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Staredit Network -> UMS Showcase -> Offical "The Matrix" production thread
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-21 at 19:09:04
What is so special about this map?
  • Terrain is shaped like an actual city - It will be active with cars, people, police and you can even enter all the buildings and see whats inside
  • Full length Matrix style music pieces
  • Spells and abilities will give advantages to players in battle (bullet time, take control of cars, etc)
  • 3 Difficulty levels
  • Map has much replayability, you can play the map again and get a different character with different abilities
What are a listing of the special abilities so far within this map?
See this topic.

Can I make a suggestion or ask a question towards this map?
Yes! All questions and feedback is greatly welcomed!

Can I be a beta tester?
No, I will only be asking people I know very well about testing.

Where is all the music/pictures for this map?
This is the offical directory. I will regularly add things to it.

List of screenshots:
The map logo
Some skyscrapers
This is not an actual part of the game, but OH NOES! DEATHKNIGHTS KILLING YOSHI!
An underpass (units can actually walk right under it!)


This post will be updated!
Report, edit, etc...Posted by Tuxedo Templar on 2004-04-21 at 19:50:41
How will you handle bullet time? Interceptors/scourges moving from enemies as bullets + a burrowed unit under your guy to make him move slow?
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-21 at 19:56:17
The orginal idea was surronding enemies > another player and burrowed unit. Its so far the best we can come up with, sound included wink.gif
Report, edit, etc...Posted by Deathknight on 2004-04-21 at 21:16:03
Although we will somehow come up with a different method of bullet time. :l
Report, edit, etc...Posted by flaming_X on 2004-04-21 at 21:25:33
It sounds very interesting! I would be a glad tester!
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-21 at 21:26:43
Suggestions welcomed wink.gif

Its the best thing we could come up with in the Starcraft engine, because dogding bullets or whatever doesnt exactly make this bullet time an 'advantage'.

I tried lagging the map for it, didnt work tongue.gif
Report, edit, etc...Posted by flaming_X on 2004-04-21 at 21:29:22
I like the idea of throwing something at the players like scorgase, and the player can move to dodge them! I like that idea the best~!
Report, edit, etc...Posted by SpaceBoy2000 on 2004-04-21 at 21:57:17
No, probably lurker spikes targeted at other invisible units (burrowed probably), and the player has to dodge the spikes since they effect you anyways (splash damage). Of course, that would require a great deal of coding to accomplish.

How about fake buildings and walls that you can pass right through (sprites) to simulate illusion of the Matrix (or something, still working out this one out in my head).

And how about a sequence where the one flys uberly fast, and everything blows up behind him (end of Matrix: Reloaded). Nukes would makes spetacular explosions, though triggering them to work would be a real pain. Probably exploding buildings, Protoss Carriers, Dark Acrhons, Battlecrusiers, and all the units that have big explosion blowing up behind him. Maybe to simulate how everything "warps" during bullet time you'd have a whole fleet of cloaked units following him or something.

And maybe the operator can get people weapons and teach them skills or something. Perhaps he need to aquire the code for the items in some way. Maybe to promote people (especially newbies) playing operator, have some weapons that aren't normally accessible without an operator.
Report, edit, etc...Posted by Volka on 2004-04-21 at 21:58:37
Sounds like a complex map,hope you finish it! wink.gif
Report, edit, etc...Posted by Mr.Camo on 2004-04-22 at 12:24:07
I'd just be glad to PLAY the freaking map.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-22 at 12:56:00
You know, the more you rush me on production rate, the cruddier it'll be wink.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-04-22 at 15:26:21
Then i order you to take at least four years on it!

I like Spaceboys ideas, the nuking at the end wouldn't be that hard, just have the sounds muted for effect and a blank preserving text box keep users from seeing the signs.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-22 at 15:32:00
QUOTE
How about fake buildings and walls that you can pass right through (sprites) to simulate illusion of the Matrix (or something, still working out this one out in my head).

[/secert] wink.gif

QUOTE
And how about a sequence where the one flys uberly fast, and everything blows up behind him (end of Matrix: Reloaded). Nukes would makes spetacular explosions, though triggering them to work would be a real pain. Probably exploding buildings, Protoss Carriers, Dark Acrhons, Battlecrusiers, and all the units that have big explosion blowing up behind him. Maybe to simulate how everything "warps" during bullet time you'd have a whole fleet of cloaked units following him or something.

Already planned, but nukes will look really weird, plus, theres no room for silos tongue.gif

QUOTE
And maybe the operator can get people weapons and teach them skills or something. Perhaps he need to aquire the code for the items in some way. Maybe to promote people (especially newbies) playing operator, have some weapons that aren't normally accessible without an operator.

