Staredit Network > Forums > SC1 Map Production > Topic: Volcano Run [DJC]
Volcano Run [DJC]
May 3 2010, 3:32 am
By: DavidJCobb  

May 3 2010, 3:32 am DavidJCobb Post #1



Volcano Run [DJC]

The volcano.

Featuring:

Obstacles to destroy.


Obstacles to jump.
(And the lava can run up that ledge on the high dirt to get around it. There's no escape!)

And...




BLENDS.




Current progress:
Version 0 Draft 52
  • Revive system complete. Not tested in multiplayer, but works perfectly in theory.
  • Multiple spawn points that activate 30 seconds after being approached by a player, and remain active thereafter.
  • Awesome terrain that doesn't break vision.
  • Players stay in-game after winning or losing, allowing them to spectate and chat with each other.

Todo:
  • Post an in-game screenshot of the revised lavafall (now a magmafall).
  • Post an in-game screenshot of the dropship-powered revive system.
  • Keep testing the AI, and tweaking or removing extended terrain features as necessary to get it to work. (Seems like if the AI has multiple paths a ling can take, and it gets stuck, that causes a glitchy backtrack and "traffic jams"...)
  • Remove the debug flags before releasing!
  • Finish the end-of-game system. Losers an hero as Infested Terran for a defeat message (may simplify to a Beacon), while winners just walk into a green Beacon for a Victory trigger.


Attachments:
v0d31.scx
Hits: 7 Size: 197.22kb

Post has been edited 2 time(s), last time on Aug 8 2010, 10:13 pm by DavidJCobb. Reason: Progress update!



None.

May 29 2010, 5:58 am DavidJCobb Post #2



Got a friend that plans on helping with the Zerg AI. This map ain't dead yet!



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Jun 2 2010, 3:11 am Picturesque Post #3



For the suicide problem,

Are you using hyper triggers? If so, and you try the first way you mentioned, the suicidals won't go off. Instead have a death counter, I'd reccomend counting up to around the 30s - 50s, running the action, then resetting it. (with Hyper Triggers).



None.

Aug 8 2010, 10:08 pm DavidJCobb Post #4



This isn't dead yet! In fact, it's almost finished! Azrael.Wrath helped me months ago, and I recently regained interest. I've been testing the AI and removing some extended terrain that's been glitching it.



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Aug 9 2010, 7:42 pm UnholyUrine Post #5



lmao a legit volcano run :D



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Aug 10 2010, 2:33 am payne Post #6

:payne:

Nice blends, really!



None.

Aug 10 2010, 3:59 am DavidJCobb Post #7



Thank ya, guys.

Unfortunately, several of them (such as really narrow ramps) were messing with the lava's patrol AI, so some features had to be removed... But I have nearly all of the blends from this map and from Ash World projects in general inside a special brush palette, which IIRC is in the Brush Project. So check that brush out if y'all're interested in what went into the making of this map.

Post has been edited 1 time(s), last time on Aug 10 2010, 4:02 am by DavidJCobb. Reason: I accidentally a past-tense verb.



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Aug 10 2010, 5:50 am LoTu)S Post #8



This looks really nice! Is there gonna be different types of lava? Like a Devouring One instead of a ling. Even though it's on a proper lava terrain and awesome brushing, there has to be other factors that separate it from other Lava maps. Try to add a story, idk. :D



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Aug 10 2010, 6:34 am The Starport Post #9



Remember that it's not complete without periodic unplaceable errors, though. :D


It comes with the package.

Post has been edited 1 time(s), last time on Aug 10 2010, 6:41 am by Tuxedo-Templar.



None.

Aug 10 2010, 4:36 pm Roy Post #10

An artist's depiction of an Extended Unit Death

Quote from name:Tuxedo-Templar
Remember that it's not complete without periodic unplaceable errors, though. :D


It comes with the package.
WARNING: Unit Unplacable! (Lava                                                            Lava                                                            ) (6402, 213)

This is probably the only Volcano Run I've seen that uses blends. I clicked on the thread because I found it hard to believe such a simple map was in construction for so long, but I can see why now. Don't make it too hard; the most popular ones are the ones 'average' players can almost beat on their own. Your avatar seems to be frequent in obstacle decoration.

Post has been edited 1 time(s), last time on Aug 10 2010, 4:41 pm by Roy.




Aug 10 2010, 10:16 pm DavidJCobb Post #11



Haha, Roy, I finished the terrain ages ago. I just had AI problems, which Az helped me with via PM, but then I forgot about the map for months due to depression. :P And don't worry; crashed BCs aren't as common in the map as my four-or-so screenshots would make them seem.

Separating factors for the moment include other spawn points for the lava that activate when passed, and various hidden areas with rescueable Probes and the like.



None.

Aug 11 2010, 12:56 pm Azrael Post #12



I want this to be done sooooooooon :hurr:




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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
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[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]
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[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
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[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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