Staredit Network

Staredit Network -> Concepts -> Simplistic Launcher!
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-07-07 at 23:35:32
WARNING: ABUNDANT AMOUNT OF READING AHEAD!

Now this may not be the most advanced launcher or gunner system in the world. But it's sure as heck accurate and acts naturally as to gravity. If it were a real cannon ball if would do the same thing. The projectile plotter map by In_a_bisket was nice, but it had a perfect loop and didn't seem natural. Plus it was much more advance though i did like the little mini area you used to fire. I needed a really good nice Simple way to make firing in Rantent, ScoTTer, and I's Defilers [Worms] map. And here it is. We might use it we might not. But it's simple yet brilliant and perfect and advanced all at the same time. I'm sure others have thought of this. But i have yet to see it happy.gif. This can easily be effected by wind which is exactly what we needed for our map. The only down i can think of would be the scourge if there was maybe a better way instead of moving a scourge all the way out somewhere. Perhaps we can make a barracks and minerals can be power and gas can be angle and that will determine where the scourge is placed using a grid.

Thanks for reading!. Enjoy.

Bonelesskid AKA: TRiGGaMaSTa
Report, edit, etc...Posted by Screwed on 2005-07-08 at 00:05:22
The concept is really good, yet simple like you said. I had some fun blowing up the creep colonies tongue.gif
Report, edit, etc...Posted by The_Shattered_moose on 2005-07-08 at 00:14:51
Its beautifuly simple, its an absolutly awesome concept, and looks like it could actually be used in many different ways. I really like the elegant way in which it works, none of the weird grid stuff most other systems like it use.
Report, edit, etc...Posted by Rantent on 2005-07-08 at 01:40:22
Much improved from what I saw, actually this would be quite an idea if you placed COP's. (beacons for all you other people)

One problem with it though. You have to have like half the map below it empty. And you can still pretty much aim above where you want to hit. mellow.gif You can't have fast missles either.
Report, edit, etc...Posted by l)ark_13 on 2005-07-08 at 01:47:33
Although I still dont completely understand it (I'm still trying to comprehend tongue.gif ) I can already tell how simple and ingenious it is. It only took 5 tiggers (4 for P1 and if you only wanted one path then +1 for the path). I must say, you are a smarty pants Lol. HATS OFF TO YOU clapping.gif cool.gif
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-07-08 at 03:24:23
Rantent, You don't need all the extra space below i dunno why i put that... i brought it up cause it took too long for the cannon ball to get to the bottom of the map and die. But yea COP beacons would make this Much Much better, unless there's an even better way.

ADDITION:
Version 1.1 Complete! Have fun with this one guys, knock yourselves out killing buildings and crashing into things. The real challenge is to hit the Blimp! I did happy.gif.



Stay Tuned for Version 1.2!!!

- 4 PLAYER ACTION!
- Damage Meter!!!
- More tHINGS TO DESTROYX0RS!
- AIRPLANES, BIRDS!!!
- TIME LIMITS!!!
- ACTION PACKED GOODNESS!!!!
- BAFFALO TESTICLES!!! W00T!
Report, edit, etc...Posted by Rantent on 2005-07-08 at 03:55:29
Well, I said you needed the bottom because without it the unit that moves down would stop where the hitting point would be, it would be too easy to hit anything, you'd just point the aim at it or above it and shoot. Unless you had the unit move toward the center when it hit, but then you could have bullets curve back on themselves.

And I hit the blimp. happy.gif
Report, edit, etc...Posted by The_Shattered_moose on 2005-07-08 at 13:23:48
Is the COP beacon supposed to stop being able to copy after a while, don't they lose that ability after a certain amount of time?
Report, edit, etc...Posted by glytchur on 2005-07-08 at 15:50:26
not only is it a good concept map, its a fun one too! biggrin.gif
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-07-09 at 00:18:51
QUOTE(TRiGGaMaSTa @ Jul 8 2005, 12:24 AM)
- 4 PLAYER ACTION!
- Damage Meter!!!
- More tHINGS TO DESTROYX0RS!
- AIRPLANES, BIRDS!!!
- TIME LIMITS!!!
- ACTION PACKED GOODNESS!!!!
- BAFFALO TESTICLES!!! W00T!

Are you showing a concept and making a fun map at the same time? tongue.gif
Report, edit, etc...Posted by MapUnprotector on 2005-07-09 at 01:25:11
I really like this, just make a good map out of it and it will be great, reminds me of gunbound tongue.gif

One thing I saw though was, with the buildings, if you hit the ground around it, the bottoms of some of the buildings would be killed, but then the ones at the top wouldn't be affect, and even if the devourer hit it it would just keep going past, so basically those top buildings are useless once the bottoms are knocked out.
Report, edit, etc...Posted by Ultimo on 2005-07-09 at 02:01:55
COPs stop working after 10 minutes or so.
Report, edit, etc...Posted by Rantent on 2005-07-09 at 02:30:05
Who needs an 11 minute game? You shoot each other, kaboom, ba-da-boom ba-da-bing you remake the game.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-07-09 at 04:09:55
QUOTE(devilesk @ Jul 8 2005, 11:25 PM)
I really like this, just make a good map out of it and it will be great, reminds me of gunbound tongue.gif

