Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Terrain Shuffling
Terrain Shuffling
Feb 7 2009, 10:26 am
By: KrayZee  

Feb 7 2009, 10:26 am KrayZee Post #1



Think of this concept as cards. Each and every card is different, and will be shuffled to randomly pick what cards will be used. At the same time, think of the cards are all connected to each other like a jig saw puzzle. Despite that all cards have equal sides, you can match and attach any card to other cards.

Here are concepts, with each 20x12 room representing a letter.

Straightforward, typical map. Easy way to get around, and every remake will basically be the same. Too repetitive.


Mixed and randomized, forces players to forget the previous game's routes, it will feel like playing a different map. It also renders the minimap useless. However, minerals and vespene gas will represent coordinates, with 0 by 0 representing the bottom left corner.


Amount of rooms available (The tiles between each 20x12 are borderlines and to rid vision.)
If it has 1 tile on each side and has 3 tiles between every 20x12:
2x2 (Basic)
2x4 (64x64)
4x6 (96x96)
5x8 (128x128)
8x12 (192x192)
11x17 (256x256)

If it has 1 tile on each side and has 1 tile between every 20x12:
2x2 (Basic)
3x4 (64x64)
4x7 (96x96)
5x9 (128x128)
9x14 (192x192)
12x19 (256x256)

Thinking of a 12x19 is really ridiculous, especially if you play it differently every time. There is an incredibly tiny chance of playing the same exact stage again.

And to elaborate about 20x12, each 20x12 screen will have their set of terrain but will have a number one rule: Each four sides must have the same terrain on every room. Because of this, it helps to avoid of walking from ice to outpost without a ramp. Of course, you can limit the randomization in the map to break the number one rule (But I have yet to add that in). Or you can just break it and put whatever you want. Also, the four sides will be the spots of going to that direction.

Also, the concept map is nearly finished, but there may be a chance when I'm lazy, leaving blank rooms.



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Feb 7 2009, 10:32 am youarenotworthy Post #2



I don't understand your concept. Although it sounds like the diablo 3 map system that blizzard announced. But I don't get how you would implement something like that into starcraft.



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Feb 7 2009, 12:00 pm JaFF Post #3



Nice concept.

It will work best if the rooms you are in do not naturually 'flow'. In other words, if you're using two screens to cover one long room, you cannot use this system, as it will make the terrain illogical. However, if the story suggests that you're moving between rooms via vents, corridors or doors, then it is perfectly fine.



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Feb 7 2009, 12:51 pm BlueFalcon Post #4



Is this to be like TF2's well? I think it's well? Where you have a battle on map, but you don't know which exactly till it gets started? Is this melee, or just for any gametype in general?



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Feb 7 2009, 12:53 pm Devourer Post #5

Hello

I didn't understand the whole concept...
and I either cannot imagine, please explain <.<



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Feb 7 2009, 12:55 pm Demented Shaman Post #6



Reminds me of my hunt the wumpus map.



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Feb 7 2009, 2:29 pm Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Devourer
I didn't understand the whole concept...
and I either cannot imagine, please explain <.<
you randomize door teleporters to create a different path every game...
but each normal room has to have special properties like the same amount of doors (default 4... could be 2 if you explore evreything in 1 direction).




Feb 7 2009, 6:49 pm KrayZee Post #8



Quote from BlueFalcon
Is this to be like TF2's well? I think it's well? Where you have a battle on map, but you don't know which exactly till it gets started? Is this melee, or just for any gametype in general?
No, it is nothing like Team Fortress 2's well. And first person shooters have yet to have this system. ^^

Melee will not work. This map can play well in any UMS gametype if it does not have any reference of melee or controlling large groups.

Quote from JaFF
Nice concept.

It will work best if the rooms you are in do not naturually 'flow'. In other words, if you're using two screens to cover one long room, you cannot use this system, as it will make the terrain illogical. However, if the story suggests that you're moving between rooms via vents, corridors or doors, then it is perfectly fine.
Of course. :)



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Feb 7 2009, 7:24 pm Toothfariy Post #9



kinda interesting i suppose

so it makes the path for every time you play the map completely random?

i think the problem with that would be, how would u end up where u need to be to win the game? like if this is an rpg settting, and u need to fight a boss, how would u eventulley get to the end?



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Feb 7 2009, 8:16 pm Lt.Church Post #10



you could use just minerals or just gas as coordinates if you do it like XXX0YYY of one resource, then the other is freed up for upgrades =/



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Feb 7 2009, 8:50 pm KrayZee Post #11



Quote from Toothfariy
kinda interesting i suppose

so it makes the path for every time you play the map completely random?

i think the problem with that would be, how would u end up where u need to be to win the game? like if this is an rpg settting, and u need to fight a boss, how would u eventulley get to the end?
Limited randomization will be recommended for that. Such as having a specific area using the same coordinates every time, or connected to a specific area.

Quote from Lt.Church
you could use just minerals or just gas as coordinates if you do it like XXX0YYY of one resource, then the other is freed up for upgrades =/
Or I can use Zerg's control. X/Y.



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Feb 7 2009, 9:39 pm O)FaRTy1billion[MM] Post #12

👻 👾 👽 💪

Reminds me of that map I posted somewhere where a wraith goes down and moves over randomized terrain segments.

This is very not new, it's just not discussed or used (much). ;o



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Feb 7 2009, 10:10 pm youarenotworthy Post #13



The part I don't understand is how can you move terrain around in starcraft? I really don't get it.



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Feb 7 2009, 10:11 pm ForTheSwarm Post #14



Quote from youarenotworthy
The part I don't understand is how can you move terrain around in starcraft? I really don't get it.

You're not moving terrain around. You're randomizing the units/triggers in each terrain field.



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Feb 7 2009, 10:16 pm Falkoner Post #15



This almost reminds me of how the sewers worked in my Random Quest RPG, there were 3 different sewers, each with 3 entrances and exits, however they all led to the same spot on the map, just different monsters/shop were spawned depending on which entrances and exits you took.



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Feb 7 2009, 10:24 pm A_of-s_t Post #16

aka idmontie

This reminds me of the minigame map that the Starchetics(sp?) made.



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Feb 7 2009, 10:27 pm O)FaRTy1billion[MM] Post #17

👻 👾 👽 💪

It also reminds me of the Lost Woods puzzles in Zelda games.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Feb 8 2009, 12:42 am KrayZee Post #18



Quote from O)FaRTy1billion[MM]
Reminds me of that map I posted somewhere where a wraith goes down and moves over randomized terrain segments.

This is very not new, it's just not discussed or used (much). ;o
Yes, but does it go to the same direction from the same room in the same game, then a different segment if the game is remade (But still goes to its own same direction)?



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Feb 8 2009, 1:36 am BlueFalcon Post #19



So then I take it, it's more like Rogue and Angband?



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Feb 8 2009, 2:00 am O)FaRTy1billion[MM] Post #20

👻 👾 👽 💪

Quote from KrayZee
Quote from O)FaRTy1billion[MM]
Reminds me of that map I posted somewhere where a wraith goes down and moves over randomized terrain segments.

This is very not new, it's just not discussed or used (much). ;o
Yes, but does it go to the same direction from the same room in the same game, then a different segment if the game is remade (But still goes to its own same direction)?
? I had it entirely randomized. It was for one of those scrolling fighter plane games...



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

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