Melee map making – tips, tricks and snippets
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Freakling
Germany1525 Posts
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Freakling
Germany1525 Posts
As with all obstacles you can throw a Reaver's way there is a certain tendency for Scarabs to dud out and these gaps are considered passable by the game engine, so autopathfinding will try to move units through and make them "bug out", but still the prospect of having Reavers dropped on actual unreachable cliffs is scary. Download proof of concept map, play with UMS settings and enjoy the show! | ||
funnybananaman
United States830 Posts
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zerglingling
131 Posts
wtf is the point of this map? Animal abuse, of course. | ||
JungleTerrain
Chile799 Posts
Edit: that picture above would be more informative to your question if you were to look at the ramp in-editor with mini tile height overlay turned on and then compared with a ramp facing down. On another note, looking forward to more of these snippets Freakling! | ||
Freakling
Germany1525 Posts
I'll try and give the explanation tomorrow (well, the best I currently have, at least). Until then feel free to come up with your own though. I should probably also write some more useful stuff (mechanics, how to?, what is it good for?) for the last snipped and add a proper OP… Maybe tomorrow. | ||
ne4aJIb
Russian Federation3208 Posts
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Freakling
Germany1525 Posts
At this point I have pretty much switched from in-game testing to in-editor analysis with only occasional, very specific in-game testing of pathfinding to confirm specific cases and thus further deepen my general understanding of its workings. | ||
Freakling
Germany1525 Posts
So instead here's another little thing I have lying around: my demo for the Ultra vortex bug, a variant of the infamous vortex bug (please don't ever call it "ramp vortex" or, even worse, "Goon vortex", as neither ramps nor Goons have anything to do with it in particular. These things can happen anywhere near impassable ground and affect all ground units) that only affects Ultraisks because of their oversize collision boxes. Just unburrow the Lurkers and wait a few seconds, then reburrow the Lurkers (kill the Eggs, if you like) ; note how all the Ultralisks get stuck against the unwalkable cliff to the right but none of the Lurkers are. | ||
Freakling
Germany1525 Posts
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Freakling
Germany1525 Posts
+ Show Spoiler [show sample] + 128×128 grid (for your typical melee map formats) 256×256 grid (in case you plan for something bigger) Just download the size you need and print it out. | ||
LG)Sabbath
Argentina3022 Posts
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Freakling
Germany1525 Posts
So we all know these pesky vortices as game-destroying bugs by now. But sometimes they can and should actually be put in a map on purpose – to prevent adventurous players from being able to exploit the BroodWar's terrain collision handling for even greater effect. This map demonstrates an exploit that can actually be done on many melee maps (if you know the right drop holes), the Lurker Catapult (although it can get any other unit over unpassable terrain too, as long as you can burrow stack them ; or place them on top of a burrow stack). It also demonstrates how a vortex in the right spot can act as a very effective and clean means to prevent this from happening. Notes to players:
Notes to map makers:
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Leonix
161 Posts
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Freakling
Germany1525 Posts
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Freakling
Germany1525 Posts
Miss Creep spawners that Blizzard took away from us? Well, forget about those clunky, impractical Creep spawners then. Permanent Creep Beacons is the new deal! | ||
LUCKY_NOOB
Bulgaria1335 Posts
On June 23 2019 08:43 Freakling wrote: Go eat some Scarabs, cheater. hahaha Praise the Freakling! \o/ I agree map exploits and funky hops and stuff should be encouraged and possible on ALL maps. | ||
vOdToasT
Sweden2870 Posts
On May 18 2018 23:52 Freakling wrote: Sorry, I am not really keeping my promisses to explain anything, but among other things, a certain topic got in the way… So instead here's another little thing I have lying around: my demo for the Ultra vortex bug, a variant of the infamous vortex bug (please don't ever call it "ramp vortex" or, even worse, "Goon vortex", as neither ramps nor Goons have anything to do with it in particular. These things can happen anywhere near impassable ground and affect all ground units) that only affects Ultraisks because of their oversize collision boxes. Just unburrow the Lurkers and wait a few seconds, then reburrow the Lurkers (kill the Eggs, if you like) ; note how all the Ultralisks get stuck against the unwalkable cliff to the right but none of the Lurkers are. There's a variation that only affects ultralisks? What should we call the variation that works on other units if not the ramp vortex? I've had ultraling get stuck on the infamous FS ramp on 12, and also seen Bisu's protoss units gets stuck there. I think even Terran mech has gotten stuck there once or twice. | ||
Freakling
Germany1525 Posts
On December 24 2022 07:41 vOdToasT wrote: There's a variation that only affects ultralisks? What should we call the variation that works on other units if not the ramp vortex? I've had ultraling get stuck on the infamous FS ramp on 12, and also seen Bisu's protoss units gets stuck there. I think even Terran mech has gotten stuck there once or twice. You can group vortices by unit size steps, if you like, depending on how many minitiles their bounding boxes cover: - Zergling vortices (anything can get stuck) - Ghost vortices (only Lings can escape) → this is the majority of cases - [basically whatever else] vortices (only Lings and Ghosts can escape) - Ultra vortices (only Ultralisks get stuck) However, it's probably not useful to make these distinctions… | ||
LUCKY_NOOB
Bulgaria1335 Posts
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