Staredit Network > Forums > SC2 Assistance > Topic: [SOLVED] Terrain Heights
[SOLVED] Terrain Heights
Aug 7 2010, 7:34 pm
By: fat_flying_pigs  

Aug 7 2010, 7:34 pm fat_flying_pigs Post #1



I don't think what I want is possible, but..:
Is there a way to make 2 terrain areas be higher than each other. I want area A to effective act as high grounds compared to area B, and for area B to do the same to A. The point is that units must cross over to the other side to gain vision of that area.
The application of this is that a player can stack marines/ghosts on their side, then suicide a zergling into the opposing area and kill the enemy units with the vision gained from the zergling. However, for those ghost and marines to even stack up on that side w/o getting slaughtered, they must be on higher ground where the enemy units cannot see them.

Post has been edited 1 time(s), last time on Aug 7 2010, 10:11 pm by fat_flying_pigs.



None.

Aug 7 2010, 9:47 pm Syphon Post #2



Quote from fat_flying_pigs
I don't think what I want is possible, but..:
Is there a way to make 2 terrain areas be higher than each other. I want area A to effective act as high grounds compared to area B, and for area B to do the same to A. The point is that units must cross over to the other side to gain vision of that area.
The application of this is that a player can stack marines/ghosts on their side, then suicide a zergling into the opposing area and kill the enemy units with the vision gained from the zergling. However, for those ghost and marines to even stack up on that side w/o getting slaughtered, they must be on higher ground where the enemy units cannot see them.

Use LOS blocker doodads.



None.

Aug 7 2010, 10:10 pm fat_flying_pigs Post #3



Quote from Syphon
Quote from fat_flying_pigs
I don't think what I want is possible, but..:
Is there a way to make 2 terrain areas be higher than each other. I want area A to effective act as high grounds compared to area B, and for area B to do the same to A. The point is that units must cross over to the other side to gain vision of that area.
The application of this is that a player can stack marines/ghosts on their side, then suicide a zergling into the opposing area and kill the enemy units with the vision gained from the zergling. However, for those ghost and marines to even stack up on that side w/o getting slaughtered, they must be on higher ground where the enemy units cannot see them.

Use LOS blocker doodads.
Ahh, thank you. Lock topic.



None.

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[10:13 pm]
Oh_Man -- No APM in chess. Computer just outthinks the human by seeing more moves ahead and more permutations
[10:12 pm]
Oh_Man -- U reckon? Kasparov waa defeated by computer decades ago
[05:47 pm]
NimoStar -- If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
[05:34 pm]
NimoStar -- Well. The bot didn't come up with any new strategy. It just has superhuman micro. Hard to beat that. I reckon even the simplest dedicated chess engines are unbeatable for humans now.
[02:13 pm]
Oh_Man -- all g
[10:54 am]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider did u watch the entire video? it's not one game. it's currently dominating the ladder at number 1 position. do ur research first!
Oops, caught me there, no I haven't. :( I was imagining how the game went. Sorry for that. Watching it now. brb
[10:52 am]
NudeRaider -- NimoStar
NimoStar shouted: They were not "Unprepared" that was their fifth loss in a row against the bot. The other replays are also available
that doesn't mean he was prepared. When humans come around with new strategies it often takes weeks until the pros figure out how to shut it down. Oh_Man that's certainly a way more convincing argument for micro being "too good to beat".
[09:43 am]
DiearAnother -- wirefram
[08:35 am]
NimoStar -- Well, pros showed that long ago... half of zerg pros just ling muta rush
[08:35 am]
NimoStar -- " its shown is that you can trade 1000's of apm to make up for lack of strategy"
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