Staredit Network > Forums > SC2 General Discussion > Topic: SEN StarCraft II August Map Contest
SEN StarCraft II August Map Contest
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Jul 27 2010, 6:59 am
By: DevliN
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Aug 14 2010, 8:07 pm Ahli Post #41

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Centreri
They don't.
Could someone define "high and low tide on a lake", please?




Aug 14 2010, 8:39 pm Temp Post #42



Quote from Centreri
Theoretically possible, completely impractical. Imagine... a grid of 50 regions with "unit enters" triggers for each. It can work, but why would you WANT to do it. You can make similar-looking terrain, anyway.

Anyway, good to see people caring about this thing. :)


really the best way I see of doing it is create terrain that fits just under the rocks anyway.



None.

Aug 14 2010, 8:40 pm Temp Post #43



Quote from Ahli
Quote from Centreri
They don't.
Could someone define "high and low tide on a lake", please?

Quote from payne
Secondly, learn what's a tide: one side of the river is higher than the other, due to the attraction of the moon.
In the facts, the main point of the problem is to make the water's height vary on a certain slope equation (varying in the time, in the case of the simulation).




None.

Aug 14 2010, 10:04 pm Centreri Post #44

Relatively ancient and inactive

Quote from Temp
really the best way I see of doing it is create terrain that fits just under the rocks anyway.
Quote from Centreri
If I were to guess at how it would have to be done, I'd say heavily-edited textureless terrain. Good luck with that.
///
From http://www.staredit.net/topic/11790/

:awesome:

I don't know what Payne expected for that, honestly. I gave him the answer there, make the terrain and pretend you're stepping on the doodad. Maybe he was expecting...

CONVERT DOODAD TO TERRAIN FUNCTION?



None.

Aug 15 2010, 3:17 am payne Post #45

:payne:

Quote from Centreri
Quote from Temp
really the best way I see of doing it is create terrain that fits just under the rocks anyway.
Quote from Centreri
If I were to guess at how it would have to be done, I'd say heavily-edited textureless terrain. Good luck with that.
///
From http://www.staredit.net/topic/11790/

:awesome:

I don't know what Payne expected for that, honestly. I gave him the answer there, make the terrain and pretend you're stepping on the doodad. Maybe he was expecting...

CONVERT DOODAD TO TERRAIN FUNCTION?
Lol, did not think of it. Don't feel like reading through all the replies of the topic to ensure you had mentioned this ealier.
Well, I failed on this one too. :><:

... BUT! In fact, to be a perfectionist, there's kind of a little cavern at the bottom. It'd prevent you from doing that little terrain trick. :P

(Yes, I pretty'd it up a bit. :P)



None.

Aug 15 2010, 3:25 am Temp Post #46



Wouldn't prevent, would only make different. You could easily transport units going into a cave to another part of the map like in SC1. And it could still look ok I think. (just make sure its a flat wall behind that looks like it is ground (or darkness).



None.

Aug 18 2010, 3:31 am Temp Post #47



Could we get some better clarification on problem #1? Not really sure what is supposed to happen for that one.



None.

Aug 18 2010, 3:34 am Jack Post #48

>be faceless void >mfw I have no face

Quote from Temp
Could we get some better clarification on problem #1? Not really sure what is supposed to happen for that one.
Sounds to me like the flower head or tree head is supposed to rotate 360 degrees as if it's constantly turning to face the sun.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Aug 18 2010, 4:22 am Centreri Post #49

Relatively ancient and inactive

.... So... every daycycle/360 rotate one degree.

Yeah, that's worth as much as a projectile system. : /

Post has been edited 1 time(s), last time on Aug 18 2010, 6:15 am by Centreri.



None.

Aug 18 2010, 6:27 am payne Post #50

:payne:

Problems #1 implies the use of the day/night cycle.
It also implies the use of a forest (not obligated to be enormous).

From there, your goal is to make the trees rotate based on the sun's movement so they always have the most leaves leaning toward the sun.



None.

Aug 18 2010, 6:28 am Jack Post #51

>be faceless void >mfw I have no face

Quote from Centreri
.... So... every daycycle/360 rotate one degree.

Yeah, that's worth as much as a projectile system. : /
I assume the days would be sped up so there'd be a noticeable difference. It wouldn't be an actual 24 hour animation. And there's nothing wrong with it, it shows how to do small-level animations with doodads and such, with triggers or data editing or actual animation editing.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Aug 25 2010, 2:49 am payne Post #52

:payne:

Only one week left.
Anyone plan on trying to solve more problems? :/



None.

Aug 25 2010, 5:41 am Temp Post #53



Well I will submit an answer for number 12. This uses the data editor only. In the map I have only added it to roaches but it is simple to do for any unit.

Attachments:
BurrowDeform.SC2Map
Hits: 6 Size: 24.31kb



None.

Aug 25 2010, 12:42 pm payne Post #54

:payne:

Nice work, though could be smoothed, I think.

Eligible and accepted. :)



None.

Aug 29 2010, 12:30 am payne Post #55

:payne:

Only 3 days left! :/



None.

Aug 29 2010, 7:02 pm Roy Post #56

An artist's depiction of an Extended Unit Death

The world's worst solution to question #2:




Aug 29 2010, 8:48 pm Roy Post #57

An artist's depiction of an Extended Unit Death

I'm actually kind of proud of this one: Question #13, although already answered twice, I believe. I did it only via triggers; the only data editing was setting the unit's vision to 0. I didn't use dummy units.

I also decided to make it scalable based on unit size (larger units have larger flashlights). I put a few marines, a Hellion and a Thor on the map so you can see the difference. They all use the same trigger, and in theory, any other unit will work with the trigger, permitting you set their default vision to 0.

Edit: Yeah, I think I'm done. The other questions aren't very interesting.

Post has been edited 2 time(s), last time on Aug 29 2010, 8:56 pm by Roy.




Aug 29 2010, 9:53 pm payne Post #58

:payne:

Quote from Roy
The world's worst solution to question #2:
Not acceptable. You've only changed the height of the cliffs. The point is to really get to over-pass 3 cliffs.

Quote from Roy
I'm actually kind of proud of this one: Question #13, although already answered twice, I believe. I did it only via triggers; the only data editing was setting the unit's vision to 0. I didn't use dummy units.

I also decided to make it scalable based on unit size (larger units have larger flashlights). I put a few marines, a Hellion and a Thor on the map so you can see the difference. They all use the same trigger, and in theory, any other unit will work with the trigger, permitting you set their default vision to 0.

Edit: Yeah, I think I'm done. The other questions aren't very interesting.
You did an amazing job on that one! O_O



None.

Aug 29 2010, 11:50 pm Roy Post #59

An artist's depiction of an Extended Unit Death

For not liking my #2 solution, I did the puddle/evaporation one.




Aug 30 2010, 1:15 am Roy Post #60

An artist's depiction of an Extended Unit Death

Here's a simulation of a dam rupture, although there is a gap between the water for a brief moment. It could be covered with effects and whatnot, but I didn't include them. I did use explosions because the doodad I used didn't have a kill animation.

It occurs at the top-right.




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