Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Terrain Mechanics Questions
Terrain Mechanics Questions
Jun 6 2008, 3:48 am
By: Kidz.Gone.Wild  

Jun 6 2008, 3:48 am Kidz.Gone.Wild Post #1



Is 'High Raised Jungle' and 'High Temple' considered high ground in relation to 'High Jungle' or 'High Dirt'?
Do units fighting from 'HRJ' & 'HT' receive the high ground terrain benefits when fighting units on 'HJ' or 'HD'?

Is there any way to make 'High Temple' buildable in game? (not placeable in map editor which I am aware of, but able to be built upon during game play)

What are the exact and complete effects of high and low ground on units? I know units on low ground miss a certain %, but what are the exact figures and what other effects does it have?

I looked around for all this info but couldn't find it anywhere.



None.

Jun 6 2008, 3:54 am fritfrat Post #2



High raised jungle is the same height as high dirt, but high temple isn't. A full list:

http://www.staredit.net/wiki/Terrain_Height

There is no way to make high temple buildable in game. Also, I believe I read somewhere that the percent was 70% hit accuracy, but I do not know this for certain.

EDIT: 70% was correct, assuming it hasn't been changed. This was on blizzard's apparently-not-completely-useless website :)
http://www.battle.net/scc/GS/hc.shtml

EDIT#2: I missed other effects it had. Mainly, it's just the hit percentage.. if you use square terrain the pathfinding can really mess up if you clash low and high terrains together, but besides that, there really isn't that big of a difference.

Post has been edited 1 time(s), last time on Jun 6 2008, 4:00 am by fritfrat(U).



None.

Jun 6 2008, 3:55 am New-Guy Post #3



I believe that High Raised Jungle is the same as High Jungle, whereas High Temple is higher than anything else.
You cannot build on High Temple, but if you place buildings on it in the Map editor, it should be in the game.
I'm not sure what there %'s are, so I can't help you there. Maybe a modder would know.



None.

Jun 6 2008, 6:10 am Kenoli Post #4



I did some tests that put the hit rate against higher ground at about 53%.
There's also a certain chance for attacks to miss regardless of terrain. The normal hit rate seems to be something like 99.6%.

Someone should attempt to verify those results for me.



None.

Jun 6 2008, 6:12 am NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Yeah you can preplace units on non-buildable terrain, but you'll need an advanced editor like scmdraft for that.

There's also a trick of destroying a building and then sc thinks for a split of a second this space is buildable, even if it isn't (e.g. stacked buildings). Maybe that tricks also works for unbuildable terrain, though you'll need to have another building there before it. I'm not sure though




Jun 6 2008, 8:02 am Kidz.Gone.Wild Post #6



Great that's exactly what I needed to know.
So I guess there is no way to have this setup in a game?

3 Tiers in a row, all buildable in game:
Low Ground | High Ground | Higher Ground
Like a stairway.

*sniff* I think the answer is no.
Why must they impose so many unnecessary limitations...



None.

Jun 6 2008, 9:35 am Kenoli Post #7



I guess they weren't thinking of what we'd want to do in ten years.



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Jun 6 2008, 6:40 pm Falkoner Post #8



Quote
There's also a trick of destroying a building and then sc thinks for a split of a second this space is buildable, even if it isn't (e.g. stacked buildings). Maybe that tricks also works for unbuildable terrain, though you'll need to have another building there before it. I'm not sure though

Is it only for a split second? I thought that it becomes permanently buildable, until something else is built there, or is that only when it's stacked on other buildings on walkable terrain?



None.

Jun 6 2008, 6:56 pm fritfrat Post #9



It makes it permanently buildable, but that method only works on buildable terrain.



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