I'm sitting here at work right now (yes, at 1:39 in the morning, I work the night shift), screwing around on SEN, and trying to think of something new to do. I come up with a million genre variants a day, most of which I pass on, but right now I'm really in the mood to create a different kind of map. Something new. And, I thought about that old labrynth game. You know, the wooden box, where you have to turn the knobs to navigate the marble to the end, without falling down a hole? Well, I got to thinking, that that would be kinda fun in SC. A maze, with the occasional pitfall or obstacle, and make it a general race to the finish. Just like in the old wooden labrynth game, you die, you go back to the start. So, there's my idea. The thing is, however, that this map would suck unless it was filled with a completely random maze. Now, I know a million little maze algorithms, because I've been programming for years. However, I'm not so sure how easy or possible this would be to pull off in Staredit. I'm fully aware how to deal with randomization and all, but do you guys think it'd be feasible to expect to actually pull this off? I mean, is it even within the limits of the system, considering the string limitations, unit limitations (I'd probably use pylons for the walls), etc? Well?
I too was thinking of making a map involving mazes, and I wanted the to be random. I could only think of a few ways to do it. The first was to create some units for a comp and have them wander around and create buildings under them. This would make for a maze that could very easily be unbeatable.
The second would involve ordering them from location to location, and at each location send them in a random order to another location, until you have how many wall units you want.
To make units move at 90 degree angles only, you would place turrets (ex.) of unit along the left and top, and pylons along the right and bottom. Then make triggers like so
QUOTE
Players
- Movement player
Conditions
- Move left conditions
Actions
- Center a 2(height)x64(width) location on your man in the maze
- Give 1 turret owned by comp at location to cur player
- Center 1x1 location on player's turret
- Order unit in maze to 1x1 location
- Give turret back
- Preserve Trigger
You need a 64x2 location for the up/down one. Repeat this trigger for up/down/right
I like your ideas. Maybe have a series of a few dozen locations in the maze area. Then, start a unit moving from the starting point. Order to a random location from there. Etc, etc. Keep sending him to random points. Then, once he finishes, have 2 units go in and branch off. Problem is, though, that this method would take a bit of time, depending on the size of the maze. A lot of players would be too impatient to wait this long. Hm...
lol
LOOK AT THE FLASHING TEXT! SOMETHING ENTERTAINING WILL HAPPEN SOON! ARE YOU STILL LOOKING? REALLY? YOU SURE? REALLY REALLY SURE? HERE COMES THE EXCITING THING! THAT EXCITING THING YOU'VE ALL BEEN WAITING FOR! Oh, wait, nvm. The game is starting now, enjoy.

That'd be the best entertainment method ever. I'm gonna make a map like that. Just flashing text. Anyways, that would probably be the best approach, honestly. A pleasant distraction. I'm still working on an alternate maze implementation, though.
Perhaps have several mazes in one map? Perhaps make a lot of maps with the same concept but with different mazes?
If you put more then one maze in the map, that can make a multiplayer effect. Having three players race each other in different mazes to get to the top. The only problem I see there is, some players might have an advantage if they're maze is shorter even by the slightest bit.