This is a good idea. I'll allow players to fly helicopters n stuff (really)
Report, edit, etc...Posted by Clokr_ on 2004-04-22 at 15:46:24
About the bullet thing, what about using hidden counters for X and Y of each bullet and using a gridsystem?
Report, edit, etc...Posted by .Coko[CK] on 2004-04-22 at 15:53:41
I won't even pretend to understand that! Example?
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-22 at 16:22:10
Its a great idea Clokr, but the bullet time is supposed to be an advantage, it sounds that players will have to dodge bullets (why would they want to turn it on in the first place?). I'm trying to have the least number of triggers anyway, so I can leave more triggers for later parts in the map.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-22 at 19:17:33
QUOTE(Tuxedo Templar @ Apr 21 2004, 06:50 PM)
How will you handle bullet time?  Interceptors/scourges moving from enemies as bullets + a burrowed unit under your guy to make him move slow?

Tux do you know if the slow down the unit trick would work on air units. (since you wouldn't want to slow your guy down for "bullet time" Unless all the guys were slowed down all the time untill you go into bullet time then you let your units move freely.

Edit, wow i got an idea.
Report, edit, etc...Posted by Tuxedo Templar on 2004-04-22 at 19:51:37
Maybe for simplicity you could have the bullet dodge effect be automatic, just so long as you have energy for your bullet time meter, or maybe stats that effect the chances or extent of dodging your character is currently capable of while using bullet time. For instance, if The One uses bullet time, then he would have a 100% deflection rate (just stop the bullets in mid air), whereas before then he could only dodge a certain number before they nicked him (first movie).

That would make fights require a bit of strategy so the player knows how long he/she can stay in the line of fire before having to take cover (or else reload). And don't forget the breakable pillars and stuff, so players can't stay behind cover forever. tongue.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-22 at 20:22:47
My intial idea was to give the enemies surronding 'the one' to another computer player that doesn't attack 'the one'. This is just saying that you are going faster than the enemies around you. So far, its the best thing we got.

Prehaps I can make them randomly attack then give them back (they have one shot thats it sorta thing) to signify its dodging bullets, but getting hit by them too. As you said tux about the deflection, the more level you have upgraded your bullet time, the less of a chance this occurs. However, when you are the one, you stop them in midair anyway. What do you think about that?
Report, edit, etc...Posted by Tuxedo Templar on 2004-04-23 at 01:42:48
QUOTE(Yoshi da Sniper @ Apr 22 2004, 07:22 PM)
My intial idea was to give the enemies surronding 'the one' to another computer player that doesn't attack 'the one'. This is just saying that you are going faster than the enemies around you. So far, its the best thing we got.

Prehaps I can make them randomly attack then give them back (they have one shot thats it sorta thing) to signify its dodging bullets, but getting hit by them too. As you said tux about the deflection, the more level you have upgraded your bullet time, the less of a chance this occurs. However, when you are the one, you stop them in midair anyway. What do you think about that?

You could also have them still able to fire during bullet time (without giving them to another comp player or something), but the attacks won't actually hurt the unit (maybe only hit a following burrowed unit under the player?), to complete the effect. You could toggle the invincability of the player or burrowed dummy unit at intervals to make the firing appear slower, additionally.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-23 at 07:35:52
Hmm... I'm actually thinking that doesnt have to be bullet time, it could be a new ability all together, bullet dodge.
Report, edit, etc...Posted by .Coko[CK] on 2004-04-23 at 17:28:10
How will you access it to make it easy to turn it on, will it be automatic or not? If manual i would suggest using the bunker spell trick to work it, so that its a simple case of unloading the dude from the bunker without anything other than a swish of a key. Also possible with all many of transports, so that they can auto load themselves!
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-23 at 18:43:35
I'm actually using dropships. So you can hotkey them and access the skills really quick.
Report, edit, etc...Posted by SpaceBoy2000 on 2004-04-23 at 20:02:39
Heh, I'm using that in my new map as well, dropships. Mostly because there aren't enough units that will go into bunkers (I need a lot of them too).

Okay, about bullet time, instead, split it in a few different abilities. Number one: Time speed up (needs a new name). Basically, everything freezes and the One moves really fast. Or something similar.

Second ability, bullet dodge. Here, bullets can't touch the One as he dodges them. Although the time that he can keep it up will differ between levels.

Third ability: Time dilation. Different because everything slows down, and maybe you have more micro management or something (need to work this one out).

Yay to helicopters! Are there going to be guns and all? What unit will it be?
Report, edit, etc...Posted by .Coko[CK] on 2004-04-24 at 07:46:58
Sadly from your previous attempt, most of this will be beyond your abilities, i can only just about keep alone, some of it does confuse me, until i try it for myself.

Dropships, nice option, i first got the idea ages ago playing Worms, no one ever really used them...
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