U know, theres a series of ways to do this, Because 1) There are a series of ways to move the rine, and 2) Because there are a series of ways to detect the lurker's attacking of the rine.
For The Detecting of the rine being attacked by the lurker, Here are some possible solutions.
- You can have an EUD detecting the marine's decreased health (Which means the ling will not slow down the marine, and you can have it with no blood (From what I can see in the video, There is no blood for that litlle.... "Tether/Rope" Thingy, so that solves that problem.
-It IS possible to Use a zergling that is burrowed under the marine, although the Ling will slow down the marines incredibly, (Putting the marines at an increased disadvantage), and there will be blood(I dont know if its good or bad, but im pretty sure its bad.)
-A 3rd option for you is to actually have a cloaked unit near the rine (This option is ridiculously long to create, and it leaves tons of places for bugs, so I don't suggest it, but if you desire this kind of effect, go for it.) Now, by cloaked, I dont mean an arbiter, but I mean disabling a unit that will be affected by the splash. This way, you can have an effect of a unit dying or something that ISN'T blood. (Example, High templars) Or maybe a Dark templar, if you want to avoid disabling.
Anyways, those are the 3 options listed for you all in one nice convenient little place.
For the dragging of the rine, another series of possibilities are :
1) Creating an observer that will slowly move towards the lurker, and have the marine be constantly moved to under it.
2) Having the Marine be constantly ordered towards the lurker, and if you have hyper triggers, theres no way that the players would be able to stop it.)
3) Having mobile grids to detect the the lurker relative to the lurker, and having it moved via the grid locations.
4) Having a location grid/coordinate grid (now, i don't mean covering every square of the map, but actually using a mobile location grid) - Keep in mind, these take a ton of time to make. (At least for me)
I Suggest #1 for the Detecting of the marine being hit, and # 1 (or #2 if you don't want to do #1) for the Moving of the marine towards the lurker. (If you hate both #1 and 2, Mobile grids is the way to go)
To Replicate the Tether effect, you can have a series of Scarabs be constantly created at the lurker and moved towards the rine, and this is incredibly easy to do. You need about 4 triggers, and 3 locations.
Just have a bunch of reavers attack a building that will never die, and have the scarabs move towards the rine when teleported at the lurker. When they get to the marine, have them removed.
Granted, they ARE blue, but it would help the players see the rope and understand what the rope is doing.
None.