I too like making my maps difficult!
Difficult maps are the best, easy ones suck ass in my opinion, but I can see why some people love 'em. Anyways, I played with three and it was pretty difficult but it was fun. Not the greatest triggering or flow since I could tell there were absolutley no hypers, but it was a good time and I could see it being one of those "mass made def maps' like tarpit.
Hopefully you can get those other ones out with more of a story basis, and try to include hypers/dc's for a better flow in the game. I suggest (for those reading this topic) playing it, I found it amusing
, and fun!
And also, i'm sure even AFTER sc2 comes out, scbw will still be massively played. Look at WoW and WCIII, WCII Frozen throne and WCIII Reign of chaos even. Go to consoles, Call of Duty 3 is still played, even though 3+ others have come out since. Keep mapping!
EDIT:
This is a response to your PM:
Response
Hypers are simple triggers that increase the speed of every action in a map. Depending on the amount you use (recommended 3-4) you can have 11 DC's to 1 second or 12 DC's to 1 second, where 3 is 11 and 4 is 12. The trigger is created by placing it in a player that will use them (in your case most likely all players because all players have triggers).
The trigger is this:
Condtitions:
- Always.
Actions:
- [Optional] Comment: Hyps or hypers or w/e you want to call this trigger.
- Preserve trigger.
- Wait for 0 milleseconds. (and copy this trigger until there is no room for any more actions)
then multiply the entire trigger until there is 3 or 4.
DC's, or death counts, subtract the deaths of a unit that the player/computer doesn't use to count off accurate timing in seconds/minutes/hours, even milleseconds. They are used in place of wait triggers, since DC's work best in a hyper map than waits do. DC's are used to avoid wait blocks and to have better flow in triggers. Exact timing can be done with DC's.
This is done by first creating the subtraction trigger that is put under the player that specifically uses the DC
Conditions:
- Always.
Actions:
- Modify death counts for player #: subtract 1 for [unused unit].
Then you can apply this into triggers, such as a wait. For example, if you want a text to happen, and wait four seconds before an explosion happens, you put in:
Conditions:
Player# brings [quantitymod] [quantitynum] to [location].
Actions:
Display text message for current player: blah.
Modify death counts for player#: set to 48 for [unused unit].
Then the subtraction trigger will count off the 48 death counts, which will take 4 seconds if you have 4 hypers and about 4.4 seconds for if you had 3 hypers. For the next trigger that will happen 4 seconds later, you put:
Conditions:
Player# has suffered exactly 0 deaths of [unused unit].
Actions:
Create 1 Terran Battlecruiser at [location].
Kill 1 terran battlecruiser at [location].
You can use DC's also as switches, for example, if you want something to happen on the condition that a specific event happens before hand [like flipping a switch] you can set the DC on the conditioned trigger to read if it's happened or not. Let's say it's a door and the player didn't flip the switch. The trigger might be:
Conditions:
- Player# brings at least 1 Terran Marine to 'Here'.
- Player# has suffered exactly 0 deaths of [unused unit].
Actions:
- Display text message for current player: This door is locked.
Now this would be the trigger to flip the switch:
Condtions:
- Player# brings at least 1 Terran Marine to 'Switch'.
Actions:
- Modify death counts for player#: set to 1 for [unused unit].
then they can go to the door, and open it and that trigger is this:
Conditions:
- Player# has suffered exactly 1 deaths of [unused unit].
- Player# brings at least 1 Terran Marine to 'Here'.
Actions:
- Disable doodad state for [door type] owned by all players at 'Here'.
- Display text message for current player: Door opened.
Since DC's can be set to practically any number, they are much easier since there are only 256 switches, and DC's can have thousands if not millions of different numbers as switches. Got it?
Post has been edited 1 time(s), last time on Dec 25 2009, 2:33 am by Marine.
None.