- Joined
- Jul 10, 2007
- Messages
- 6,306
Let's say that you have a map, and on that map are blank squares that are cut off from the rest of the map. Would it no then be viable to place destructables and units into that square as well as modify terrain via cliffs and deformations?
Furthermore, let's say that each square is of a uniform size (all the same). Could placement of these things then not be based upon the origin of that square? (center).
If this idea is applied to maps, then those maps could have a greater amount of dungeons as well as a greater amount of terrain (dungeon size would be equivalent to the JASS script generating it).
So, could have a set of maps with 1 dungeon each (units pre-placed, all code that applies to specific areas of the dungeon (like traps or bosses) relative to dungeon origin (in dungeon map case 0)). The JASS script can be ripped out of the map and modified (pre-placed units) so that each placed unit is relative to the origin and so that it can be instanced. From here, management and editing of dungeons becomes easy, but importing them into a map is still pretty difficult.
Could not a tool be created that parses over a map script, making all coordinates in it relative to an arbitrary origin? Yes : ), which then makes dungeon creation (from management to editing to importing) a breeze while allowing the map to have massive amounts of dungeons in it (hundreds).
The only problem then is the terrain deformations and cliff levels. Perhaps it is possible to parse over the terrain map and then apply deformations and cliff levels as needed =o, but that would be a pretty hardcore tool : (.
So? Maybe this idea can also be applied to SC2 (since it also has a limited map size).
Furthermore, let's say that each square is of a uniform size (all the same). Could placement of these things then not be based upon the origin of that square? (center).
If this idea is applied to maps, then those maps could have a greater amount of dungeons as well as a greater amount of terrain (dungeon size would be equivalent to the JASS script generating it).
So, could have a set of maps with 1 dungeon each (units pre-placed, all code that applies to specific areas of the dungeon (like traps or bosses) relative to dungeon origin (in dungeon map case 0)). The JASS script can be ripped out of the map and modified (pre-placed units) so that each placed unit is relative to the origin and so that it can be instanced. From here, management and editing of dungeons becomes easy, but importing them into a map is still pretty difficult.
Could not a tool be created that parses over a map script, making all coordinates in it relative to an arbitrary origin? Yes : ), which then makes dungeon creation (from management to editing to importing) a breeze while allowing the map to have massive amounts of dungeons in it (hundreds).
The only problem then is the terrain deformations and cliff levels. Perhaps it is possible to parse over the terrain map and then apply deformations and cliff levels as needed =o, but that would be a pretty hardcore tool : (.
So? Maybe this idea can also be applied to SC2 (since it also has a limited map size).