Worms Armageddon - Starcraft 2 Custom Map

BlowingKush

I hit the blunt but the blunt hit me.
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Worms Armageddon - Starcraft 2 Custom Map

so what do you think guys?? is it worth the time to map??

Since Team 17 apparently has no clue how to program a decent worms nowadays or even a semi functional chat system, how bout bringing Worms to starcraft 2.


Thoughts? Ideas?
 

Bloodcount

Starcraft II Moderator
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Ahem, Worms reloaded is comming out... in a few days,(or maybe even today ? ) My point is that it is a 2d styled worms, the classics. Play it. learn from it. Then MAKE THE MAP (with multiple people being able to play it on the same PC too) :)
 

BlowingKush

I hit the blunt but the blunt hit me.
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Ahem, Worms reloaded is comming out... in a few days,(or maybe even today ? ) My point is that it is a 2d styled worms, the classics. Play it. learn from it. Then MAKE THE MAP (with multiple people being able to play it on the same PC too) :)

yes i know its comming out, in fact it is out and i have played it and it sucks ass
hence i want to make my own

Team 17 cant even make a respectable chat system thats easy to use.

After consideration though, destructable terrain is probably impossible.
The only way to make it would be make a unit for every pixel of dirt which is way more units then the engine could handle.
 

BlowingKush

I hit the blunt but the blunt hit me.
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i considered that but it would probably take so much away from the gameplay it wouldnt be worth doing
 

BANANAMAN

Resident Star Battle Expert.
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I'm pretty sure it's possible in the editor without it lagging up the entire game.

Larger and modified Burrow animations + Deformation Triggers I think.
 

punwisp

New Member
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Actually, have it something , when player a fires *rocket Launcher* And the point of terrain it hits, it uses the lower tool, and kinda makes a crater. It would be similar to worms. but I think thats about as close as you u can get
 

Arkless

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Actually, have it something , when player a fires *rocket Launcher* And the point of terrain it hits, it uses the lower tool, and kinda makes a crater. It would be similar to worms. but I think thats about as close as you u can get
Wich has an accuracy of... 1 o_O and is not very good.

Try creating a grid wich normally is set to "Filled" and when something is empty, you have to specifically modify that part of the grid. When only a part of the grid is removed, you have to add a more specific value to that grid position (saving ever pixel would be too much). If you only use dialogs for the display, you can multiply the erazed parts with a black picture (when you got the first one as "add", then it will be transparent).

It is 100% possible to create 2D worms without lag, exactly the way worms armageddon is. It will just be a lot of math.
 

aikwood

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I was yust thinking the same thing

I have been missing Worms for some time now, since i tryed to install it from CD, online, free and payed for, before i realized it dont work on modern Windows-versions. Its epic retarded. Yesterday, i scetshed down some ideas, and now the consept is basickly finished, on the drawingBoard, anyway. The thing is, that im not a programmer, and doing something like this, in SC2-editor, even thow blizzard says anyone can program in it, i would not have a chanse. I got the idea, but not the programming-skills.
I seartched or worms in the costum-maps (in EU), but only found a Worms 3D-map. Here they had managed the erasable map-bit.
If someone want to help me make this happen, i would be more then happy to bring the ideas to the table.
Let me know, send me a massage aboat it.
 

GFreak45

I didnt slap you, i high 5'd your face.
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have you considered using elevation and a form of compression? ie: it replaces the 10k tiny units you might have in one spot as one chunk with 1 large unit that represents all of them until it is hit in some way then it changes to smaller units based on the new compression

or even using bunkers as the dirt and making them hid as terrain is "destroyed" search tetris sc2 on youtube for an example of this
 

BlowingKush

I hit the blunt but the blunt hit me.
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have you considered using elevation and a form of compression? ie: it replaces the 10k tiny units you might have in one spot as one chunk with 1 large unit that represents all of them until it is hit in some way then it changes to smaller units based on the new compression

or even using bunkers as the dirt and making them hid as terrain is "destroyed" search tetris sc2 on youtube for an example of this

i understand what you mean.
I could make the ground 100's of tiny units that act as dirt, then replace them with a larger unit to fill the void afterwords to keep unit count down
 
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