was written in the hopes that AoS maps will finally reach the next level. The direct damage concept is perfect for AoS and RPG style maps as it offers a large number of possibilities. Heros and spells have now much much more potential to be unique, fun, interesting, and pleasing to the eyes (no more summon invincible BC for 2 seconds to deal damage please).
Thanks to:
Ahli - for testing stuff and for coming up with the multiple target idea
Morph - for the larva idea
Obama - for instigating the discussion
None.