This is a map 've released on a lot of forums (4 I think), and now that SEN is up again, I'll post it here.
A while ago in this forum and a couple other, I asked people if they had any ideas for making it look like rain in SC. I would like to thank those who gave ideas.
This map is unprotected so you can see how the triggers were done, but they are a little messed around because I had to make it so they didn't conflict or slow up other triggers. It's be best to open it in StarFroge, but it can be opened in Original SC Campaign Editor to see where the units triggers and location went and worked. Don't worry about what gets deleted, although openening it in X-tra wouls stop some of teh stacked observers from being erased.
Anyways:
This has spread Interceptor attacks for rain
Concentrated interceptor attacks
spread scouts attacking ground
concentrated scouts attacking ground
spread scvs attacking
scouts and scvs together (the best one)
concentrated scouts and scvs
Most of everything is cloaked so you see just the attacks. Expand on this concept as you wish and go wild playing around with these and new ideas.
(It isn't a good idea to put it in most maps, but it works good for short cinematics and small battle areas in turn based RPGs)
w00t rain. gone testing.
ill add some more after i see

didnt even read it all xD
im dissapointed :/ nothing looked like rain. and lags
im telling you marine bullets = pure rain. i noticed that in a turret game
add some valks for a good effect
interesting, but most of em seem more annoying than cool. Interesting stuff though.
Cloaked Engineering Bay to the left, right, bottom, top of a turret, so that basically its hard to see things, with a Mass of Intoceptors bring created now and then to cause mayhem.
as for the targets -> use neutral lings or observers
i like the onces with the tanks those look good but wont work very well if u want a unit to move around and stuff.. if ur not gonna have a unit move around the interceptor one is nice
It looks kinda ugly but good job.
instead of having all those "dancing" tanks and stuff that you can see even though they are cloaked. Have burrowed lings be moved to moving locations on the observers(clouds).
This way it should look more realistic and not having all those tanks in there.
I couldn't make the lings stay burrowed because the triggers slowed each other up. I couldn't use neutral units because they wouldn't be attacked. This was just to see if it could be done. If someone wants to make a more professional looking map showing how to do rain, that would be great, I just wanted to lift the idea off the ground.
If I use triggers to constantly move units, they don't get attacked.
It isn't that wonderful, but it works well in short small cinematics. Problem with marines was that their attackes were all orangy and didn't look like rain.
"I couldn't make the lings stay burrowed because the triggers slowed each other up. I couldn't use neutral units because they wouldn't be attacked. This was just to see if it could be done. If someone wants to make a more professional looking map showing how to do rain, that would be great, I just wanted to lift the idea off the ground." Well, you know you can set someone to enemy with p12 with triggers? I've done it before. And with all of those tanks on the grounds, you can't walk very easily. Also someone should try this with sprites and see what you can do. And if you want to, the sound of the Psi storm sounds just like a thunder storm.
I tried sprites, they all crashed. scv, interceptor, and scout attack sprites crash.

