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[UMS] Sniper Paintball Bald +Locks - Page 2

Forum Index > SC2 General
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wanderer
Profile Blog Joined May 2007
United States641 Posts
Last Edited: 2010-05-20 18:58:45
May 20 2010 18:51 GMT
#21
In the meantime while I fix up that stuff, I'm going to redownload the original thing and just make the firing animations faster so the game doesn't feel so slow then reupload it. I'll edit this when its done.


edit - its done!
Fuck you, I have a degree in mathematics and I speak 12 languages. (I called the World Cup final in 2008 btw)
iG.Zeep
Profile Joined May 2008
Mexico253 Posts
May 20 2010 19:13 GMT
#22
why not make it a fps?
life of lively to live to life of full life thx to shield battery
wanderer
Profile Blog Joined May 2007
United States641 Posts
Last Edited: 2010-05-20 19:55:32
May 20 2010 19:41 GMT
#23
That is an awesome idea, but if I did that, I would feel that I should make it a separate map under a different name... or at least a different version with "FPS" in the name.

I can do that later if I end up getting around to it. From what I've seen of other WASD maps, they can be pretty laggy with camera angles (although maybe its just me when I play them because my computer sucks ass)
Fuck you, I have a degree in mathematics and I speak 12 languages. (I called the World Cup final in 2008 btw)
zomgzergrush
Profile Joined August 2008
United States923 Posts
May 20 2010 20:22 GMT
#24
I know right now bnet is still having extreme latency that makes these fun reflex heavy UMS maps (which is pretty much ALL ums cept turret D) unplayable.

How does it run on bnet?
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
WhistlingMtn
Profile Joined May 2010
United States190 Posts
May 20 2010 20:58 GMT
#25
On May 21 2010 03:02 Pokebunny wrote:
Show nested quote +
On May 21 2010 02:33 WhistlingMtn wrote:
my one problem with paintball in broodwar was that ghosts autofire. I think you should have to target them. Was thinking, what if you turned off regular firing, gave them permanent full energy and made it so you had to use snipe.


Funny how you had to target in bw.


Maybe you played different maps, but as of 5 years ago, you didn't have to target. You could just walk around and kill.
Tenshuu
Profile Joined May 2010
United States7 Posts
May 20 2010 21:07 GMT
#26
On May 21 2010 05:58 WhistlingMtn wrote:
Show nested quote +
On May 21 2010 03:02 Pokebunny wrote:
On May 21 2010 02:33 WhistlingMtn wrote:
my one problem with paintball in broodwar was that ghosts autofire. I think you should have to target them. Was thinking, what if you turned off regular firing, gave them permanent full energy and made it so you had to use snipe.


Funny how you had to target in bw.


Maybe you played different maps, but as of 5 years ago, you didn't have to target. You could just walk around and kill.


The sniper paintball bald maps were NOT attack walkable, they were specifically made that you had to lock, minus the period of time with auto-click hacks (When you scanned over enemy unit, it would a+click for you, was pretty frowned upon)

Currently this map is on the right track. I haven't read the reply, if any, to my comment on your map page, but do you think you'll be able to work on making the fading fog? Some of the biggest skill depth of the game was based on fading fog so you could sneak behind a wall to shoot where others couldn't see you. --Luring ftw.

Just checking on your progress.
wanderer
Profile Blog Joined May 2007
United States641 Posts
Last Edited: 2010-05-20 21:13:35
May 20 2010 21:12 GMT
#27
In all seriousness though, I really do want the feedback of the Brood War competitive community on this one.


edit -- I'm not confident that I am able to edit the way fog is done in this game, however if can elaborate on what fading fog is more, I might be able to translate that into what I know about the Data tab in the editor. If I were able to create the fading fog effect, it would be with the Data editor.
Fuck you, I have a degree in mathematics and I speak 12 languages. (I called the World Cup final in 2008 btw)
Tenshuu
Profile Joined May 2010
United States7 Posts
Last Edited: 2010-05-20 21:18:42
May 20 2010 21:17 GMT
#28
On May 21 2010 06:12 wanderer wrote:
In all seriousness though, I really do want the feedback of the Brood War competitive community on this one.


edit -- I'm not confident that I am able to edit the way fog is done in this game, however if can elaborate on what fading fog is more, I might be able to translate that into what I know about the Data tab in the editor. If I were able to create the fading fog effect, it would be with the Data editor.


The way the fog worked in BW:

You would move in a direction, then pull your ghost back, and the vision in that area would linger for ~1.5 seconds or so (I cant remember exact timing, but you'll notice it when you go back to the old map). That was how the fog of war mechanics worked default in BW.

With the delay on fog like that, you could time yourself to move forward near a vision blocker (Middle cliff for example)so that you could see an open area, then walk back around behind the wall where you normally wouldn't be able to see on the other side, vision would stay for a little bit longer before greying back out.

