Staredit Network

Staredit Network -> UMS Assistance -> Preventing Walling
Report, edit, etc...Posted by Noober on 2006-03-05 at 21:32:49
In my Hydra D map, you drop hydras to create a maze. The enemy goes through it (duh). However, I want to prevent walling. Currently, I have a 10x42 piece of land, and a 6x38 location where the hydra dropper can move around. I used the unit halt tutorial to prevent it from leaving the location, thus making a 1 grid space for enemies to go through when there's a wall. Sometimes, however, the enemy goes on the extra land even when there's no wall, which messes up people's d.

So, is there a better way to prevent walling, excluding making the hydras killable? Here's a screeny...
Report, edit, etc...Posted by joker2kill on 2006-03-05 at 21:43:07
QUOTE(Noober @ Mar 5 2006, 06:32 PM)
In my Hydra D map, you drop hydras to create a maze. The enemy goes through it (duh). However, I want to prevent walling. Currently, I have a 10x42 piece of land, and a 6x38 location where the hydra dropper can move around. I used the unit halt tutorial to prevent it from leaving the location, thus making a 1 grid space for enemies to go through when there's a wall. Sometimes, however, the enemy goes on the extra land even when there's no wall, which messes up people's d.

So, is there a better way to prevent walling, excluding making the hydras killable? Here's a screeny...
[right][snapback]440184[/snapback][/right]

you could just make a triagnle type shape:
Report, edit, etc...Posted by Demaris on 2006-03-05 at 21:46:17

Send an invisible DT, if it makes it, all is OK, if it doesn't do whatever you want to do to them for walling.
Report, edit, etc...Posted by Noober on 2006-03-05 at 22:04:13
Yea, but that's like copying Upgrade D (and I don't like that way, it gets annoying).
Report, edit, etc...Posted by joker2kill on 2006-03-05 at 22:08:03
QUOTE(Noober @ Mar 5 2006, 07:04 PM)
Yea, but that's like copying Upgrade D (and I don't like that way, it gets annoying).
[right][snapback]440214[/snapback][/right]


TRANSLATION: im too lazy to make it


^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
that would be the best way to go
Report, edit, etc...Posted by xws on 2006-03-05 at 22:16:32
I like that dt method, that is probably the best way to go, unless the enemy going through is bigger than a dt or you don't want to wait for something like that.

2 other methods that I have seen in defense maps are:

1 make your units vincible and with low hp, make the comp going through treat you as an enemy, order the comp through. If it makes it all the way it won't attack, but if there is a wall it will give up and start shooting, thus making it very dangerous to wall. You'd be surprised at how accurate this is.

2 make it so that you can not place units all the way at the edges, so if you do wall the comp will just go around (this is the technique used in AI lurker D)
Report, edit, etc...Posted by EcHo on 2006-03-05 at 22:51:27
QUOTE
excluding making the hydras killable?

V
QUOTE
1 make your units vincible and with low hp, make the comp going through treat you as an enemy, order the comp through. If it makes it all the way it won't attack, but if there is a wall it will give up and start shooting, thus making it very dangerous to wall. You'd be surprised at how accurate this is.



Create a corsair or a faster air unit
Use hyper triggers
Use the grid system (Read at tutorial)
If a number of units is under the air unit, kill one or 2 or all of their units
Report, edit, etc...Posted by xws on 2006-03-05 at 23:35:21
Oops missed that part.
Report, edit, etc...Posted by Snipe on 2006-03-06 at 00:43:38
QUOTE(Noober @ Mar 5 2006, 08:32 PM)
In my Hydra D map, you drop hydras to create a maze. The enemy goes through it (duh). However, I want to prevent walling. Currently, I have a 10x42 piece of land, and a 6x38 location where the hydra dropper can move around. I used the unit halt tutorial to prevent it from leaving the location, thus making a 1 grid space for enemies to go through when there's a wall. Sometimes, however, the enemy goes on the extra land even when there's no wall, which messes up people's d.

