|
Hello,
I thought about this quite a while now and I'm trying to implement it into my current map.
Swamp in my map is an area where 1. Massive ground units cannot move (Thor, Col., Ultra). 2. Tanks cannot siege. 3. It's not buildable. 4. LOS Blockers fill out most of the space.
First two points are easily realized by Triggers. Currently the massive units die when entering the Region, wish makes sense because they would sink into the swamp if you like, wish they ofc don't do they just explode. I'm not really sure whether this is to harsh or not. I'd like to hear your opinions.
I currently implemented the areas with Points. An alternative would be using regions but is there no way of having non square/circle shapes for regions or Points ?
![[image loading]](http://imgur.com/Nc4Is.png)
edit: Here is the map file in case anyone wants to copy the triggers. The swamp is realized by Regions with lots of LOS in wish massive ground units Movementspeed is reduced to 0.3*UnitSpeed and Tanks cannot siege. swamptest.SC2map
The only problem is that you probably can't keep map melee attribute due to use of triggers. There are various ways to use this in melee maps, probably mainly for flaking paths.
|
Can you keep the melee attribution while using triggers like this??
The problem is that there is no warning. If you kill certain units immediately upon entering certain areas, it will be highly irksome to players of all skill levels because it feels like a violation of their expectations.
I know you can combine regions (at least in the condition logic of the triggers) to get more complicated shapes, though I'm fuzzy on the details.
[edit] Ideally this swamp area would be quite distinct visually as a special zone, and it would simply be impassable to massive units, like a no fly zone. I can't think just this moment how you would do this seamlessly with triggers, and I wonder if there is a way you can use the data editor for a more elegant and robust solution.
I must say I am highly interested in this because it will be useful for no-fly terrain that prevents vikings from walking in and causing trouble when lifting off underneath no-fly! =)
|
This sounds very interesting! I totally agree that it needs to be visually distinctive.
It may be easier / more friendly to simply have the area trigger cause the units to slowwwww to the speed of a queen off creep (or slightly faster for non-massive units). May as well be stuck LOL.
If you really do want it to be dangerous, could have a countdown timer on the massive unit for X seconds (10?) and after that the unit dies if it is still in the area. I'm not sure how to do a visible progress countdown bar, but I'm thinking something that acts like the timer on a hatch for while the eggs are cooking after an inject.
FYI You can avoid the death animation by using 'remove unit' instead of 'kill unit' for the action... if you want it to fade away instead of just being gone, maybe 'move unit instantly' to some random off camera point and then remove it.
There is definitely a way to combine multiple regions into one region (actions-->region-->add region to region).
|
You could limit massive units for sure, for instance:
![[image loading]](http://imgur.com/nYkZV.jpg) Of course, making it more organic rather than so mechanical would be better, but you get the idea, (and putting grass or doodads where the blockers are would help.)
@ Eat the path, I KNOW YOUR SECRET!
EDIT: Also, i have been dying to do something like what you put since i first discovered the campaign editor in broodwar. I would love to see like a cold/winteresque section where once you entered your bio units would slowly lose health, or mech units would be slower or hell anything that changes the gameplay. i got really good at triggers in bw but in sc2 i dont know where to start so this thread will be constantly looked at by me^
|
actually sounds really unique :D
about the harshness... i don't think it's too harsh, but i don't think it's necessary
I think WniO's picture looks good, with yeah patches of grass or such where the path blockers are :D Then again you could just load the area up with doodads that take up space, and just make it so tanks can't siege there if there is enough space (idk the size of a tank compared to thor and marine)
I wonder how an area dotted with LOS would be like? (like in the above image) if you could see around them or what...
|
Colossus are actually really skinny though, so nimble on their pointy legs, not sure if you could do a pathing gate for them. They just walk around on the cliffs anyway. ;D
My secret is safe with you. O.O
@Yoshi: if you make scattered LosB they block vision where the angles overlap, it's pretty much what you expect should happen, very underused technique.
|
this op needs eye candy!
<3 the discussion
losb are under used
edit: For areas: just make a circle (or whatever shape) with lots of areas drawn out around themselves and overlapping, this is 2D terrain 5 areas will give you a circle
|
On April 06 2011 09:24 MAPPoVe wrote: 3. It's not buildable. Just paint a non-buildable path
On April 06 2011 09:24 MAPPoVe wrote: 4. LOS Blockers fill out most of the space. that also works for non-buildable, you can't build on LoSB doodads, but I feel that it could be a problem for balance and give a huge advantage to melee units.
|
I think it would also make sense to slow down units while in the swamp.
EDIT: Just saw that it already got suggested^^
|
I had thought about something like this before with different types of gas clouds presenting problems in different areas (Though i didnt think about stopping tank sieging, thats pretty cool) and a swamp-like idea, I just had how to impliment it properly. But one thing did bother me and I wonder if it will be the same with this idea.
Which is, if the ground becomes too hazardous or comborsum, would it: A) Be ubalanced for any particular team B) Wouldnt players just build flying units and do drops? Basically avoiding the situation all together.
When I tried it (the swamp like idea) another issue I had was when I sent units to walk through it, marines would either conga line through or take an inefficient route from A to B depending on where in the swamp I was clicking. Which for me felt very frustraiting and so i didnt think it was playable.
That being said, it may have just tried to do it in a bad way.
I hope your idea works out well, it definitely sounds interesting.
|
There is definitely a way to combine multiple regions into one region (actions-->region-->add region to region).
Yeah thats helpfull, so thanks for that.
I think slowing down the massive units is a good idea, I think thats pretty easy to do aswell.
As for the movement Blockers: You have to take into account, that players are able to load up a medivac or similar to drop units into the Swamp.
But I feel that it could be a problem for balance and give a huge advantage to melee units.
Balance always depends on the way you use the swamp areas.
|
Updated op with a picture and my current implementation.
|
On April 06 2011 09:24 MAPPoVe wrote:+ Show Spoiler +Hello, I thought about this quite a while now and I'm trying to implement it into my current map. Swamp in my map is an area where 1. Massive ground units cannot move (Thor, Col., Ultra). 2. Tanks cannot siege. 3. It's not buildable. 4. LOS Blockers fill out most of the space. First two points are easily realized by Triggers. Currently the massive units die when entering the Region, wish makes sense because they would sink into the swamp if you like, wish they ofc don't do they just explode. I'm not really sure whether this is to harsh or not. I'd like to hear your opinions. I currently implemented the areas with Points. An alternative would be using regions but is there no way of having non square/circle shapes for regions or Points ? ![[image loading]](http://imgur.com/Nc4Is.png) edit: Here is the map file in case anyone wants to copy the triggers. + Show Spoiler + The swamp is realized by Regions with lots of LOS in wish massive ground units Movementspeed is reduced to 0.3*UnitSpeed and Tanks cannot siege. swamptest.SC2mapThe only problem is that you probably can't keep map melee attribute due to use of triggers. + Show Spoiler + There are various ways to use this in melee maps, probably mainly for flaking paths . <3 the concept <3 the work <3 the result in the relevant grizzli
|
|
|
|