This adds a new dimension in mapping. I hope many mappers use this and make new genres of maps.
Create a building/unit burrowed or what on each corner, a building because it takes more space and effects more, and have another location centred constantly either on the Wraiths/Vessals/Scouts that appear for each player, if they catch a building within them, whatever you want to happen can take place, and resetting of the gunning system can take place.
For limiting, you could add another counter onto parts of the movement trigger, and then use that for the length, hell you could, because of the different triggers for direction effect how well it shoots in certain directions, like having a tank(defiler) that can only shoot well north...hehe
Looks nice, but overkill?
That's good, but it does need a lot of refinement, still I'm very impressed.
yeah, the actuall trigger system for the shooting isn't that difficult or long. The problem will be to modify them for your needs in any map.
Ex: Range
This will be quite difficult to create but I have an idea.
Once you have the direction set you can place a mini map ping on the minimap to show where it will fall. Then you could use some kind of command system to make it go frather or closer in that same dirrection.
Maybe have a 2x10 corridor and 10 will be the horizontal. Place a civilian in there and the farther he walks to the right the farther the shoot will be.
The problem is that you will require way more than 10 spaces and you would need one trigger for every space. But I do think it will work nicely though.
Just have a counter going on in the background, working within some of the triggers, like the co-ord ones, or the movement...
Hmm, what are some good map ideas to use this for? I can think of maybe a Snipers map, Worms Armageddon (or any of the Worms series), another (and better) Cannon Balls map (oh yeah!), a SC shooter (Half Life, Doom, etc.), zombie killing (RE, HotD, etc.), sports games, or maybe some kind of carnival/arcade games. Any others?
Note also that having the projectile fire at the defiler isn't necessary as well, as you could set the location to just about any starting point prior to each "shot" and it will correctly travel in its set direction from there. You don't even have to use a projectile (or any visable exploder effects) at all, as you could move the defiler in the direction set by the swarm cast, to whatever purpose there might be in doing that.
I made this map really quickly.
it only works one way right now, but it can check exactly what the "slope" is whenever you shoot it. I don't have time to finish this right now, but I could tommorow or weekend. What I wanted is once the "slope" is known, it will continue to "grow" that way according to the slope., problem is it can only travel in intervals...so I thought about ordering a unit from start to finish. but thats difficult too because most of the units are slow.. but thats the best way I can get. if anyone get help me or something, make the map better or ideas, please say

It appears to work ok, can't help you much, i don't do much work on this type of thing...a little new you know!
Maybe you've got to increase the number of observer recreation and removal points?
Tux's System, Brief CeoKeo Guide:
The finding of the position of the actual explosion isn't that difficult, but what Tux has done, means that when the whole moving in a direction begins, every square moved means that the grid is reseting itself, going through those Cannons on the Top, and Left, looping forever while the gun is fired, to make sure that the location is perfect for the movement.
On the Left side, its always going downwards for the check, though thats not an issue to much...On the Top its going right, so that maybe in a little bit of lag, your bottom right hand area will react just that bit slower.
It also does a counter, so that the direction can be found. What Tux has done has made the Grid location basically have an odd and an even state on each side, through Player 1 and Player, and has worked out each spot of the map to what it corresponds to with such system.
With this Tux is able to make a loop in a set direction because the system repeats itself, until it can't place the Nuclear Silo anymore, then it stops with the Wraith. That Death counter for the movement near the end is basically loopinging effect.
Interesting things to note:
His map wasn't complete, to solve the issue of it not stopping at the bottom, either place a cliff edge all the way alone of the Bottom or Right, or something that the Nuclear Silo cannot be placed on.
It also means that say your fighting in a maze of caverns, the fire won't leave the area, because it can't go over the cliffs/rivers and such.
If you make another Dark Swarm, you will cancel out of the effect of the other Dark Swarm as it moves.
Note:
If you want a Counter limit on your guns fire, place it on the Recreating Scout area, since that will repeat almost always, and is quite empty.
Here is me just putting that little Cliff along the bottom and right, try it now!
Hehe, close but not quite. All I really did was get the coordinates of the defiler and swarm, find the deltas of each (Y2-Y1, X2-X1), and then based on each pair of delta's values (64 possible) set a counter to 1 of 16 values, representing each (currently) possible direction. From there the projectile begins moving starting at the defiler's position and continuing by relativity grids* until it hits something "solid", or else another swarm is cast.
I'm currently making a new one from scratch that doesn't use ANY preplaced edge units whatsoever and correctly sets directions for a total of 324 possible delta pair values (with no switches, twice the accuracy, and only 5 counters used for each gunner player). I should have it up by the end of the week, along with a neat tutorial on how to use it in your own map (it's VERY simple, unlike what you might think).
* Relativity grids are simply 9 or so large air units created at the current location (which usually form a square pattern), and then by removing a certain amount of them and recentering the current location on the next one in line to be removed, it can make the location "travel" the way it does with the projectile. Credit to Bolt for that old technique.

New Dimension for Starcraft!