So, is there a better way to prevent walling, excluding making the hydras killable? Here's a screeny...
[right][snapback]440184[/snapback][/right]


seems a little over rated..the map idea. You could always make them tele back i guess.. or just kill them. muaha.
Report, edit, etc...Posted by EzDay281 on 2006-03-06 at 01:12:36
I'd have to suggest the same as Echo:
Create a trigger to detect if there is a wall, and if so, to fix the problem.
It may sound complex at first, and there certainly are ways around it, but it is an effective method if people don't know how or why it works.

Besides that, the Dark Templar method sounds next best.

Then the simple order-move unit so that it attacks if it is unable to get through, but while xws claims that it is "surprisingly accurate", I'd have to disagree, seeing as Goliaths and Tanks will attack regardless, Dragoons, Ultralisks, and Zealots are extremely likely to attack without being walled, and occasionaly you'll get attacked because you made your maze too well.
Report, edit, etc...Posted by xws on 2006-03-06 at 13:18:35
With Goliaths and Tanks it is not the method that is it fault. Those units can freely shoot while moving. The way to get around that is to just not use goliaths and tanks. As for Dragoons and Ultralisk, yes the method isn't perfect if you start a whole bunch at once and they get congested. But, if you do a staggered start, like in Poker TD, this congestion will not occur and there will be no problem.
Report, edit, etc...Posted by Noober on 2006-03-06 at 15:13:52
QUOTE(xws @ Mar 5 2006, 10:16 PM)
2 make it so that you can not place units all the way at the edges, so if you do wall the comp will just go around (this is the technique used in AI lurker D)
[right][snapback]440226[/snapback][/right]


How do you do this so that they don't go around even if there is no wall?
Report, edit, etc...Posted by EcHo on 2006-03-06 at 17:33:20
Use many different locations they walk on
Instead of Location A to B, Make it like A > B > C > D With B1 and B2 > C etc..
Example
         B1       \       C1  \
                   
| Start |      1st Mid      2nd Mid     End
    A              B               C           D
                         /              /
              B2               C2

Heres a more visual one if it is messed up..
Sry if u cant read it tongue.gif
Report, edit, etc...Posted by Noober on 2006-03-06 at 20:26:14
I could do that, but will they still go on the anti-wall if there's no wall?

I also have another idea...
__________________
| _______________ |
| |______x_______| |
| |
|S E|
| ______________ |
| |______x_______| |
|_________________|

The enemy spawns at S, the x is water, and if there's a wall, the enemy has to go back to start and go either up or down to get to the end...

Will that work?

Ah, the drawing doesn't work sad.gif.

ADDITION:
Paint skillz.

[attachmentid=17729]
Would this work?
Report, edit, etc...Posted by EcHo on 2006-03-06 at 20:44:32
Yeah i guess they would work
But you gotta put trigger and location and kills or moves the player's unit that goes there
Report, edit, etc...Posted by 5(U) on 2006-03-08 at 10:47:08
QUOTE(Demaris @ Mar 5 2006, 09:46 PM)

Send an invisible DT, if it makes it, all is OK, if it doesn't do whatever you want to do to them for walling.

[right][snapback]440195[/snapback][/right]


yeah sure and everyone will be so bored of waiting so they will all leave the game (thats what i do when a defense uses this.. i dont have time to waste with dts who checks if u walled.. there are many other better defenses..

personally i like the way Vic did it in path d.. since theres no anti wall.. but u wont play if u wall.. this way is pretty cool because u need zero trigger, zero xtra terrain, zero useless stuff on the map..
Report, edit, etc...Posted by EcHo on 2006-03-08 at 17:14:28
Oh!
Since ur map is small
Why not just make like long locations
And lets say about 15 fits there
if the player brings 15 units to that location, kill all or 1
Report, edit, etc...Posted by Noober on 2006-03-08 at 17:58:08
The problem is... you can stack. So, you can have 15 hydras all in 1 spot and that wouldn't be walling.
Report, edit, etc...Posted by EcHo on 2006-03-08 at 19:26:31
then use the grid system like i said
Next Page (1)