Whirlpool

Description: Things have really been going down the tubes around here lately, and now you've been sucked in, as well. (beta, script: shallow flooding)

Status: provisional

Author: Vynce

Tue, 25 May 2010, 6:00pm #1
Vynce
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Another 8-way with a new script! (yay!)

This is the debut of my idea of a different flooding script, in which water does not kill you instantly, but does deal damage. It will also destroy anything else that can be destroyed, but by doing damage rather than instant-killing. I hope it turns out to be an improvement.

(I might turn fog off if people have end-game visibility complaints, but I don't really expect that to be the case here)

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Tue, 25 May 2010, 6:39pm #2
jambul_uwanen
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whoa! very pretty visually


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Tue, 25 May 2010, 7:05pm #3
rubrick
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Interesting. I look forward to the first time a unit finds itself alive but standing in and surrounded by water. I hope it's a firebot.

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Tue, 25 May 2010, 8:18pm #4
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Also funny when it happens to an exec. A mean, Alfred Hitchcock kind of funny.

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Wed, 26 May 2010, 12:38am #5
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Do I assume correctly that a unit can walk from water to land, but not water to water (or land to water, as usual)?

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Wed, 26 May 2010, 12:46am #6
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That's correct.

The rule in the engine (which this script does not modify) appears to be that you cannot step into a square that contains water (or another live unit other than a mine, or a terrain that is an obstruction). The square you are currently in is not checked. (I ran into this fine little point playtesting a teleporter map. oops!) The emergent property in this case is rather akin to being able to wade, but not swim.

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Wed, 26 May 2010, 6:05pm #7
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I just noticed that this map uses wood floor, contrary to my proposal that wood floor be immune to flooding. I'll fix that in the next version (and possibly alter the script to never flood wood).

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Tue, 01 Jun 2010, 3:28am #8
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So, to be clear, no, the new flooding script is not expected to make a huge difference on most maps, certainly not on this one. It is supposed to allow both map makers and players to treat water a little more subtly -- leaky submarine, for instance, could be made with 5hp hardened walls for the outside, and the submarine would, eventually, leak itself to death, in addition to the dangers presented by internal combustion.

But no, for this map, which script you're using makes little or no difference -- unless the players start treating water with less care, on the grounds that it isn't instantaneously deadly.

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