Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Static Grid Arena Teleportation
Static Grid Arena Teleportation
Aug 23 2009, 10:03 pm
By: Tank_7  

Aug 23 2009, 10:03 pm Tank_7 Post #1



Teleportation



Download Here

I just wanted to share this. It's really nice in that it uses something like 14 triggers for Player 1, though that should be incresed for speed with a few tiggers being copy stacked (see below for details)

Triggers are only done for Player 1 but can easily be duplicated in current versions of Scmdraft2 / Notepad.

A zergling on a "miniature map" decides where you will teleport, you burrow to teleport there. Currently the ability is given a cooldown of about 2 seconds.

To optimize speed, two triggers can be copy-stacked 6 times each in addition to the current single instances. In this map the static grid has an 8x8 resolution equally distributed around the map. The number of copy-stack triggers would always be [Dimesion - 1] for the system to always go in 1 hypercycle.
The triggers I refer to above are:
Collapse Box
[0][/0]



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Aug 23 2009, 10:34 pm theleo_ua Post #2



Haha - I can use this for teleport "slow" carrier to any part of map:)



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Aug 23 2009, 10:52 pm The Starport Post #3



Has anyone thought of layering multiple selections to 'zoom' in on a specific spot? Wonder how well that would work as an all-range selection system...



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Aug 23 2009, 10:59 pm Morphling Post #4



This looks very similar to projectile plotter. :ermm:



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Aug 23 2009, 11:14 pm Kaias Post #5



Quote from name:Tuxedo-Templar
Has anyone thought of layering multiple selections to 'zoom' in on a specific spot? Wonder how well that would work as an all-range selection system...
Yeah, but I haven't thought of any practical use for it.



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Aug 23 2009, 11:17 pm Tank_7 Post #6



I havent seen this projectile plotter, sorry
Anyways i'm not claiming to have made anything particularly original, but I thought it was really nice and efficient, probably best of arena type maps where terrain is not an issue and unit use is okay, as thats the one thing this system is guilty of.

Current map stats:
Triggers: 13
5 global triggers (3 of which are hypers)
8 player 1 triggers (so 8 triggers added per extra player you want)
Locations: 8
2 shared locations
6 player specific locations (so 6 triggers added per extra player you want)
Units: 83
64 shared units (static grid of burrowed zerglings)
16 player-specific missile turrets per player
1 player-specific zergling to control teleportation
1 player-specific other ground unit (could be also a neutral zergling actually) to check for burrowed status
1 player-specific character of any type who gets teleported
Total 19 units per player to be added.

Player-Resource Chart
# of Players ---- Triggers ---- Locations ---- Units
------ 1 ---------------- 13 ------------- 8 ------------- 83 --
------ 2 ---------------- 21 ------------- 14 ----------- 102 -
------ 3 ---------------- 29 ------------- 20 ----------- 121 -
------ 4 ---------------- 37 ------------- 26 ----------- 140 -
------ 5 ---------------- 45 ------------- 32 ----------- 159 -
------ 6 ---------------- 53 ------------- 38 ----------- 178 -
------ 7 ---------------- 61 ------------- 44 ----------- 197 -
------ 8 ---------------- 69 ------------- 50 ----------- 216 -



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Aug 24 2009, 12:56 am The Starport Post #7



Quote from Kaias
Quote from name:Tuxedo-Templar
Has anyone thought of layering multiple selections to 'zoom' in on a specific spot? Wonder how well that would work as an all-range selection system...
Yeah, but I haven't thought of any practical use for it.
I was considering using something like that for another Cannonballz map awhile ago, actually.



Anyone even still remember that map? I think I lost my copy of it...



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[03:29 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.
[08:35 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.
[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
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