Do the neutral burrowed units unburrow? If they don't, that would be a great idea. I used scv thiough because their short range makes it so you can tell which one the scv will attack, while scout will do it randomly, and took a lot longer for me to make attack evenly. So, you'd need short range units which tend to be ground units that can't be walked through.
I know someone made a map where the units could stack, that would be good. Whoever did that, can you tell us how?
edit:
found the post. It was Distort(U) who did it. he used the disable enable enable thing to cloak units on disabled unit-sprites, and some units were able to stack with that.
ok im going to attempt and get back to the subject now...
with my def you can see the units stack... does that mean there is a way for you to stack air units? i havent been able to get any to work -.- they all crash
if you want to mess with the units, ill give you all the trigger (starforge beware!) the triggers WILL allow this to work with sprites... all you do is check the disable button in the sprite properties before this trigger is done
QUOTE(Distort(U))
PreserveTrigger();
RemoveUnitAtLocation(1, marine, CurrentPlayer, location 1);
MoveUnit(1, Men, CurrentPlayer, marines location, location 2);
Wait(100);
SetDoodadState(Disable, Men, CurrentPlayer, location 2);
Wait(100);
SetDoodadState(Enable, Men, CurrentPlayer, location 2);
SetDoodadState(Enable, Men, CurrentPlayer, location 2);
Wait(100);
Order(Men, CurrentPlayer, location 2, Move, location 3);
Wait(100);
Comment("s-s-s-stack?!");
i hope you understand it
*Dustort(U) looks around and sees only one expression:
Anyways, that's what he posted, I'm going to try it out. Then you could walk through the attacking units.
Yeah that looks correct, we were working on that a while ago, though its the order and enable twice that is important, can the sprities move?
i use neutral pc and set it to enemy for the attacking pc.
i have neutral observers and attacking cloaked(arbiters) valkyries.
a heavenly storm effect xD
i also did this with corsairs, marines.
the only prob is that marines do no splash, are hard to control and take the unit counter :/
"
I tried sprites, they all crashed. scv, interceptor, and scout attack sprites crash.
Do the neutral burrowed units unburrow? If they don't, that would be a great idea. I used scv thiough because their short range makes it so you can tell which one the scv will attack, while scout will do it randomly, and took a lot longer for me to make attack evenly. So, you'd need short range units which tend to be ground units that can't be walked through.
I know someone made a map where the units could stack, that would be good. Whoever did that, can you tell us how?
edit:
found the post. It was Distort(U) who did it. he used the disable enable enable thing to cloak units on disabled unit-sprites, and some units were able to stack with that.
ok im going to attempt and get back to the subject now...
with my def you can see the units stack... does that mean there is a way for you to stack air units? i havent been able to get any to work -.- they all crash
if you want to mess with the units, ill give you all the trigger (starforge beware!) the triggers WILL allow this to work with sprites... all you do is check the disable button in the sprite properties before this trigger is done
"
That is all well and good, but the fact remains that they still take up unit spots (of maximum number) and they can still cause lag. Can we make this rain at all without using more than... say 20 units...
I challenge you all
best rain = marines + shield recharge. (hell as hard to do)
storm = valkyries attacking observers. (minilags / sprites:()
ion storm? = corsairs attacking observers. ('bad' look)
There must be something very obvious we can't think of. happens to me a lot.
Is there a way to make units attack themselves? That would help a bit, lol.
Not that I know of.
And what, exactly, is special about 'rain' effects?
Of course, combining Burrowed Units with Enemies can be used to make all kinds of cool things...
Walls of Siege Tank Shtos that hurt you...
Flame Jets...
Some kind of Dojo where you see Zealots 'Punching' air...
The list goes on and on.
I just thought it would be a cool and interesting thing to have in a map, because I've never seen anyone try to do weather (although I'm sure someone must have played around with it). It's just something that could make people think more about what extra stuff they put in their maps. It's not that special, I thought thought it was worth mentioning.
(Something to add to the list,

. I've seen someone make zerglings attack burrowed units that were in the dead marine doodads in an Installation map, so it looked like they were eating corpses, I just thought that was cool.)
Kenoli has been working on a method of getting dragoons to shoot all the way across the map. It looks EXACTLY like rain. So far this only works horizontally but if it were able to be adapted for use vertically, it would look exactly like rain. You'd have to ask him how to do it. Though in the updated Tutorials section I plan to add his explanation of how it works.
The only thing with the dragoon attack is that it is like a perfect sphere, the marine attack or anythign else has an imperfect touch to it, but I would still like to see this if Kenoli would be so kind as to post a test map here...
yep, i like teh map! the "rain" effects are pretty cool, and the only problem i have with them is the tanks! the tanks ruin the effect, and if you added a mute trigger, this would be near perfect!
You could just have the user set their gamma lvl low and have a rain sound play. Or combine it with whatever graphical effect you come up with.
Phyrion, making the watcher do something is exactly what we don't want to do. We want to make it so easy for them that they love it. On battle.net, requiring brain power is death to any map...

People could combine all these ideas and make another rain map. This was just to see if it was possible.
Dragoons attacking across the map? I know how it could be done, but it'd be damn hard. How would he do it, I bet it's easier than my method. Anyways, all these things pooled together would be neat, just take a lot of units, lol. Have to be for smalla reas, unless your screen was centered on a unit and it followed the unit with some of the grid effects, but that also takes a lot of units. Alas, we will always be partially screwed.
all you need are some rain sounds and little rain effects (doesnt need to be a hurricade)
Dragoon Fire, i bet you don't know the triggers to get it! Or even the code to correctly locate it and choose it.
Though an edited form of Staredit maybe...