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Staredit Network -> Ideas -> Make a bound!
Report, edit, etc...Posted by Theme(Ex) on 2005-04-12 at 22:18:35
I think there are lots of "make ur own bound" maps being made... anyway.

I got this idea where you have this small 8x8 area divided into 2x2 squares. In the center of each 2x2 square is a burrowed zergling owned by a computer. A player, who is the bound maker, has a Siege Tank. This player can move the Siege Tank over one of the 2x2 squares and siege it. Once this is done, triggers center a 1x1 location over the tank, check to see if a zergling is there, check the amount of minerals the bound maker player has, then centers a certain location over the Zergling at the location of the tank. The triggers also add 1 mineral, so you'll be centering a different location each time. Once you're done, you can move a Civilian that decides in what order the explosions will go in, and the rest is just like a normal bound.

I dunno, just an idea...

I don't have enough time to finish this, so if anyone wants to finish it, at least give me credit! smile.gif
Report, edit, etc...Posted by Carlsagan43 on 2005-04-13 at 08:15:33
The problem with "make ur own bound!" is that it takes a rather long time for the players to make and most leave
Report, edit, etc...Posted by Oo.Mario.oO on 2005-04-13 at 08:23:27
well sounds like a alright idea from what i see but ya most people do leave and there are usally alot of glitchs in the making of the bounds and once you make it you can't edit it which sucks... so well gl
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-13 at 10:00:30
I made a map like that before. Slightly differant explotion choosing technique but still the same thing. Never finished it, not even close actually.
Report, edit, etc...Posted by Theme(Ex) on 2005-04-13 at 16:57:50
Well then, I could add something for the bounders to do while waiting...
Report, edit, etc...Posted by Red2Blue on 2005-04-13 at 21:32:42
No, not that, you don't need to overcomplicate things...

Rather, you could add some premade parts in the bound. Ya know those userfriendly sections that you could just input with one unit and some preset explosions occur. Have that premade part occupy the players while you are constructing your masterpiece. Hope that helps.
Report, edit, etc...Posted by Snipe)r( on 2005-04-25 at 22:28:43
i watched the replay it sounds cool i think u should go through with it cause the make your own bound map that is spreading is only like a test. Theres alot of coming soons in it and i dont think the creator of that one is ever gonna finish.
Report, edit, etc...Posted by Flames_God on 2005-05-11 at 00:57:16
Well too bad you dont have time to make it because it think it would have been a really good bound, but if anyone does have time to make it then plz do because it sounds like a really cool map but if you dont have time dont make it because i seen bounds that have been rushed and dont look or not a very good game, just saying though happy.gif
Report, edit, etc...Posted by Rantent on 2005-05-11 at 01:29:54
What there should be, is for each level, there is already set up a bunch of preplaced burrowed units, and a selector at the top of the arena.
Every unburrowed unit gets a location centered on it. After you set up the explosion setting for one blasting event, you move the selector once over, to set up the next explosion event. If you wanted to have a break in the explosions, than simply move the selector over without unburrowing. Then you could toggle the speed at which the explosions happened at, probably in game, because some people would make impossible levels. This would reduce the amount of time that would be put into each level, but would increase the amount of locations used. Actually this seems pretty easy to make.
Report, edit, etc...Posted by in_a_biskit on 2005-05-11 at 06:31:29
I had an idea like this...
Except that I didn't want to use tons of locations.

So I designed a system whereby the player has a corsair, and disruption webs at the time and place that he wants an explosion, after selecting the frequency/type of explosion.
Then the disruption web was removed and replaced with a burrowed ling. The lings continuously changed ownership through the different players, and every time it got to the right player, an explosion would occur there (center location + explosion).

This way, I used just 1 location, and minimal triggers.

But then I found a problem with giving burrowed units to different players, and I couldn't find a way to stop the lings from unburrowing. I should do some more testing (I have looked at this tute).

Anyway, I think that it's a pretty cool idea.
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