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Staredit Network -> UMS Assistance -> [SOLVED] More Units On Map
Report, edit, etc...Posted by joker2kill on 2006-01-06 at 11:28:46
once again i need help (i know im going to get a stupid response for this)

*clears throut* i am making a map (obivious) and the map looks like a square


(5x51)
-----------------
l l
l l
l l <-------- Like this (for ppl who dont wanna picture a square
l l and the dimensions for each side are 5x51
l l which equals 255 sunks on each side
-----------------
(5x51)

i was wonderin (becusz when i make my map in BW,it says canot create more units) that you could actually get more into it, it does say in starforge under
(Tools->Options) that if you put the "max unit" setting all the way up, it can reach 65535 units total on the map, so why wont it hold all of them?

B.T.W there is 255 creep colonys per side of the square (im making like a "make-your-own)maze map

(waits for simple but clever responses)

might as well get this done and over with *hit head on table*

ADDITION:
lol now that i look at it... thats not a square (just picture a square for me)
Report, edit, etc...Posted by Kumano on 2006-01-06 at 12:03:46
I'm pretty sure it's just impossible to have that many units, if some of them are not necessary right at the beginning try creating them later.
Report, edit, etc...Posted by Red2Blue on 2006-01-06 at 12:29:12
The true secret to skilled map making is the ability to recyle, reduce, and reuse units, triggers, strings, wavs, and locations. By maxing out a map; it really makes you ask: "do I really need 255 sunken colonies?" Well do you?
Report, edit, etc...Posted by joker2kill on 2006-01-06 at 14:06:42
we'll if i dont have 255 sunkens. then the maze cant be big, and for the concept of this game you make a big maze once, then get air units to help you kill WHILE THEY ARE GOING THROUGH YOUR MAZE. so im guessin that if i shorten the amout then i will have to revamp my map, which i hate doing, and the maze wont be supa big like i wanted it to be, maby i could do row by row maze?....maby that would work

like say: X=ling O=Sunk l- nuthin

O l
X O l <-----but there is nuttin here until you put your ling into the next
O l row
Report, edit, etc...Posted by Red2Blue on 2006-01-06 at 14:16:59
If you had 255 sunkens per player you would have 1020 units. How did you hit the 1600 unit limit?
Report, edit, etc...Posted by LegacyWeapon on 2006-01-06 at 15:23:00
SF cannot change the unit limit hard-coded into SC (which is 1700).
Report, edit, etc...Posted by Joshgt2 on 2006-01-06 at 15:31:31
QUOTE(Red2Blue @ Jan 6 2006, 12:29 PM)
The true secret to skilled map making is the ability to recyle, reduce, and reuse units, triggers, strings, wavs, and locations. By maxing out a map; it really makes you ask: "do I really need 255 sunken colonies?"  Well do you?
[right][snapback]399915[/snapback][/right]

There is a keyword in there... "do I really need 255 sunken colonies?" The only thing you need really is oxygen, water, energy (food). Everything else is want. Are you going to use all of the sunken colonies? If you are not going to use all of them then put some unwalkable terrain on there in the colonies place. Even still, you shouldn't have a problem with reaching the 1700 unit limit when you only got like 1020...
Report, edit, etc...Posted by joker2kill on 2006-01-13 at 22:01:17
we'll is there any way possible to say that ill change the sunks to hunter killers or sumthin, they dont take up space do they? and you can kill the hydras for the maze!!! im so smart!
Report, edit, etc...Posted by Kumano on 2006-01-14 at 07:11:29
Hydralisks are even less effective, they will take up less space per unit and they are still units so you can cover less space before reaching the unit limit.
Report, edit, etc...Posted by fritfrat(U) on 2006-01-14 at 10:59:39
Even if starcraft could hold 65,000 units or whatever, many players on bnet would lag immensely if there were this many units. 1700 units is a high limit to be stuck under, in reality, so I am sure you will eventually figure out a way to cope with it. However, it is possible to completely fill a 64x64 map with sunken colonies.. smile.gif
Report, edit, etc...Posted by SkuLL on 2006-01-15 at 08:33:04
QUOTE(fritfrat @ Jan 14 2006, 10:59 AM)
Even if starcraft could hold 65,000 units or whatever, many players on bnet would lag immensely if there were this many units. 1700 units is a high limit to be stuck under, in reality, so I am sure you will eventually figure out a way to cope with it. However, it is possible to completely fill a 64x64 map with sunken colonies..  smile.gif
[right][snapback]405457[/snapback][/right]


Agreed with Fritfrat. Many players would lag themselves out. Plus the dimensions of your map (5x51) it can hold up to 255 sunks... but what else? nothing exept air units. What were you thinking?
Report, edit, etc...Posted by Red2Blue on 2006-01-15 at 19:47:58
Recycle... reduce.... reuse....

and close the loop.


Why use hydralisks....

Lets put it this way... each unit in Starcraft takes up one unit slot of the remaining max 1700 (yes I thought it ws 1600). No matter the size... no matter the controller... you can have 1700 ccs or 1700 zerglings. A unit is a unit. So swapping into hydras is not a sound plan. However, if you arrange the 255 creep colonies so that you are forced to go across to the right side (like in vic's path defense). You can forcefully make the player clear up a certain amount of colonies.

For instance, if you set it in a 51x5 grid (which by the way is a whopping big grid), you can force the player to remove at minimum 51 creep colonies! Thats 51x4 (204) for your four players... a big difference. Also, it doesn't count the max amount you can remove! Also you can remove the inactive or non-present player's colonies for even more space! Omg skies the limit!

Just remove all the units away!
Report, edit, etc...Posted by DT_Battlekruser on 2006-01-15 at 22:05:39
Starcraft has 1700 LocalID slots. You cannot have more than 1700 units in a map, period.
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