Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Help for new Naruto map
Help for new Naruto map
Feb 14 2014, 12:34 pm
By: Stranger  

Feb 14 2014, 12:34 pm Stranger Post #1



Hi there !

I'm working on a new Naruto fighting map since November 2013 and will do my best to make it an extremly attractive game.. However spells aren't always simple to make the way you want.

What I will need is your help (as player or mapmaker) and ideas.

So far, I've finished 5 characters out of 18 and all their spells (that's 63 spells).

My next character I'm working on is Neji and he already has some stuff.

Right now I'm a bit stuck with his Kaiten spell (Rotation) cause I'm not sure of the best way to make it about the damage part (the spell should damage everything that's close to him).

I had first imagined making appear Archons all over Neji to give the spell some damage for few secs. This works fine... except for when units surround already Neji. This way, only few archons are moved to his location but many of them are stuck in the Hidden-create-units-area cause there's no room for them on the grid.

Of course, I could use air units instead of Archons, or combine few Archons with air... But Archons alone should have fitted much better as a visual, so if any of you has an idea about it, I'd be glad.

Maybe you played some Naruto maps where Kaiten/Rotation si made different way and I just don't know about it yet.

I might need help for some other spells later as well, depending on what will result after my tests.

For those who don't know Naruto manga/anime, this is Kaiten



None.

Feb 14 2014, 7:57 pm Leeroy_Jenkins Post #2



I think your best option would be to use scarabs as a source of the damage. Scarab systems can be a tiny bit random sometimes (you may be able to perfect it), but they shouldn't really be affected by units surrounding the unit, which should be good for your purpose.

Here's a link to using scarabs, or the "Direct Damage System"

The basic idea here is you take computer controlled scarabs from a reaver that is attacking a building (because you cannot create scarabs through triggers), and teleport them to the location you want the damage. You then issue a teleport order once again to the scarabs to unwalkable terrain (water, a location off the map) which will cause them to blow up immediately, at the location where you first teleported them.

You would then just want to make sure your hero is allied to the owner of the scarabs, and the enemy is not, so that the splash damage gets distributed correctly.

Post has been edited 2 time(s), last time on Feb 14 2014, 8:10 pm by Leeroy_Jenkins.



None.

Feb 14 2014, 8:40 pm Stranger Post #3



Thanks Leeroy ^^

I've read a bit about the Direct Damage System. Never used it, but it might be a good thing indeed!

So if I get it right :

1) I put computer controled Reavers on the map and make them attack (will this work if the reavers are owned by the player himself as well ?)
2) I teleport the Scarabs that are out to a a location I want to damage (=> Neji)
3) I teleport the Scarabs again to a unwalkable location (water...) to make them explode where they first were teleported and do the splash damage

This seems simple so far, I'll have to test it a bit though.

Hmmm, what about if I want to make a larger radius explosion ? Is there a way to control how large the damage area will be (number of scarabs flying around maybe) ?



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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
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