Staredit Network

Staredit Network -> UMS Production -> Rush!
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-09 at 10:21:49
I dunno if anyone's gonna make it or not. It's no doubt possible, and it would indeed expand map making significantly, but of course only as far as people end up using it.
Report, edit, etc...Posted by Felagund on 2005-04-09 at 10:44:33
Tuxedo, after the disappointment that was A&O (or rather, what was not A&O tongue.gif ) I think you had better complete this map. In fact, I think you had better just go ahead and do A&O anyway, automodder or not. We don't want another Yoshi's Matrix do we? whistling.gif
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-09 at 11:30:42
Well I'm simply setting a condition for A&O's completion. I do plan to complete A&O regardless of whether an Automodder exists, but it won't be for SC when I do. I'd rather do a whole new game than butcher it to fit in SC's absurd limits.
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-09 at 23:56:17
Bam! Just came up with (and within less than a few hours, added) a cool concept for dark caves, and a flashlight system for navigating them. Now I'm about 2/3 of the way finished with the stages themselves (which are much easier to implement than the functionality, hence why I consider this "almost done").
Report, edit, etc...Posted by Moogle on 2005-04-10 at 00:56:47
hmmm, i asume your using Defiler reload system "burrow unit" to refill eng of defiler or something. You can use death counter watch clips but sure u already know this. Map sounds like going be da bomb, cant wait see it =)
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-04-10 at 03:40:14
Hmm dark cave with flashlight? I can't imagine, but invisable bunkers in transit like Dk's swamp map. but then how could it be fliashlighted? Please show me this later if you can.
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-10 at 10:49:01
I found an interesting technique to make light without placing noticable units. You can do it for both ground, air, detector, or blinded (if you can get the blinded unit).

What's cool is I got it to work based on the last known direction the player was moving, making a real element of freak-outness when moving and trying to keep vision in all directions to ensure nothing sneaks up on you.
Report, edit, etc...Posted by TheOddAngel on 2005-04-10 at 11:06:25
something tells me I will just end up running in circles to see things lol...
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-10 at 11:08:24
Well you'll have to see how it works to understand what you'll be doing with it. The only problem I'm finding with this vision method is the trail that gets left behind when SC updates the display, which might mean i have to scrap the whole system with a new one if I can't resolve.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-04-11 at 10:38:43
No matter what don't scrap it.. I would really like to see if you decide to scrap it. So if your thinking about it show me the map first please biggrin.gif
Report, edit, etc...Posted by axblader on 2005-04-11 at 17:52:57
wow! thats cool, ask bolt to put that in his haunted map lol.

and i saw your post on samods, tux. though i didnt check on it since, did they say they were intrested?
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-12 at 16:00:25
Somewhat. Stwong came up with a good idea to instead mod starcraft to change the precedence order that starcraft reads its data in. As in, instead of the default order (patch_rt.mpq, stardat/broodat.mpq, install.exe, then the map itself... I think it was), his idea was to make it so the map is read first, and then the other mpqs after. That would essentially allow ANY starcraft data file to be placed in a map, and work over bnet. Theoretically.
Report, edit, etc...Posted by purple100 on 2005-04-12 at 20:51:37
Sounds like a good plan, if you can get it in to action. It really wasn't cool of you to make a trailer for A&O and then decide to put the project on hold forever!

This sounds like it will make up for it, though. I cant wait to see what crazy stuff you've come up with now.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-04-12 at 21:34:03
This map sounds great! Vision system sounds good, I LOVE Dark Swarm firing-system maps, Arena style game play... smile.gif

Awesome.

And besides, it's a Tuxedo Templar map. How could it not be great?
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-13 at 01:20:32
Thx.

Hmm, just ran a few multiplayer tests, and I think I'm gonna have to redesign P2's movement system (in other words, more delays). Having the probe follow the corsair is worse than a ball and chain, in game.
Report, edit, etc...Posted by ShadowWarrior on 2005-04-13 at 08:21:47
Tuxedo-Templar, I have always admired your maps. Good luck in making this one thumbup.gif

Also, hope you finish it soon, can't wait to play it.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-04-13 at 19:51:32
QUOTE(Tuxedo Templar @ Apr 12 2005, 11:20 PM)
Thx.

Hmm, just ran a few multiplayer tests, and I think I'm gonna have to redesign P2's movement system (in other words, more delays).  Having the probe follow the corsair is worse than a ball and chain, in game.
[right][snapback]186629[/snapback][/right]


Seriously, cause when i played defiler i did fine, but as corsair i lost by time because Ever second i was respawned next to probe cause it oculdn't keep up.
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-13 at 23:14:57
Yeah I'm thinking of scrapping P2 altogether, or at least putting some lock on it such that you have to beat the game first to unlock it, or something to that effect. I don't want people thinking the map sucks just because they got stuck playing P2, and couldn't tolerate the movement system. I've wracked my brain trying to find a good way for it to work, but to no avail.

If I tried to force the probe to move with the sair constantly, enemies won't be able to attack it much, thus allowing a form of cheating.
Report, edit, etc...Posted by chuiu on 2005-04-13 at 23:17:12
Turn the probe into a speedlot that always moves. Or a speedling.
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-13 at 23:26:20
I tried that, but it doesn't fix the glitching that occurs when moving around in rough terrain or with lots of units. The "bomber" system works through the corsair, and the probe in this case is only a dummy unit to provide something for enemies to try to kill. I originally wanted the probe so I could give P2 special abilities by having it build things, but I guess I won't need those since P2 is so frustrating anyway as is.

I guess I will replace it with a hero zlot then, or something.
Report, edit, etc...Posted by RexyRex on 2005-04-13 at 23:41:52
I remember testing this.
*RexyRex is spoiled.

Can't wait, it was really fun.
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-14 at 01:07:12
I've improved the aiming system since then, and the beginning part a lot easier. You'll like it a lot better now than you did before.

I'm gonna add an in-game tutorial/practice area soon as well, and I have a pretty funky idea for how to make it. Just a quick question though: what's a good way to make a holodeck-type thing?

ADDITION:
...which TriggaMasta just gave me a good idea for! Yay indeed!
Report, edit, etc...Posted by StarmanJr. on 2005-04-14 at 17:15:57
QUOTE(Tuxedo Templar @ Apr 13 2005, 09:07 PM)
what's a good way to make a holodeck-type thing?



holodeck-type thing? errr.... ummm.... you might want to elaborate on this
Report, edit, etc...Posted by chuiu on 2005-04-14 at 21:22:46
He already got it. Check out his terrain thread in the ... terrain forum.
Report, edit, etc...Posted by RexyRex on 2005-04-14 at 21:25:51
I saw it but I still don't know what a holodeck is.
Next Page (2)