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[Demo] Destructible Flying Islands (in a vortex)

    #1 Aug 29, 2010 at 00:19 UTC - 0 likes

    This is a very quick tech demo I was working on. This was done from idea to this in a little less than two hours of "work" time. I do have a game idea ready for this, but this just shows off how the terrain will work. Enjoy =)

    PS: if you think this is cool, please please hit the "Like this" button on b.net forums http://us.battle.net/sc2/en/forum/topic/628253520

    Last edited Aug 29, 2010 by progammer: typo: live this :P
    #2 Aug 29, 2010 at 00:28 UTC - 0 likes

    Hot damn, that looks sweet! Nice work :D

    #3 Aug 29, 2010 at 01:27 UTC - 0 likes

    @ChromiumBoy: Go

    Thank you! cant wait to turn it into a game!

    #4 Aug 29, 2010 at 08:39 UTC - 0 likes

    Could you explain how you did it?

    Also, seriously remove the first 40 seconds of the video, they are useless!

    #5 Aug 29, 2010 at 09:30 UTC - 0 likes

    I don't know what kind of language is allowed on these forums so I'll just say it this way.

    That was fraking BA.

    One suggestion. Wait for the doodad death rubble to clear before dropping the floating island.

    #6 Aug 29, 2010 at 16:54 UTC - 0 likes

    @vjeux: Go

    The first seconds are very important, they show that things can be built, moved, and that it is an island (you cant walk off it) and everything still falls... proving thats its not pre-scripted-

    Also the version in the video was done using Move actors, however they are a bit glitchy becuase it moves the actor and not the "unit" itself. but it does do What i need it to, though im working on a few other methods to make it smooth out.
    Once I get it working how id like, I plan on giving detailed information on how to do it. I just wanted to get this out ASAP as its..."ground breaking" lawl

    @Mienk: Go I just need to edit the rubble to make it lasts for only X amount of seconds instead of the Y it is now

    Last edited Aug 29, 2010 by Molsterr
    #7 Aug 29, 2010 at 17:11 UTC - 0 likes

    Definetely a cool concept which allows very different type of maps compared to what's around right now:)

    #8 Aug 30, 2010 at 13:12 UTC - 0 likes

    Very cool, but i was hoping to see the island "fall apart" or something epic like that.

    http://farm4.static.flickr.com/3399/4623015526_036b577c31_o.jpg

    #9 Aug 30, 2010 at 13:57 UTC - 0 likes

    ... words cannot describe the awe I feel at seeing this masterpiece of a map. Especially with the "void" feel on it. Kinda reminds me of Xen (Half-life).

    A melee map with that mechanic would be a battle of air rushes to see who can destroy each other's generators first before the enemy can move to another Island. Or you can make a "platformer" scenario with this where you need your units to blink/jump to another Island before it falls.

    The possibilities are endless!

    #10 Aug 30, 2010 at 15:59 UTC - 0 likes

    Damn I thought this was gonna be a video about Terain deforming with triggers :(

    #11 Aug 30, 2010 at 16:20 UTC - 0 likes

    @TheSecretArts: Go

    That would actully be really easy all you need is an animation.

    #12 Aug 30, 2010 at 16:30 UTC - 0 likes

    What happens if you lift off that command center while the island is falling?

    Umbrastraza - Garona

    #13 Aug 30, 2010 at 16:34 UTC - 0 likes
    Quote from UltiDrgn: Go

    What happens if you lift off that command center while the island is falling?

    fatal error?

    I like challenges, and take the hardest questions that you can find in the recesses of your mind. PM Me!

    #14 Aug 30, 2010 at 17:34 UTC - 0 likes

    @UltiDrgn: Go

    a lot of people seem interested in this questions lol.
    Short answer, you can lift it up while its falling

    Long answer: I have it disabled so you cant.
    Currently im using move actors to move thing units down, as for some reason using an effect to change a units height does not work when it goes below 0. (they wont go through the playable map area) however a unit can start out at a - height o.0;) So I use move actors. the trick with these is, it moves the actor of the unit (the model) and not the unit itself, so when you lift off, the graphic starts to play from where the unit is, and not the actor. thus you see the command center just jump up about 140 yards instantly... already working on a way to fix this. but as the map im currnelty doing dosnt even use command centers, im in the clear for now.

    Last edited Aug 30, 2010 by Molsterr
    #15 Aug 30, 2010 at 18:53 UTC - 0 likes

    Man I hope there's more maps like this that can move up on the popularity list.

    Please make the gameplay good and polish this baby... far too often do we see awesome demos that never go anywhere and then meanwhile were stuck with '_ wars' or '_ circle ' on bnet ;)

    Last edited Aug 30, 2010 by OneTwoSC

    SC2 video tutorials: http://www.youtube.com/onetwosc

    #16 Aug 30, 2010 at 20:20 UTC - 0 likes

    Is this hidden terrain cells with a model that looks like ground or are you actually moving terrain?

    My guess is that you are moving the model and applying a height modification to all units within the "Ground" area or is that completely wrong?

    #17 Aug 31, 2010 at 00:35 UTC - 0 likes

    EPIC..how did you do this? This is great for some kinds of games...

    Send me a PM with any questions or comments.

    Ask questions for Newbie Wednesday here

    #18 Aug 31, 2010 at 04:59 UTC - 0 likes

    How it's done - as far as I can figure:

    1. The islands are actually hidden terrain cells with a doodad underneath for the land. Pathing is painted to make the island appear to end at the edges of the doodad model.
    2. To lower the island a Site (Mover) actor is created, which queries for all actors in a circular radius and sets itself as their host. The mover is set up for downward vertical motion. This could be done entirely in the data editor or with a combination of data and triggers.
    3. After enough time has passed, all the actors in the region are destroyed or hidden and a big explosion model is created. You'd probably also want a trigger to kill any units in the region.

    The idea is clever and the presentation is excellent. Molesterr I hope you don't mind my explanation.

    Last edited Aug 31, 2010 by RileyStarcraft
    #19 Aug 31, 2010 at 06:32 UTC - 0 likes

    Is that a custom parallax/skybox? If so, how did you design/implement it?

    Amelie Sig

    #20 Aug 31, 2010 at 09:33 UTC - 0 likes
    Quote from vjeux: Go

    Also, seriously remove the first 40 seconds of the video, they are useless!

    I would say the first 20 seconds of loading screen. seriously ??

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