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 Tron: Space Trails

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Pat1487
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PostSubject: Tron: Space Trails   Sun Apr 25, 2010 1:56 pm

Description:

4 player tron
Out maneuver your opponents and be the last person alive

Completion: 70%

The core game is finished and playable but requires testing

To Do:

Better looking trails
Menus
Game modes
Power-ups
Custom sounds
Custom models


Last edited by Pat1487 on Mon Apr 26, 2010 11:13 pm; edited 2 times in total
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AmAzIn[G]
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PostSubject: Re: Tron: Space Trails   Sun Apr 25, 2010 7:29 pm

PAT ILL PLAY NEXT WEEKEND! :DDD

friend was out of town this weekend Surprised
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Achilles.42
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PostSubject: Re: Tron: Space Trails   Sun Apr 25, 2010 10:49 pm

if you complete this map pat, i will be very, very, disapointed in you... all this time holding your record of not being able to finish maps, just to throw away your map virginity on a BETA of all things...

but if you do finish... you should save the reply so people like me without sc2 can see how it turns out. Smile
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Pat1487
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PostSubject: Re: Tron: Space Trails   Sun Apr 25, 2010 11:26 pm

Lol

Maybe ill make a video
I didnt cause it sucks with 1 person, theres nothing really to see

Also all the trails are the same color, im still working on a way to make them better
Beams stop showing up if your cam goes to far away from the source, and making a bunch of beams at certain places to fix that just doesnt seem practical

Plus even if i use beams id be stuck with 1 color (the void ray beam is the only one that will stay up, and i dont know how to change the color)

Right now im just going to try to swap the model that the trail is using with different colors
Im using the test sphere model, because any other models lag it up bad with really long trails

If anyone has any ideas for the trails let me know
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Achilles.42
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PostSubject: Re: Tron: Space Trails   Sun Apr 25, 2010 11:33 pm

do something fancy with terrain? so it changes the terrain as it goes
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Pat1487
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PostSubject: Re: Tron: Space Trails   Sun Apr 25, 2010 11:46 pm

I want something 3d though, not just terrain

Although i might be able to raise the terrain into a slice, like how tron has it in the movie, then make that part of the terrain a different color

Maybe ill play around with it later



Seren showed me a neon tube model which works really well
It even comes in 4 colors, its almost like blizz put this model in just for me

But the problem is that its rectangular, and this rectangular shape causes the trail to end and being in a weird way when you turn

Ive been trying to work around it
Ive tried scaling the ones at the end when you turn so they match up
Ive tried repositioning them when your turn so that they match up
Ive tried making them really small and just making 100s to force them to match up (this works but that many units start lagging)

Heres a screen shot of how it looks right now


Thats without the scaling or any of the other things i tried to do to get it working right
Ive had a bit of success by scaling them

Also in game the red is more vibrant, for some reason the screenshot doesnt capture the lighting


Last edited by Pat1487 on Mon Apr 26, 2010 11:02 pm; edited 2 times in total
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AmAzIn[G]
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PostSubject: Re: Tron: Space Trails   Mon Apr 26, 2010 10:14 pm

That's weird. You made tron a unit with a beam of light following behind him Surprised.
i always thought it was more like a unit that moved on a very tiny grid and the beam of light followed it if that makes sense. The beam followed the points, not so much the unit and the unit triggered the points.

Anvio made a thing that had a channeling spell instead of setting a unit down as the beam of red. So there would be no need to make the corners fit. I bet it would be even easier in sc2 to incorporate. :O

You prolly wouldn't do this becuz you've already done a shitload of work lol.
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Serenity09
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PostSubject: Re: Tron: Space Trails   Mon Apr 26, 2010 10:24 pm

ok well I think the way youre doing it could actually work but, and this might be completely retarded, heres another idea.

make each path 1 neon tube. now as you said simply scaling it up as your guy moves wouldnt work so what you would do is...:
have two points. one is the lightcycle and the other is the vertex of your last turn. the size of neon tube would equal the distance between those two points (super psuedocode, but it seems very doable). the position of the neon tube would be in the middle of the distance between your lightcycle and the position of the last turn, and once you turn again this neon tube would become concrete, the point of last turn would be updated to the position of your light cycle at the turn and the game would keep going.
To do this efficiently and keep it smooth, you would have to update it regularly - im not sure if the tradeoff between lots of trigger repitions over lots of units is worth it (this method versus the place as you go method). a understated detail is updating it to the size you want. i've had very little time to go over the new gui interface but i suspect that even if its not a premade method, you may be able to find a conversion factor to make the percent increase work for you. the middle of your last turn is a piece of cake, even if its not already in the gui database. for that you could do any number of things, probably the most reliable being comparing the x/y coordinates of the last turn point and the current location point and seeing which match up. then you just take the two that dont, add em, divide by two and you have your new value + the constant one you already had. ex for a straight verticle line: pt of last turn (100, 54), current position (100, 46), middle of (100, 50)
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AmAzIn[G]
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PostSubject: Re: Tron: Space Trails   Mon Apr 26, 2010 10:40 pm

another thing that may or may not help would be that roller coaster game. He found a solution to the exact same problem as your facing right now. :O
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Pat1487
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PostSubject: Re: Tron: Space Trails   Mon Apr 26, 2010 10:44 pm

Oh i see what your going for, you didnt explain it nearly as well in the chat as you did here

The only problem is that it uses a % for the scale
Im not sure how you could make the percentage increase needed to match the rate your moving to keep it looking right

Also im not sure how well the collision will handle such an odd shaped unit

Ill give it a shot though


EDIT:
Yeah the collision doesnt work with 1 long model, you can pass right through all of the edge until you come to the center of the model
Collision works in squares or maybe circles, but definitely not long rectangles



