Staredit Network

Staredit Network -> Melee Chat -> New-age map techniques in melee maps
Report, edit, etc...Posted by Clokr_ on 2005-02-03 at 11:21:47
I was thinking, what would you think about using extended terrain (like deathknight's waterfall), or sprites (wich are displayed in melee maps) inside one of those maps?

By sprites I mean the non-doodad ones too, like the marine one and such.
Report, edit, etc...Posted by phlemhacker99 on 2005-02-03 at 12:20:23
I think it's fine but how do you make a waterfall?
Report, edit, etc...Posted by AqoTrooper on 2005-02-03 at 12:22:04
QUOTE(Clokr_ @ Feb 3 2005, 07:21 PM)
I was thinking, what would you think about using extended terrain , or sprites inside one of those maps?
[right][snapback]137681[/snapback][/right]

Well, im melee you don't have many time to look around and be amused by terrain like in RPG ums maps, so it'd be pointless - no one who plays the map would care.
On the other hand you can use extended terrain to make secret paths or things like this to spice up the strategies, but they'd get old too after playing the map two or three time so I don't think it'd be much better than the ordinary good looking isometical terrain.

QUOTE(phlemhacker99 @ Feb 3 2005, 08:20 PM)
I think it's fine but how do you make a waterfall?
[right][snapback]137698[/snapback][/right]

Easy, you open starforge and open the pallete, from there it's all about how creative you are.
Adding some sprites around would help too.
Report, edit, etc...Posted by chuiu on 2005-02-03 at 12:37:19
It's already been done before. Moose did an entire map in ISOM and I made a map using extended ramps, bridges, crazy doodads, etc.

They never got popular though because they weren't good maps.
Report, edit, etc...Posted by best.sock on 2005-02-03 at 16:16:49
i could use extended ramps in my map wink.gif
Report, edit, etc...Posted by Yenku on 2005-02-15 at 15:05:51
i think it would be cool, i mean terraining doesnt take that much time. I think it would be cool if you did that. go for it, make a waterfall, or put plants in crazy spots make towers, make walls make underwater temples do all the works.

ADDITION:
lol make sure its a good melee map tho
Report, edit, etc...Posted by Fortune on 2005-02-18 at 12:34:29
Waterfall wouldn't work unless you were playing melee in a UMS game. Simple stuff—triggers don't apply. It'd be fun though.
Report, edit, etc...Posted by FaZ- on 2005-02-19 at 14:00:59
The main thing that I would like to see are bridges that go in the reverse directions of normal. Check out Rose.Of.Dreams interview- he says that the one limitation he finds annoying with the editor is that ramps cannot go in those directions. HELLO WORLD! Someone create a map and instructions on how to use SF to make these, send him the custom brushes, and let him get to work. Of course find someone to translate it into Korean as well. tongue.gif
Report, edit, etc...Posted by Yenku on 2005-02-19 at 15:32:15
hey faz, why dont you do it? you're perfectly capable yourself. But yea, i have to agree with him, id like to see that, i may try making a ramp in the other direction.
Report, edit, etc...Posted by FaZ- on 2005-02-21 at 00:23:52
I would but my only experiment with SF terraining didn't come out so well. I have none of the patience required for making a solid structure that looks clean. Br0sT however does, and made a very well done ramp going in a reverse direction. Check it out here.
Report, edit, etc...Posted by Caim on 2005-02-21 at 19:25:00
QUOTE(FaZ- @ Feb 21 2005, 12:23 AM)
I would but my only experiment with SF terraining didn't come out so well. I have none of the patience required for making a solid structure that looks clean. Br0sT however does, and made a very well done ramp going in a reverse direction. Check it out here.
[right][snapback]150079[/snapback][/right]



