Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Unit restrictor terrain
Unit restrictor terrain
Feb 10 2010, 4:08 pm
By: Aristocrat  

Feb 10 2010, 4:08 pm Aristocrat Post #1





I made terrain that only small units can walk through. Attached is a map containing all non-hero ground units in existence.

Units that can walk through the terrain are:
-Drone
-Zergling
-Broodling
-Hydralisk
-Infested Terran

-SCV
-Marine
-Firebat
-Medic
-Ghost

-Probe
-Zealot
-High Templar*
-Dark Templar**

*Although high templars may move through the terrain horizontally and vertically, their pathing AI is screwed over so that they are inclined to only move horizontally through this terrain 90% of the time.

**Dark templars cannot walk through this terrain horizontally. They may, however, walk through it vertically. Ordering a dark templar through this terrain causes it to leave the terrain, move horizontally, and re-enter the terrain at the correct column.

Either type of archon summoned on top of this type of terrain from their respective templars becomes stuck and essentially disabled in movement (constantly rotating in place). Archons seldom fire and DA spells are only castable with a limited probability (since it has to be facing the spell when it casts).

Units will usually not move diagonally through this terrain, rather taking a zigzag path of horizontal and vertical moves. It does not seem to impede movement speed.

Units that do not fit are:
-Lurker
-Defiler (surprisingly)
-Ultralisk

-Vulture
-Siege tank (either mode)
-Goliath

-Dragoon
-Reaver
-Both types of Archon (unless merged from templars on top of this terrain)

Now, what can I possibly do with this...

EDIT>
-Spider mine and scarabs travel slightly slower than normal through this terrain.
-Speedlings and speedlots can outrun scarabs since scarab pathing is slightly inferior.

Something VERY interesting happens when you mutate lurkers from hydralisks on this map...

Attachments:
Terrain Restrictor.scx
Hits: 12 Size: 45.17kb

Post has been edited 1 time(s), last time on Feb 10 2010, 4:28 pm by doomedrusher.



None.

Feb 10 2010, 4:27 pm Gigins Post #2



Nothing special really. So what seems to be the problem? This is UMS assistance forum after all.
Edit: Oh nevermind.



None.

Feb 10 2010, 9:01 pm ImagoDeo Post #3



Quote
-Siege tank (either mode)

Um, siege tanks in siege mode can't move.

EDIT: Look what I did!



36 Lurkers stacked on one of those terrain squares. It's much more interesting in-game - they move constantly, and it looks like... well, I don't know what it looks like. Go do it for yourself.

AND:



An archon stacked on top of a dark archon. Playing with this thing is fun, doomed! Thanks.

Post has been edited 2 time(s), last time on Feb 10 2010, 9:30 pm by ImagoDeo.



None.

Feb 10 2010, 10:10 pm Aristocrat Post #4



http://www.youtube.com/watch?v=NoXZhgGfU50



None.

Feb 10 2010, 10:29 pm Neki Post #5



Reminds of this tile in the map Kerrigan's Fall From Grace, the computer version. The computer managed to stack like 200 units on one tile right outside my base. Tiles are very finicky, I also have a tile on my Lost Souls RPG where the hero can get stuck after using Mud, and there's no way to get out naturally. >.>



None.

Feb 11 2010, 12:06 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

camstudio or fraps, bro.



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

Feb 11 2010, 12:34 am Aristocrat Post #7



Quote from rockz
camstudio or fraps, bro.

I used camstudio; watermark was from cropping.

DDoS VidCrop website pl0x.



None.

Feb 11 2010, 6:52 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

ah, then movie maker or virtualdub?



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

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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.
[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.
[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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