Staredit Network > Forums > SC1 Map Production > Topic: Little Map
Little Map
Jun 30 2010, 7:03 pm
By: Sand Wraith  

Jun 30 2010, 7:03 pm Sand Wraith Post #1

she/her


Little Map
This is my first UMS map production thread.

Hello world!

This map is a very small RPG map with a few systems and is a testing ground for me to break into UMS map making. However, I'm also preparing to create a map-mod out of this. Furthermore, I will be trying to implement my first algorithm, which will be a neutral creep spawning algorithm. Ultimately, I'm trying my best to finish an interesting concept map, and by "concept" I mean something with a heavy story or theme to it.

I have some ideas for how to make this map (or possibly strands of maps) unique. My primary idea is to make a series of linked maps that allow the player to "traverse" throughout different lands.


SPECIFICATIONS
  • Players
    Built for 1-player but has supremely limited 3-player support.
  • Map Tileset
    Jungle.
  • Map Size
    64x16


STORYLINE/INTRODUCTION
The forces that act within Little Map are the players, the cities, the Divine, and the Enemy. Taking inspiration from Cage's concept album "Hell Destroyer" and the conflict between Heaven and Hell in the Diablo series of video games, the story of Little Map is about a conflict between Heaven and Hell, in which the angels of Heaven have fallen to Earth in order to wage war with the demons of Hell. Whilst the conflict ensues, the humans ally themselves with God and Heaven. In the end, the player is supposed to be able to destroy Hell.


FEATURES
  • Control of 1 Ghost to explore Little Map.
  • Farm forever.
  • Get help from the cities and the angels.
  • Mod will be packaged with the map in order to play properly: No unit changes or such will be made in SCMDraft2.


DETAILS (for RPGs and the like)
  • Characters
    •Roy (Ghost)
    •Bors (Ghost)
    •Talin (Ghost)
    •God (Archon)
    •Satan (Dark Archon)
    •Imps! (Zerglings)
    •Demons! (Hydralisks)
    •Soldiers! (Marines)
    •More to (come).

  • Weapons
    •what is this

  • Items
    •i dont even

  • Spells
    •how i mine energy


DOWNLOAD

Little Map 0E.scx
demo download; also available as an attachment

http://kupax.com/files/13899_ee2ic/Little%20Map%20mod%20for%200E.exe
packaged mod; also available as an attachment
DISCLAIMER: I take no responsibility for any harm whatsoever due to the usage of the mod.
I believe it to be safe. If you are in doubt, I suggest using WinMPQ to make your own MPQ from the EXE and run the mod that way, which is possible for this version of the mod.



SCREENSHOTS (0E)


Healing in actions. Terrain will be primarily used to increase the sense of exploration.


The first kill. There is a leaderboard for competing who can farm the most.


More mysterious terrain landmark descriptions. This location may be used as an entrance to another location.


My respawn algorithm at work. This will be the second time I have killed the Zergling from the same spawn location. The algorithm spawns the unit only when there are no player-controlled or other "The Enemy" units nearby.
Also, the leaderboard changes. "Divine Champion" will be a custom score for completing quests.



A Dark Templar (angel) killed the Zergling for me. You can't really see it. >_>


PROGRESS
  • IDEAS (75%)
  • TERRAIN (99%)
  • UNIT PLACEMENT (99%)
  • TRIGGERS (99%)
  • MOD (01%)

UPDATES
  • 30/06/2010 (Date of last change)
    Version 0E. First public release.
  • 00/00/0000 (Date of last change)
    Brief update about the map's production. Added any new features since the last update?


AFTERWORD/PLANS

This is definitely an experimental, concept, map-mod. I will try my best to finish it. Presently, I'm thinking of making the map-mod use a plug-in capable of saving the player's progress. This feature would definitely only be available in single-player mode.
For multiplayer mode, I suspect that the host would only host one specific area for the 3-man party to play in, since going to different maps does not work on B.Net. Presently, there are locations for going to North, East, South, and West, but no other maps or triggers yet implemented. My focus will be completing this project.

I place here a shoutout to Io- Dyne[?], which was indeed a great inspiration in making a very small map and jam-packing it with stuff.


Made with the Map Production template.




Attachments:
Little Map mod for 0E.exe
Hits: 0 Size: 177.14kb
Little Map 0E.scx
Hits: 4 Size: 43.41kb

Post has been edited 6 time(s), last time on Jul 1 2010, 4:29 am by Sand Wraith.




Jun 30 2010, 7:13 pm stickynote Post #2



That's a really small map. Competing with IO?



None.

Jun 30 2010, 7:56 pm Sand Wraith Post #3

she/her

Thank you for reminding me of Io-!

"I place here a shoutout to Io- Dyne[?], which was indeed a great inspiration in making a very small map and jam-packing it with stuff."

I meant to type that, but I forgot.

This map-mod will definitely combine aspects of map and mod. Errr, I mean to say that I don't really know how to do anything with EUDs but I can map a little and write plugins for mods, so I combine them together. Hurrdurr.

My theory for single player is that the mod will be using primarily basic TBL and DAT changes (text and statistics, respectively) with a plug-in that will read and write a standard text file in order to save and load the progress of the player. Furthermore, at the beginning of the game, the plug-in will cause P1's only Ghost to be modified appropriately, health-wise, kill-wise, and P1 will receive appropriate resource/etc. bonuses.
This will also be one of my first forays into "practical" application of file I/O in C++.




Jun 30 2010, 7:56 pm samsizzle Post #4



WOOOOOHHHH HOOOOOOOOOO This is EXACTLY what I was hoping for, looks very very nice.



None.

Jun 30 2010, 8:34 pm Sand Wraith Post #5

she/her

The hardest part about this will definitely be the map interconnection, inspiration, motivation, finishing, and the plug-in. Which is pretty much everything. :hurr: I want to cry.

EDIT:

Forgot to mention, but I put up a very preliminary version of the mod. The mod will really be only for the plug-in and the text-name changes, and I highly doubt I'll be using a mod to change anything else. The standard SC stats seem to fit Little Map quite well. At most, I might increase the Ghost's stats.




Jun 30 2010, 10:41 pm stickynote Post #6



Take it on in small pieces. For me, I planned too much of a map and got intimidated and abandoned the project. For Forsaken, I'm mostly planning things out as I go along. "I'm going to get this done today and nothing else." Then when I finish that, I take a break and do a little more.



None.

Jul 1 2010, 6:03 am XGenesis Post #7



Its so tiny! :D
-wants to try-!



None.

Jul 5 2010, 5:50 am Sand Wraith Post #8

she/her

I forayed into the realm of file input/output and I now have a deeper understanding of the topic. I will begin development on my plug-in to load HP from a text file.

Details of the trail that is to be conducted:
an input file "hp.sav" (standard *.TXT file, merely renamed) will be read into the StarCraft plug-in.
On game start, the plug-in will find all Ghost units that belongs to P1 (i.e. the only one that P1 can control).
The plug-in will then modify the HP of the Ghost units to that which is determined within the *.SAV file.
Hopefully, all will be well.

I will have to remember that the HP of the unit must be set with consideration based on data shifting. If anybody can provide deeper information on the data shifting (and especially how I may do so in C++), I would appreciate that they share their knowledge.




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