Very interesting, the link you gave leads to the microsoft website...
Report, edit, etc...Posted by FaZ- on 2005-02-21 at 21:44:54
oops... the extra http:// was in front of it automatically. I would assume you figured it out but I'll fix the link anyway. tongue.gif
Report, edit, etc...Posted by Yenku on 2005-02-24 at 14:48:52
lol, but yea, i have seen that.
Report, edit, etc...Posted by Tazzy on 2005-02-24 at 15:27:23
Would not really bother me, if there was a waterfall or not... You dont get much time to look at things for long in melee games. Anything can happen in less than a second.
Report, edit, etc...Posted by MidnightGladius on 2005-03-06 at 19:52:57
I've seen a map where there is one huge multi-level mountain in the top portion and 2 start locations in the foothills. The strategy is to get on top of your opponent, secure the expos in the mountain (your main bases are hopelessy doomed), and use the high ground constantly to your advantage.

Even though it's not exactly what you're talking about, it's still an applied usage of "modern" (SF) map techniques.
Report, edit, etc...Posted by Yenku on 2005-03-06 at 20:10:05
lol gladius, this thread was dead like a week ago.
But i dont think it would be worth the time to do this, beacuse when i play a melee map, i barely notice the designs of the doodads.
Report, edit, etc...Posted by Tuxedo Templar on 2005-03-09 at 02:15:10
Hiding paths, making camoflague for units, distracting players attention, or making confusion between unit/spells and their sprite doplegangers in the game would be the only use for it. I can imagine a base littered with nuke dot sprites being lots of fun defending against REAL nukes. devil.gif
Report, edit, etc...Posted by Yenku on 2005-03-09 at 19:10:28
im not sure you can do that in a melee map, i dont think sprites show up, ill test it though, but you would still hear the nuclear launch detected thingy, but you wouldnt know where the ghost is lol.
Report, edit, etc...Posted by Chef on 2005-03-09 at 19:15:38
Or you could just send a detector to your main and look for the enemy dot on the mini... nukes are usually only successful when rushed and used against protoss, the sv for emp would be a dead givaway of where it was.
Report, edit, etc...Posted by MidnightGladius on 2005-03-11 at 18:53:24
That's not neccesarily true. What if I put my ghost on the left side of your base and my SV on the right?

Of course, you could do some rigging by preplacing swarm and dweb near strategic places.
Report, edit, etc...Posted by Yenku on 2005-03-11 at 20:31:05
ok heres an update on sprites and stuff on melee maps.

SPRITES: D web, swarm, eldfire, they place in melee maps. you can see them, im not sure if they take effect thogh. eldfire appears wierd tho. These sprites are very glitchy when placed in melee maps.
oh yea, lol, when i was in the lobby to test the game which had the sprites, i HEARD the dark swarm cast while i was in the lobby!!!!

Units: YOU CANNOT PLACE ANY UNITS OTHER THAN MINERALS, VESPENE AND CRITTERS,
Report, edit, etc...Posted by MidnightGladius on 2005-03-12 at 14:52:17
Unless they're for p12.

Dswarm works in ums maps, at least, becuase in one rpg there was this valley of shadows where you never seemed to die even with all these things shooting at you.
Report, edit, etc...Posted by Yenku on 2005-03-13 at 00:57:03
no, thats the thing, you cant place units, EVEN FOR PLAYER 12 ONLY RESOURCES AND CRITTERS
Report, edit, etc...Posted by iamandragon on 2005-03-14 at 09:19:28
QUOTE(Fortune @ Feb 18 2005, 12:34 PM)
Waterfall wouldn't work unless you were playing melee in a UMS game. Simple stuff—triggers don't apply. It'd be fun though.
[right][snapback]148003[/snapback][/right]


dont worry, WCG/WGTour tournaments play with use map settings, so if you can make a really good map with waterfall and such, they might got in.(with not much triggers, of course!)
Comparer: On the stage is [nc]yellow verses SlayerS'_Boxer. A magnicifant waterfall staging next to their minerals. Created by Fortune, would this map add any colour to our finals?
Report, edit, etc...Posted by Yenku on 2005-03-14 at 11:45:45
That would be pretty cool actually, get your name out there.

Out where you ask?

Out there.
Next Page (1)