Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [Idea] Lurker Pullbacks?
[Idea] Lurker Pullbacks?
Feb 12 2009, 12:00 am
By: Chicago-Ted  

Feb 12 2009, 2:42 pm rockz Post #21

ᴄʜᴇᴇsᴇ ɪᴛ!

Lurkers' attack range is 6, so you will want a 12x12 location.

Also, you only move the ling under the marine when the ling is no longer under the marine. That means the marine pauses every 15th frame or so, rather than every other frame when moving at full speed. It's not much of a disadvantage at all...



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 12 2009, 4:25 pm NudeRaider Post #22

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Pyro, the slowdown of the Marine is only "incredible" when you center the ling every trigger loop. Rockz and I mentioned methods that make the slowdown negligible.
And using a cloaked unit is out of the question since it will always block your way. Also, cloaked units too, have a visible death animation, while imo a blood stain is quite believable if you have just been pierced. ;)
However it would be possible to use a stackable, cloaked ghost. Don't know if that would also cause a slowdown. But my intuition says yes.

Quote from rockz
Lurkers' attack range is 6, so you will want a 12x12 location.

Also, you only move the ling under the marine when the ling is no longer under the marine. That means the marine pauses every 15th frame or so, rather than every other frame when moving at full speed. It's not much of a disadvantage at all...
Alright, 12x12. :P

The disadvantage of moving the ling only when necessary is that you need a 2nd, larger location so you recenter the right ling, which could cause the "wrong" ling (of another Marine nearby) to get centered. So to avoid that, maybe you should create a new ling and have a seperate trigger remove the useless lings. Although I'm not sure if creation of so many lings wouldn't cause lag.




Feb 12 2009, 6:26 pm Chicago-Ted Post #23



Thanks guys! These are some awesome replies!

btw, Pyro. The "Rope" thing is the Smokers tongue, if you haven't noticed it comes out of his mouth. xD

I don't necessarily know if I want the scarab effect, although it would work, remember that the lurker is constantly moving, so I would also need the scarab locations to constantly move with the lurkers location, but the scarabs location couldn't center on anything, so it would just randomly go everywhere.

Mind you guys, I've only been map making for a couple of months, the most advanced thing I've done so far is a Defense game like Tofu Defense, and a Cat vs Mouse game, most of it was trial and error and looking at other maps triggers to understand what they do.

I'll see what I can do, but for "Mobile Grids" and "EUD" that stuff is completely new to me, so it'll take me awhile to understand what they do.



None.

Feb 12 2009, 10:19 pm rockz Post #24

ᴄʜᴇᴇsᴇ ɪᴛ!

Don't bother with EUDs. They're a fancy term used to describe anything you can't do with normal triggers. While powerful, they are often times useless and impractical.

As for the problem with centering the ling, if you only have 4 players, you can use p9-12 to differentiate the lings, and use devouring one if you need more/some other unit. Defiler would probably be best due to the lack of computer being able to use them properly.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 13 2009, 12:29 am Chicago-Ted Post #25



This is what I'm thinking so far, I haven't totally begun making anything yet, I have sketched out the map layout, and I'm seeing what kind of units I can get for the best outcome.

At first, I was thinking "I should make them all the same unit, to show that they were survivors" but that would look sloppy and unprofessional.

Starting Level Guns:
- Starting shotgun
- Starting Uzi

Later upgrades:

- Assault Rifle
- Hunting Rifle
- Auto Shotgun

I may use 3 ghosts, and 2 marines. Sure, I guess I could use Duran/Stukov/Ghost and Marine/Raynor.

The terrain will most likely be installation, because the first campaign is all based on a city, and I will need to have the most "City" looking terrain possible, the second campaign is a rural train station setting, so I will need grass/installation for the second part.

If anybody here has played Left 4 Dead, I would like any ideas or suggestions you could give me.



None.

Feb 13 2009, 2:45 pm JaFF Post #26



Quote from Elvang
Possible. Create/move a ling with 1 hp constantly under the marine. When the ling dies create a mobile grid the size of the lurkers attack range on the lurker. Detect where the marine is via the mobile grid, then have a trigger for each possible location that will move the marine one tile closer to the lurker. Finally recreate the ling under said marine, and let the whole thing unfold again.

If your worried about slowing down the marines because of the constant ling movement, you can move the ling only every other or every third trigger cycle.
There is a simpler way: use a moving invisible wraith to move the marine towards the lurker.



None.

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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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