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Hey, so I just discovered how to replicate a great missing map feature from BW: Minerals walls that you can glitch units through.
I'm not 100% certain of the nuances of the method, but if it's regularly employable it should be a great asset to maps as we move forward, enabling maps like Electric Circuit or Monty Hall in SC2.
Down to it:
Please note: The position of the Geyser and Minerals relative to each other, and the fact that the Geyser and Minerals that get glitched through are owned by the active player. This is important--If the geyser/minerals are neutral or hostile this glitch will not work. So for 2-4 players maps, repeat the formation for each player. Don't worry--They don't grant vision.
This is the formation that allows workers to be glitched through as they build. When a probe stands in the circled area and builds a building, such as a Pylon over itself, it will be pushed through the very small crack between the Mineral and the Vespene Geyser. Similarly, an SCV placed there needs to build a Depot over itself, then you spam T until it slides out.
Looks like so:
Of course the method to do it with a Drone is a bit more complicated but it still seems to work: With the Drone positioned in the red circle, spam click it to the unpathable spot JUST beyond the minerals. There's one little area where you can click and the Drone tries to walk through the Geyser but fails. That's the spot you want to spam on.
Next, bring another unit (I used a Queen) to spam the same spot. Eventually, it's animation will glitch slightly and it'll look like it's in slow motion. Build an extractor, and then immediately continue spamming with the other unit. Cancel the extractor and if done right, the unit will push the Drone onto the Geyser, and it can be walked across.
I've only tested this formation but there may be others.
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I don't see how a glitch would add anything to the game. Also, the way you placed minerals in your example is not how they are placed in SC2. SC2 is not BW and it never will be. I don't understand the point of a feature based on a glitch either.
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On August 15 2012 21:21 Callynn wrote: I don't see how a glitch would add anything to the game. Also, the way you placed minerals in your example is not how they are placed in SC2. SC2 is not BW and it never will be. I don't understand the point of a feature based on a glitch either. Don't be mad -.-
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On August 15 2012 12:53 Syphon8 wrote:
Please note: The position of the Geyser and Minerals relative to each other, and the fact that the Geyser and Minerals that get glitched through are owned by the active player. This is important--If the geyser/minerals are neutral or hostile this glitch will not work. So for 2-4 players maps, repeat the formation for each player. Don't worry--They don't grant vision.
Is there a way we could make neutral Geysers do the same? A talented UMS mapper would useful in this situation.
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On August 15 2012 21:21 Callynn wrote: I don't see how a glitch would add anything to the game. Also, the way you placed minerals in your example is not how they are placed in SC2. SC2 is not BW and it never will be. I don't understand the point of a feature based on a glitch either.
You realize this is an amazing utility application for custom maps right? I think this one went totally over your head my friend.
And Jesus christ, nothing about this post said ANYTHING about making SC2 into BW, it's simply showing us a function that made many awesome custom games.
What the fuck the more I read your post the less I think you can actually read.
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On August 15 2012 21:21 Callynn wrote: I don't see how a glitch would add anything to the game.
Probably because you have no idea what you're talking about.
On August 15 2012 22:41 thezanursic wrote:Show nested quote +On August 15 2012 12:53 Syphon8 wrote:
Please note: The position of the Geyser and Minerals relative to each other, and the fact that the Geyser and Minerals that get glitched through are owned by the active player. This is important--If the geyser/minerals are neutral or hostile this glitch will not work. So for 2-4 players maps, repeat the formation for each player. Don't worry--They don't grant vision.
Is there a way we could make neutral Geysers do the same? A talented UMS mapper would useful in this situation.
So far as I could tell, no. But like I said, it doesn't really matter. You just place one for each player, they're coloured on the minimap, and function exactly like neutral resources.
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On August 15 2012 22:49 ch33psh33p wrote:Show nested quote +On August 15 2012 21:21 Callynn wrote: I don't see how a glitch would add anything to the game. Also, the way you placed minerals in your example is not how they are placed in SC2. SC2 is not BW and it never will be. I don't understand the point of a feature based on a glitch either. You realize this is an amazing utility application for custom maps right? I think this one went totally over your head my friend. And Jesus christ, nothing about this post said ANYTHING about making SC2 into BW, it's simply showing us a function that made many awesome custom games. What the fuck the more I read your post the less I think you can actually read.
Why so angry? I'm merely requesting elaboration as well as I pointing out that SC2 melee maps are unlike BW melee maps.
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Once again, this has nothing to do with melee maps.
Are you clear yet? Custom UMS games. UMS
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On August 15 2012 23:02 ch33psh33p wrote: Once again, this has nothing to do with melee maps.
