This is the first concept map I've made, and I'd like to get feedback or comments.
It's inspired by the discussion of 'targeting' or 'grid' systems a while back.
As far as I know, this is an original idea.
If you can find a nice use for this in a map, feel free to use the triggering system, but please tell me, 'cause I'd like to know.
Please tell me what you think.
ProjectilePlotter
The basic idea is that you pick a velocity and angle of elevation, and the map plots the path of the projectile for you.
ive made something like this, except with less triggers, but more units.
GJ
Awsome, i don't think i've ever seen it done like this, (with gravity). You could mae something cool with this, if you could make it for multipul players.
This is the best one I've seen! I've only seen something like this once before, where gravity was created by forcing a unit to go to multiple places, one of those forces would grow as time went on. This is so smooth though! You should definatly make this a map!
Wow, thats awesome! it musta took a long time to make!
You can make it big by making a map where ur like--tanx and u fire at each other!!! (i think i might do that after my current map- Warhammer40000)
Thanks, I'm glad you like it.
I came up with the idea quite quickly, but I spent about a week just finding all the bugs in it. Polishing it up (putting in colors, instructions, eraser) took very little time.
For those interested, this is how it works:
1. find x- and y- components of the lurker's location on 'minimap'.
2. plot points corresponding to these components; apply gravity periodically.
3. join the dots.
Or:
When you morph the hydra, mark it's position with a burrowed drone.
Then center 2 locations on the "minimap's origin": a small one I called 'target' and a tall one I called 'lurker-X'.
Then move both locations right until the tall one hits the drone - to do this, I created 6 muta's, removed 4, and centered both locations on muta's, then removed the rest of the muta's. This process moves the locations 1 muta-length to the right. Every time it moves right, I add 1 to a death counter ("x-counter(1)" in my map)
When the drone is inside the tall location, a similar process moves the small location up until it hits the drone. Count how high the drone is by another death counter ("y-counter(1)").
Now start at the 'real' origin, and count right by 'x-counter(1)' and up by 'y-counter(1)', while transferring those counts to "x-counter(2) and "y-counter(2)", and plot a point (burrowed defiler) at the point when you finish.
Then to simulate gravity, we subtract 1 from the 'y-counter(2)', then repeat with the (2) counters now transferring back to the (1) counters.
Keep plotting points until both y-counters reach 0 - then this is the peak of the path.
Then start coming down in the same way, except getting faster after each plot, so adding to the y-counters instead of subtracting from them.
Stop the plots when a point is plotted close to the ground or to the edge. (I set up the map such that it is impossible to hit the roof)
Then create a muta at the origin and join the dots! Order it to go to a location on a defiler, and when you reach it, remove that defiler and go to the next one. Drop lings constantly underneath the muta.
Problems I encountered while making the map:
1. I first tried to use wraiths instead of mutas, but because of the shape of the wraiths, they do not get created in a nice 'grid' pattern, so I couldn't move the location upwards properly.
2. I next tried to use dropships. They do make a nice grid pattern when created, but there is no way to use them to move a location upwards; it seems that the location always centers on the bottom one, which also happens to be the one that's removed last.
3. I tried overlords, but they don't like to move upwards either. They tend to move up and down alternately, not really going anywhere.
The units that work best for this kind of 'location-moving' system are mutalisks and guardians.
One problem I noticed: you can make parabola jerky by ordering the muta around, sicne you own it
Oh yeah and I was the first out of all of you to see the map so hah
Yeah I know you can control the muta by constantly ordering it. That's easy to fix, though: just give the muta to another player.
Actually, I believe that I saw the map first
About the overlords.. they can move upwards.. all you need to do.. is, with ur grid method, move to top right.. and then.. left.. it'll be the same thing as moving up.. (you can do same thing for down: bottom left, then right)
but.. you are saying the muta moves up and down perfectly??
that's nice..
QUOTE(in_a_biskit @ Mar 20 2005, 03:27 AM)
Yeah I know you can control the muta by constantly ordering it. That's easy to fix, though: just give the muta to another player.
Actually, I believe that I saw the map first
[right][snapback]168663[/snapback][/right]
True. But I was the first other than you.
QUOTE(Coprofago @ Mar 21 2005, 12:48 AM)
About the overlords.. they can move upwards.. all you need to do.. is, with ur grid method, move to top right.. and then.. left.. it'll be the same thing as moving up.. (you can do same thing for down: bottom left, then right)
but.. you are saying the muta moves up and down perfectly??
that's nice..
[right][snapback]168676[/snapback][/right]
Yes, Mutas and guardians move up and down perfectly - create 6 mutas, center location, remove all mutas => location moves up.
N.B. the same trigger with dropships or overlords moves the location down.
I am impressed... map making seems to be progressing very well recently. You could use this to create a worms game that is actually like the original worms!
And no I'm not talking about the type of worms where you fly around in a shuttle leaving a trail of zerglings and use items at random people. I'm talking about the one where you have a bunch of worms and you shoot other worms with stuff like bazookas and uzis and stuff. Most of the weapons (such as the bazooka) use something similar to this. Gunbound is a lot like worms too and is almost just like it (the combat system, anyway).
Kudos to you for making this, it could totally revolutionize competitive UMS maps.
That would be awesome, but it would be hard to center the whole system on the player while he moves.
Actually, it wouldn't be that hard at all; you only have to find the player once, and that's when he first fires. Everything else is already relatively pre-determined from there on.
I might try making a worms-like map or another multiplayer game if I can find the time.