You could use the mechanic to get a kill when nobody can see you, so a lot of the game turned into luring mind games, constantly doing forward ---backward, slightly more forward ---backward movements to see ahead safely.
wanderer
Profile Blog Joined May 2007
United States641 Posts
May 20 2010 21:29 GMT
#29
On May 21 2010 06:17 Tenshuu wrote:
Show nested quote +
On May 21 2010 06:12 wanderer wrote:
In all seriousness though, I really do want the feedback of the Brood War competitive community on this one.


edit -- I'm not confident that I am able to edit the way fog is done in this game, however if can elaborate on what fading fog is more, I might be able to translate that into what I know about the Data tab in the editor. If I were able to create the fading fog effect, it would be with the Data editor.


The way the fog worked in BW:

You would move in a direction, then pull your ghost back, and the vision in that area would linger for ~1.5 seconds or so (I cant remember exact timing, but you'll notice it when you go back to the old map). That was how the fog of war mechanics worked default in BW.

With the delay on fog like that, you could time yourself to move forward near a vision blocker (Middle cliff for example)so that you could see an open area, then walk back around behind the wall where you normally wouldn't be able to see on the other side, vision would stay for a little bit longer before greying back out.

You could use the mechanic to get a kill when nobody can see you, so a lot of the game turned into luring mind games, constantly doing forward ---backward, slightly more forward ---backward movements to see ahead safely.


I know what you're talking about now. I've noticed that the way the fog reappears here is pretty fast. I'll try to look in the Data Editor later on for something like that. I'm a bit busy irl at the moment.
Fuck you, I have a degree in mathematics and I speak 12 languages. (I called the World Cup final in 2008 btw)
Tenshuu
Profile Joined May 2010
United States7 Posts
May 20 2010 21:33 GMT
#30

I know what you're talking about now. I've noticed that the way the fog reappears here is pretty fast. I'll try to look in the Data Editor later on for something like that. I'm a bit busy irl at the moment.


fair enough. Can't wait to see what you can do with it. If you ever need any testing help, I'm Tenshuu.dread on the US server.

Lethargic might have some more stuff that I'm not noticing off the top of my head as well, he's just as familiar with the old sniper scene it seems and might recognize some mechanics I've forgotten about completely.
wanderer
Profile Blog Joined May 2007
United States641 Posts
May 21 2010 02:19 GMT
#31
fyi guys, I added two people to work on my map for me while I'm gone. I'll be away for at least 1 week. Hopefully they will make it work!
Fuck you, I have a degree in mathematics and I speak 12 languages. (I called the World Cup final in 2008 btw)
Bub
Profile Blog Joined June 2006
United States3518 Posts
May 21 2010 03:20 GMT
#32
Wow, mad job man! Gotta try this.
XK ßubonic
TheTuna
Profile Joined August 2009
United States286 Posts
May 21 2010 04:01 GMT
#33
Apparently UMS is going to be up with Patch 13! Can't wait to try this!
3oD[DaMeiN]
Profile Joined September 2009
24 Posts
May 21 2010 08:38 GMT
#34
Hmmm.. interesting..

Dunno how many people snipe on here for BW, but I currently make the current Sniper maps.. so anything you need let me know (info etc. etc.)

I don't have SC2.. so I can't test anything.. but I was wondering if you could test a few things for me?

I wanted to know how Dlocks, SHS and HS's work in Sc2, if at all.


Break-down on dlocks:

In Starcraft: Broodwar every 84ms the game checks if you target is in firing range, and if it is then it will fire.. but if not then you must walk closer to that unit to shoot. Now what a dlock does is resets that timer to 0-wait by doing two actions: The first can be anything more or less; Stop, Hold Position, Move, Attack-Move but the second must be the lock of the opposing unit.

Here is a video tutorial I made to help new players: YouTube Link

Notice how I don't slowly turn and shoot, I quickly do it. That's what a D-lock is.

Secondly, SHS. (Shift-Hack-Shot)

This is a glitch we snipers have discovered in Starcraft: Broodwar where you can kill an enemy without vision of him.

This is better explained in this video: YouTube Link

And lastly, HS (Hack-Shot) once again, shooting without vision but a little different.

YouTube Link


Also, is it true that the ghost in SC2 has a single-shot and double-shot option? If so, can this be used against two enemies, and not just one? For example, if you shoot a unit, you have a reload time (84ms) before you can fire again. BUT, a d-lock can nullify that timer, is this still needed or does the ghost in SC2 already fire 2x as fast with a lower cool-down rate?


As for the respawn aspect, how are you doing it, might I ask?
This is 10% luck, 20% skill, 15% concentrated power of will. 5% pleasure, 50% pain and 100% reason to remember the name
FalseLights
Profile Joined May 2010
1 Post
May 24 2010 21:08 GMT
#35
It's definitely a start, Great work!

For the record, the sniping community HQ is currently at Blizzboards.com. If you have questions about the ums map, you'll find the answers there.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
May 24 2010 21:13 GMT
#36
nice work! gonna try it out
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
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