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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[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
[02:58 am]
Vrael -- all the stuff I've said below is based on the actual gameplay vs some strong human performers, seems like the bot just has unfair advantages, but its also doing some cool stuff
[02:57 am]
Vrael -- NimoStar
NimoStar shouted: If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
I mean human brains trained the bot too, its not completely infeasible for the bot to actually be strong in certain scenarios
[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
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