One thing I saw though was, with the buildings, if you hit the ground around it, the bottoms of some of the buildings would be killed, but then the ones at the top wouldn't be affect, and even if the devourer hit it it would just keep going past, so basically those top buildings are useless once the bottoms are knocked out.
[right][snapback]258098[/snapback][/right]



Yes, i've noticed that but i was lazy and did it with very poor triggering. I have yet to fix it but i updated the map and gave it a wind factor which effects the shot alitte. Shoot the cannon straight up to see most effect.
Report, edit, etc...Posted by MapUnprotector on 2005-07-09 at 21:52:10
I like the concept, but just make sure you turn it into a GOOD map tongue.gif That's the most important thing. A map can have the greatest concept ever but if it's poorly executed then the map will suck, remember that, don't be like CheeZe tongue.gif
Report, edit, etc...Posted by in_a_biskit on 2005-07-10 at 21:56:42
Personally, I don't very much like the cop-firing system, because you can't hotkey it, and it's always in an inconvenient place to look for, considering that you're most likely to want to watch the path of the missile, not the place where your cop is going to be.
I prefer the old system.

Anyway, this is quite a cool concept. It's nice and simple. The curves you get are quite nice ones, even though they're asymmetrical - they kind of look like the curves you might get with very high air resistance.
Report, edit, etc...Posted by scwizard on 2005-07-11 at 13:19:54
Has anyone here ever played pocket tanks?

I think that would be a great dirrection for you to head in bonelesskid.
Report, edit, etc...Posted by Tuxedo Templar on 2005-07-11 at 16:26:48
Finally got to try it out. Very nicely done! I would suggest however either a number input system, nyduses, or some other point select system besides COP though, unless you can put up with the COP time limit thing.

A few nitpicks though:
- SEN doesn't like spaces or periods in the file name, and does weird shit with them (the name was too long for SC, in other words).
- The projectile trail units should be burrowed, so they can properly overlap.
- Flag beacons can be glitched if the COP is placed on the spot of the beacon itself. Put some burrowed P12 units there or something to prevent placing.
- Buildings being destroyed when the projectile hits terrain doesn't work properly.
- The 'Always' action in conditions is redundant when other conditions exist. Think of conditions as simply 'true' or 'false' checks, and treat Always as a condition that is just always going to be true, and Never as one that's always false. If any other conditions are false, Always won't have any effect anyway.
- Quit using my old trigger commenting conventions lol. They're not really practical for real maps, I've decided, so I like to discourage it. Ignore the irony.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-07-11 at 20:36:24
well i know about the burrowing units = unbuildable terrain but i didn't know you couldn't place COP on it so i'll look into that. I would've changed the firing system to darkswarm but then i'd have to put a turn system which would get boring fast. Since it's multiple players now. if you've seen restaurant's triggers or some of my other maps it overly uses the.

[ | 4 ] 1.) This happens.
[ | 4 ] 2.) This happens.
[ | 4 ] 3.) This happens.
[ | 4 ] 4.) This happens.

I really like it for random triggers rather than changing the comment for each thing it does.
Report, edit, etc...Posted by chuiu on 2005-07-12 at 23:35:10
Nice, you can even control the rate of decay.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-07-14 at 04:51:06
Make it so a unit is placed on the beacon before it goes away. It would be cool if you could see where you went last biggrin.gif

EDIT: I hit the Blimp. What do I get biggrin.gif
That wa cool, it goes down and it hit a building biggrin.gif
Report, edit, etc...Posted by MapUnprotector on 2005-07-15 at 16:08:26
Well about the dark swarm firing system, if you are going for a Gunbound type map, which would work well with this system, then having it turnbased would be fine. It won't really get boring. In Gunbound it's turnbased, and there's like a 30 second time limit before it goes to the next person, during those 30 seconds you have time to move your unit, aim, set the angle, and shoot.

I just had an idea, how about using Recall with an arbiter and some unit you recall to where you want to shoot? Oh, nevermind, you have to have the arbiter at the spot you want to aim closedeyes.gif

Instead of using an aimer thing, why don't you try to create some kind of system where you set the angle and power? It would also add a bit of strategy to it. Not sure if it would work with the method you are using now though.
Report, edit, etc...Posted by Tuxedo Templar on 2005-07-15 at 16:21:44
You could set the direction with this system fairly easily, and then you could specify a "powder" amount to go with it (which would be the count of how many moves outward from the cannon it goes).

Then you'd have a decent angle and powder system.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-07-15 at 17:18:54
I was more planning like projectile plotter relative to a defiler and where he dark swarms to get the powder amount and angle. So the further you cast from the defiler the more powder you get.
Report, edit, etc...Posted by FireStorm on 2005-07-15 at 18:30:39
Cool Launcher very nice, Fun trying to kill the blimp cool1.gif
Next Page (1)