Staredit Network > Forums > SC1 Melee Discussion & Strategy > Topic: Multi-levelled melee maps?
Multi-levelled melee maps?
Feb 12 2010, 4:37 pm
By: Aristocrat  

Feb 12 2010, 4:37 pm Aristocrat Post #1



I figured out how to make more than one cliff level in the jungle tileset, as pictured below:



Would this setup be an interesting twist for melee maps? e.g. Main on level 3, natural on level 2 with wide ramp leading to ground level, etc. This also allows the creation of "pyramids" and such in UMS campaigns by repeatedly stacking cliffs.



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Feb 12 2010, 5:06 pm samsizzle Post #2



Its great that you figured this out, but i assure you its nothing new.



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Feb 12 2010, 6:57 pm OlimarandLouie Post #3



Terran would have an advantage on this type map whether it was a pyramid or a ravine.



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Feb 12 2010, 7:31 pm Excalibur Post #4

The sword and the faith

Since SC only recognizes two height levels, and melee is about balance and strategy, not being showy, it would be useless. Its been done before, and it adds nothing to gameplay that you couldn't do with normal ISOM.




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Feb 13 2010, 4:08 am Koltz Post #5



it actually adds a ton to gameplay, lol
and im not talking about hit % on higher terrain



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Feb 13 2010, 2:02 pm Aristocrat Post #6



Quote from name:Sexcalibear
Since SC only recognizes two height levels, and melee is about balance and strategy, not being showy, it would be useless. Its been done before, and it adds nothing to gameplay that you couldn't do with normal ISOM.

Dude, starcraft has THREE height levels. Why else do we have "low ground", "mid ground", and "high ground"? It's how hit% is computed firing from high dirt to high basilica, or high jungle to high temple. That's irrelevant though.

The natural ramp makes FE forge walling and terran walling decidedly more difficult, and contains easier to break unless situated at natural.



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Feb 13 2010, 3:00 pm Excalibur Post #7

The sword and the faith

Quote from name:doomedrusher
Quote from name:Sexcalibear
Since SC only recognizes two height levels, and melee is about balance and strategy, not being showy, it would be useless. Its been done before, and it adds nothing to gameplay that you couldn't do with normal ISOM.

Dude, starcraft has THREE height levels. Why else do we have "low ground", "mid ground", and "high ground"? It's how hit% is computed firing from high dirt to high basilica, or high jungle to high temple. That's irrelevant though.

The natural ramp makes FE forge walling and terran walling decidedly more difficult, and contains easier to break unless situated at natural.
Sorry your right, there is high/mid/low. But since we only usually use high/mid, its easy to forget.

My point being you can create the illusion of more layers as much as you like, it really doesn't do anything except visual effect, and I think in melee that should be a bit more downplayed than it is. Decoration is nice, but you can polish a shit map all you like, you're still just polishing shit. :P




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Feb 13 2010, 5:34 pm Aristocrat Post #8



Quote from name:Sexcalibear
Decoration is nice, but you can polish a shit map all you like, you're still just polishing shit. :P

QFT.

The only way that knowing these terrain levels might help is to give raised jungle/sunken ground different terrain heights so that vision/hit% actually applies to them.



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Feb 13 2010, 9:10 pm Doodle77 Post #9



Quote from name:doomedrusher
Would this setup be an interesting twist for melee maps? e.g. Main on level 3, natural on level 2 with wide ramp leading to ground level, etc. This also allows the creation of "pyramids" and such in UMS campaigns by repeatedly stacking cliffs.
The main problem with this is that there will be a sudden transition from high grass to grass, which have different elevations, so if you're on one side of the grass attacking the other you'll have a miss chance that won't make any sense.



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Feb 13 2010, 10:55 pm BeDazed Post #10



I personally don't think elevation would matter as long as vision gets limited.



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[06:35 pm]
Ultraviolet -- You might even be able to turn another unused unit into a map revealer imitation with a smaller vision range so that you could have both normal map revealers and smaller map revealers. Not sure about this one though.
[06:33 pm]
Ultraviolet -- youarenotworthy
youarenotworthy shouted: Does anybody know of a way to reveal just a sliver of the map? Smaller than what a map revealer would reveal? Or is there a way to block the map revealer off at a certain point? I can't use units to achieve what I'm trying to do.
Using EUDs, you can reduce the vision range of map revealers. But of course this will apply to all map revealers. They have a default vision range of 10. For some of my maps, I've been increasing their vision range to 11 and giving them detection and it works nicely. Reducing vision range should work the same.
[06:30 pm]
Ultraviolet -- KrayZee
KrayZee shouted: I got an emergency phone call to stay home due to civil unrest :|
are you in Minneapolis?
[01:25 pm]
NudeRaider -- or do you need actual vision (not just revealing the terrain)
[01:24 pm]
NudeRaider -- youarenotworthy
youarenotworthy shouted: Does anybody know of a way to reveal just a sliver of the map? Smaller than what a map revealer would reveal? Or is there a way to block the map revealer off at a certain point? I can't use units to achieve what I'm trying to do.
if at the beginning of the game (as opposed to at some later time in game) is enough, just edit the fog of war layer.
[01:22 pm]
NudeRaider -- as an innocent bystander, mind you
[01:22 pm]
NudeRaider -- KrayZee
KrayZee shouted: I got an emergency phone call to stay home due to civil unrest :|
and apparently you should follow that advice: https://streamable.com/u2jzoo -- crazy things going on over there. You're not even safe from police harassment on your own property.
[10:01 am]
Oh_Man -- Units and map revealers are only way. Unless there's some EUD solution I'm not aware of.
[09:57 am]
IlyaSnopchenko -- Oh_Man
Oh_Man shouted: You can also use burrowed Zerg units.
The OP says he cannot use units. But if it's not units, what else? (there's a command to reveal the area in AISE, but it's only for 1.16)
[09:51 am]
Oh_Man -- You can also use burrowed Zerg units.
Please log in to shout.


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