Thats 1 long unit, and your able to pass through most of it

I guess i could change it up so that it makes regions as you go and just have the tube be the effect for the trail and the regions would be how you die

But i dont feel like working on it right now, probably tomorrow
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AmAzIn[G]
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PostSubject: Re: Tron: Space Trails   Tue Apr 27, 2010 3:30 pm

MAKe surE YOU FINISH IT BY SATURDAY/FRIDAY! or ELSE! Very Happy
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Knight of Gods
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PostSubject: Re: Tron: Space Trails   Thu Apr 29, 2010 6:27 pm

was you making this any way influenced by tron legacy?

also:

Tron

couldn't get it to post here so i just linked to it
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Pat1487
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PostSubject: Re: Tron: Space Trails   Thu Apr 29, 2010 11:05 pm

Sorta

See, we were talking about movies, tron came up, i posted a flash game similar to yours in the thread we were talking about tron in
Nomor picked up on it and started making a wc3 tron map
I wanted to do some work for it but i had said i wasnt going to work on anymore wc3 maps directly anymore

So i decided to make it in sc2 when the editor came out
I didnt intend it to be my first sc2 map, but this one ended up being the easiest idea i had for a game (other then a maze, but i still dont want to do patrols in mazes)
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Knight of Gods
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PostSubject: Re: Tron: Space Trails   Thu Apr 29, 2010 11:09 pm

you dont want to do patrols in mazes? you mean you want to completely revolutionize mazes?
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Pat1487
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PostSubject: Re: Tron: Space Trails   Thu Apr 29, 2010 11:12 pm

I mean i dont want to, but theres almost no way to get around it
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AmAzIn[G]
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PostSubject: Re: Tron: Space Trails   Thu Apr 29, 2010 11:15 pm

SHOCKWAVE! REPLACE THE SHOCKWAVE MODEL WITH TROLLS! Very Happy
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Pat1487
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PostSubject: Re: Tron: Space Trails   Sun May 02, 2010 2:07 am

I havent really been working on this map

Ill probably start working on it again at the end of this week



It lags incredibly bad when played online (by myself)

Which is weird since ive played it online with the patcher before you could publish maps, and it didnt lag this badly then, and its basically the same, in fact it should be better, since its creating less units

It also glitches up alot, which it doesnt do offline


Last edited by Pat1487 on Wed Jun 02, 2010 6:28 pm; edited 1 time in total
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Pat1487
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PostSubject: Re: Tron: Space Trails   Wed Jun 02, 2010 6:30 pm

Im going to put this map on hold
Bnet just has too much delay to play it properly

I fixed most of the glitches and tested it online by myself and turning is delayed by a full second
Its not my turning trigger either

Im going to work on a different map
I havent decided what yet but w/e it is it wont need good delay to be played
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AmAzIn[G]
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PostSubject: Re: Tron: Space Trails   Wed Jun 02, 2010 6:34 pm

Pat1487 wrote:
Im going to put this map on hold
Bnet just has too much delay to play it properly

I fixed most of the glitches and tested it online by myself and turning is delayed by a full second
Its not my turning trigger either

Im going to work on a different map
I havent decided what yet but w/e it is it wont need good delay to be played

B-Net is currently downloading porn.
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nomorholywar
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PostSubject: Re: Tron: Space Trails   Fri Jun 04, 2010 4:43 am

I just found 2 other tron games on sc2 at the moment. one of seems decent (the one by Remedy)
check it out when you go on. has custom ui and everything
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aphotic
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PostSubject: Re: Tron: Space Trails   Wed Sep 07, 2011 10:47 pm

Pat1487 wrote:
Oh i see what your going for, you didnt explain it nearly as well in the chat as you did here

The only problem is that it uses a % for the scale
Im not sure how you could make the percentage increase needed to match the rate your moving to keep it looking right

Also im not sure how well the collision will handle such an odd shaped unit

Ill give it a shot though


EDIT:
Yeah the collision doesnt work with 1 long model, you can pass right through all of the edge until you come to the center of the model
Collision works in squares or maybe circles, but definitely not long rectangles



Thats 1 long unit, and your able to pass through most of it

I guess i could change it up so that it makes regions as you go and just have the tube be the effect for the trail and the regions would be how you die

But i dont feel like working on it right now, probably tomorrow


Pat, all you need to do is find the radius of both the line and the unit, instead of making regions or checking if it's x distance from the line.

Just see if distance between each point is <= radius of unit 1 or unit 2.
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Pat1487
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PostSubject: Re: Tron: Space Trails   Thu Sep 08, 2011 11:06 am

I saw another tron map that was really good, something like photon something, it did have tron in the name, but it had lightcycles with custom models and custom tiles

The only problem was that you could turn at 360 degrees, it seems like none of the tron maps keep it to the classic 90 degree turns of the original
But the map is good other then that

Which means i will never finish this
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Serenity09
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PostSubject: Re: Tron: Space Trails   Thu Sep 08, 2011 12:03 pm

nownow pat
we both know you were never gonna finish it regardless of that
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BackseatDriver
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PostSubject: Re: Tron: Space Trails   Thu Sep 08, 2011 9:50 pm

I saw that on Yogscast. It looked pretty cool, although you could sneak through gaps in the line. It didnt even look like sc2. That shows how much you can change with that editor. Still have no interest in buying sc2 tho.

If your wondering what the Yogscast is, they make video game "lets play" videos on youtube. They started as players of WoW and eventually reached a lot of success making minecraft videos. They have a scripted minecraft series and also play custom adventure maps as well as preview certain mods. I really enjoy their videos and recommend them. Simon is very entertaining, and their awkward brittishness makes it very entertaining.

The Video:


Yogscast channel: http://www.youtube.com/user/BlueXephos
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