Staredit Network

Staredit Network -> Concepts -> My realistic siege system
Report, edit, etc...Posted by DaMiNaToR on 2005-07-13 at 17:00:49
Okay, since I think it's incredibly moronic that any outpost (existing SST maps) would leave their gate wide open for enemies to just stroll up and gouge their eyes out, I came up with a much more realistic siege system that I've already tested and works fine.

When enemies begin to appear on the horizon, the gate on the ramp(s) will lock, auto-opening for your units, however. So the enemies are now rushing full speed at a wall with a bunch of guns and cannons on it.

Stick some traps on the wall, with locations over them, and give them to a player that is neither giving shared vision to you, nor allied by (keyword by, not with) the attackers. Set up triggers so that when a trap is destoyed, enemies at that location get teleported onto the wall to rape you. To make sure that they keep sending units to that location after the trap dies, make 2 traps at each location, but make the missile trap be the trigger trap, and a flame trap for a lure with a lot more health. Make sure the controller of the traps is allied with the attackers, but the attackers are not allied with the traps, so the wall isn't shooting out missiles and napalm. The traps should just sit there and be slowly annahilated. devil.gif
Report, edit, etc...Posted by Zell-III on 2005-07-13 at 17:25:00
QUOTE(DaMiNaToR @ Jul 13 2005, 02:00 PM)
Okay, since I think it's incredibly moronic that any outpost (existing SST maps) would leave their gate wide open for enemies to just stroll up and gouge their eyes out, I came up with a much more realistic siege system that I've already tested and works fine.

When enemies begin to appear on the horizon, the gate on the ramp(s) will lock, auto-opening for your units, however.  So the enemies are now rushing full speed at a wall with a bunch of guns and cannons on it.

Stick some traps on the wall, with locations over them, and give them to a player that is neither giving shared vision to you, nor allied by (keyword by, not with) the attackers.  Set up triggers so that when a trap is destoyed, enemies at that location get teleported onto the wall to rape you.  To make sure that they keep sending units to that location after the trap dies, make 2 traps at each location, but make the missile trap be the trigger trap, and a flame trap for a lure with a lot more health.  Make sure the controller of the traps is allied with the attackers, but the attackers are not allied with the traps, so the wall isn't shooting out missiles and napalm.  The traps should just sit there and be slowly annahilated. devil.gif
[right][snapback]261880[/snapback][/right]


well I think the idea isnt bad, but how r u ganna have traps work will the wall be walkable were traps spawn/die?
Report, edit, etc...Posted by LegacyWeapon on 2005-07-13 at 17:42:24
You cannot see a trap unless you have shared vision (which may be bad because then ranged units could just shoot up walls)

Zell, he said use a trigger to teleport...
Report, edit, etc...Posted by DaMiNaToR on 2005-07-13 at 17:49:16
The traps are on the side of the wall, and I used a teleport trigger to put new ones there, since you can't create traps with triggers.
Report, edit, etc...Posted by Zell-III on 2005-07-13 at 18:06:40
do you walk up side of wall or is it under and if traps are on wall do they ever get chance to respawn becaz then wall would have to be walkable ledge [attachmentid=11688]

either way sounds good clapping.gif good luck with that
Report, edit, etc...Posted by DaMiNaToR on 2005-07-13 at 18:18:51
Like this:
user posted image
Report, edit, etc...Posted by Rantent on 2005-07-14 at 04:04:28
ROFL!!
Nice pic.
Anyway, after the trap dies, the units attacking, will have no reason to go near the traps area, how will they continue to attack the wall, without many locations?
Report, edit, etc...Posted by Hitl1r1 on 2005-07-14 at 04:08:11
Ehh i so confused.... and nice stick figure fat guy thing lol. He has no arms or legs hehe
Report, edit, etc...Posted by DaMiNaToR on 2005-07-14 at 19:56:14
I added a flame trap next to the missile trap and gave it like 9000 health with like 100 armor.
Report, edit, etc...Posted by Tdnfthe1 on 2005-07-14 at 21:29:06
QUOTE(DaMiNaToR @ Jul 13 2005, 03:49 PM)
The traps are on the side of the wall, and I used a teleport trigger to put new ones there, since you can't create traps with triggers.
[right][snapback]261925[/snapback][/right]

I like your idea(since I thought of doing it a few times) but the problem you have is that you can't create traps. You also can't move traps onto walls, only put them very close(it would not give the same effect though. Now if you made the walls
doors or something that would be a different idea and would probably work. Goodluck with this idea.
Report, edit, etc...Posted by l2k-Warrior on 2005-07-15 at 01:32:09
Sounds interesting, I hope you post a demo map when your all done
Report, edit, etc...Posted by Nemus on 2005-07-15 at 03:02:14
Instead of moving the traps you could put it there on the wall but make it invincible. (I am talking about the punchbag fire wall trap).

Nice idea.


EDIT:
What about making the gate attackable?
Non sharing vision spider mines just in front of it would make that effect.

I wonder how that would affect the ai though. If enemies (ie zerglings) are attacking the spider mines (wich don't attack back) and then they are opened fire upon by defenders (ie marines) standing on the walls, doesn't that make them flee?

Good luck anyway!

EDIT(2):
It seems that Tux's writing an entry here. Will be interesting to read.

EDIT(3):
Eh.. he didn't write.. mellow.gif

Report, edit, etc...Posted by DaMiNaToR on 2005-07-16 at 17:23:03
I'll post an example map tomorrow, I'll also include the gate attacking thing.

ADDITION:
Okay, here's the basic concept map. I've also figured out how to accomplish the teleportation thing, but it's not in here yet. Should be in here by tomorrow.

ADDITION:
Well, since nobody has said anything since I posted the map, I figured I'd go ahead and explain how the repair system will work.

I'm going to make a normal wall to start out, but then, using rectangular terrain, I'll put 2 squares of compound or sand dunes in the side of it, under the traps. In some unused portion of the map, I'll place a bunch of replacement traps, with a location over them.

In another portion of the map, there will be a reaver, sitting up on an isolated platform. I'll rig up a trigger that states that whenever a player purchases a scarab with the reaver, and a trap has been destroyed, one replacement trap will be teleported onto the 2 squares in the side of the wall (mentioned earlier). Oh, and to keep those squares from looking awful, I'll line the outide of the wall with installation doors.

Let me know what you think of my genius!! tongue.gif
Report, edit, etc...Posted by purple100 on 2005-07-20 at 14:54:08
I really like this concept. But if the Marine gets in the right place, the Zerglings can still flee. It would be wise to add a 0-damage attacking trap, if that would lure the Zergling to attack the wall even under the fire of a Marine.

I would love to see this worked into a square-terrain map, with floor turrets instead. Some of the best assault/defense maps use square terrain.
Report, edit, etc...Posted by DaMiNaToR on 2005-07-20 at 15:27:39
QUOTE(purple100 @ Jul 20 2005, 01:54 PM)
I would love to see this worked into a square-terrain map, with floor turrets instead.  Some of the best assault/defense maps use square terrain.
[right][snapback]266399[/snapback][/right]


A)Be more specific about what you mean.

B)Can you give me an example of one of those maps?
Report, edit, etc...Posted by Snipe on 2005-07-20 at 18:18:12
Interesting.. very interesting indeed..
Next Page (1)