Staredit Network > Forums > SC2 Custom Maps > Topic: Triggerless Turret Defence
Triggerless Turret Defence
May 17 2010, 1:25 am
By: Temp  

May 17 2010, 1:25 am Temp Post #1



I thought it would be a challenge to create a turret defence map using only the data editor turns out it is not incredibly difficult.

I completed this concept map in about 6-7 hours of work it is not a very complex and does have a couple issues but it does work as a TD map.

Since I did not work on it for very long this is all that happens right now:

- Marines are spawned (starts spawning 10 and then + 1 for each round)
- After all marines have been spawned it waits 10 seconds and then spawn more marines again
- Marines health goes up 1.5x each round
- Marines automatically head down the path to the end of the route
- Allows you to build missile towers along the path (provided you select the scv, and yes the missile turrets shoot the ground)
- When you kill a marine you gain 2 minerals
- You can build multiple missile turrets at once

What the map is missing:
- Starting minerals use a trigger (I think this one could be changed so a trigger is not needed. If anyone has any ideas let me know)
- There is no finish. Marines spawn forever and when a marine reaches the end nothing happens.
- Turret upgrades (this can be easily added)
- Adding different kinds of units spawning (this can be added easily)
- Upgrading things other then health (ex: armour or speed) (this can be done easily)

Edit: Updated to only use 1 trigger for defeat. Fixed a few other minor issues.

Some screen shots:





Attachments:
TriggerLessTD.SC2Map
Hits: 4 Size: 90.57kb

Post has been edited 1 time(s), last time on May 17 2010, 7:35 am by Temp.



None.

May 17 2010, 5:55 am Faku Post #2



Friend suggested that you make a unit that kills itself off to the side with a "free kill unit." "insta-explode, insta-free minerals."

Post has been edited 1 time(s), last time on May 17 2010, 6:17 am by Kyazu.



None.

May 17 2010, 7:36 am Temp Post #3



Someone on another forum suggested something similar. It is a great idea so I put it in.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[11:38 pm]
Symmetry -- :wob:
[04:56 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
[04:26 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?
[04:25 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.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
[2026-6-18. : 5:01 pm]
Ultraviolet -- :wob:
Please log in to shout.


Members Online: NudeRaider