Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Mobile Grid Generator
Mobile Grid Generator
Jul 4 2010, 4:32 am
By: goobie  

Jul 4 2010, 4:32 am goobie Post #1



Hey all! I wasn't really sure where this should go, map showcase, mapping tools, mapping assistance? Anyway, I got tired of making new triggers every time I wanted to see what a new mobile grid would look like, so I made a map that will generate them in-game! I'm not sure if this has been done before, I didn't think to check until I was all but finished with it. Now it seems like a real waste not to share it. It's handy for experimenting with different mobile grid possibilities (literally every combination of units is possible), and for learning about how unit placement in SC works at the most basic level. It can easily be extended to make grids with more than 30 units (the current maximum), but usually by 30 you're getting Unit Unplaceable errors.

Here's the link. Hope it's helpful, and enjoy!
MobileGridTester 1.0beta



There's got to be something more to life than being really, really, ridiculously good looking...

Jul 4 2010, 7:02 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Units are always created on the center of the nearest 16x16 tile if there is a unit in the center of the location blocking the path. Therefore any location can be moved to any 16x16 tile using alternating 1.5x1.5 and 1x1 grids.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 4 2010, 11:39 pm goobie Post #3



Quote from rockz
Units are always created on the center of the nearest 16x16 tile if there is a unit in the center of the location blocking the path.
If this is true, all units would be usable for creating perfect mobile grids of sizes divisible by .5 (Perhaps with a few holes). This is not the case.

This does not explain the grid for arbiters, which create a perfect 1.5x1.5 grid. The order is
7 6 5
8 1 4
9 2 3
Spots 4, 6, and 8 are all closer to the center than 3 , 5, and 7, and the former should be placed before the latter by that rule, even if you sum the x and y displacement instead of calculating the exact distance.

Quote from rockz
any location can be moved to any 16x16 tile using alternating 1.5x1.5 and 1x1 grids.
Clever, I like this.



There's got to be something more to life than being really, really, ridiculously good looking...

Jul 5 2010, 3:52 am Falkoner Post #4



This is pretty sweet, although, have you added a fix for the offset glitch?



None.

Jul 23 2010, 3:03 am goobie Post #5



offset glitch? like when you're at the edge of the map?
I'm working on making it so you can move the spawn location around and intend to make the location 1x1 so you can get it good and close to the edge and see what grids do along the sides of the map

I apologize for how long between posts I've been, I've had some issues with my internet and not had connectivity long enough to do anything substantial.



There's got to be something more to life than being really, really, ridiculously good looking...

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[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.
Please log in to shout.


Members Online: O)FaRTy1billion[MM]