Are you clear yet? Custom UMS games. UMS
No, it has a lot to do with melee maps. It can be used to make paths that are only accessible by workers before they're opened via mining.
Examples include backdoors, semi-islands, and scouting paths.
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Point taken. I just believed the applications towards custom UMS games would be greater than any potential additions that could be made in a melee map.
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On August 15 2012 23:02 ch33psh33p wrote: Once again, this has nothing to do with melee maps.
Are you clear yet? Custom UMS games. UMS
Ah yes, but that's nowhere in the OP. So you can talk down to me as if I'm some sort of retard, or refer to the obvious forums and sites where UMS are discussed such as sc2mapster where these posts are much more common. This forum is used mostly (95%) for melee mapping and the proposed glitch examples seemed to imply that this glitch should be implemented for melee maps (hence the resource and gatherer examples).
You attitude is absolutely horrendous, but I suppose my initial reply could have been misread as offensive - however, it certainly was not.
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@Cally look at this map please
With this, you can remake it much more accurately in SC2. Note that this is a *single example, and it is not limited to this*.
And if you continue to act like a retarded person then yes, people will talk down to you like one.
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On August 15 2012 21:21 Callynn wrote: I don't see how a glitch would add anything to the game. Also, the way you placed minerals in your example is not how they are placed in SC2. SC2 is not BW and it never will be. I don't understand the point of a feature based on a glitch either.
Glitches add a LOT to a game. There were many glitches in BW that made it a lot more interesting to watch and play. The game GunZ is completely based on a glitch that happened by accident. Glitches can be GOOD. kk?
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Thank you so much. I might finally get around to making Monty Hall for SC2.
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On August 15 2012 23:04 Syphon8 wrote:Show nested quote +On August 15 2012 23:02 ch33psh33p wrote: Once again, this has nothing to do with melee maps.
Are you clear yet? Custom UMS games. UMS No, it has a lot to do with melee maps. It can be used to make paths that are only accessible by workers before they're opened via mining. Examples include backdoors, semi-islands, and scouting paths. That can be done using natural units, or eggs.
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On August 15 2012 22:55 Syphon8 wrote: So far as I could tell, no. But like I said, it doesn't really matter. You just place one for each player, they're coloured on the minimap, and function exactly like neutral resources.
The problem is that if you place 2 you lose a significant amount of place just so you can add this one utility and if you add only 1 which player should have it. Should it be a way to scout if you are contained or should it be a way to scout the base of your opponent if they turtle?
It's a complicated issue.
And what about terrans you can already pass through if you cancel when the SCV is on the right side, right?
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On August 15 2012 22:57 Callynn wrote:Show nested quote +On August 15 2012 22:49 ch33psh33p wrote:On August 15 2012 21:21 Callynn wrote: I don't see how a glitch would add anything to the game. Also, the way you placed minerals in your example is not how they are placed in SC2. SC2 is not BW and it never will be. I don't understand the point of a feature based on a glitch either. You realize this is an amazing utility application for custom maps right? I think this one went totally over your head my friend. And Jesus christ, nothing about this post said ANYTHING about making SC2 into BW, it's simply showing us a function that made many awesome custom games. What the fuck the more I read your post the less I think you can actually read. Why so angry? I'm merely requesting elaboration as well as I pointing out that SC2 melee maps are unlike BW melee maps. Giving mapmakers more utilities makes the game better.
Imagine if there was a map that was near perfect it only needed a way to scout your opponents main to achieve perfect balance well this would solve that. I'm just saying that offering and finding more utilities to mapmakers.
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On August 16 2012 00:10 moskonia wrote:Show nested quote +On August 15 2012 23:04 Syphon8 wrote:On August 15 2012 23:02 ch33psh33p wrote: Once again, this has nothing to do with melee maps.
Are you clear yet? Custom UMS games. UMS No, it has a lot to do with melee maps. It can be used to make paths that are only accessible by workers before they're opened via mining. Examples include backdoors, semi-islands, and scouting paths. That can be done using natural units, or eggs.
Yeah if you were to make a neutral unit that is indestructible it could be used to pass through it and scout the main for instance. I would personally disguise it with something that fits with the background so it would fit in.
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United Kingdom12021 Posts
Does this mean we might finally get a map as awesome as Outsider?
One of my favourite maps due to how the map control/expansions worked on it. I wish there was something like it for SC2.
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On August 16 2012 00:47 Qikz wrote:Does this mean we might finally get a map as awesome as Outsider? One of my favourite maps due to how the map control/expansions worked on it. I wish there was something like it for SC2. I agree it's one of the most original maps ever made.
If you compare SC2 to BW. BW has so many unique maps and that is what kept it alive for 12 years. If we want SC2 to be successful we have to force the big leagues to include bizarre maps with unique play.
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