EDIT: after reading [http://www.staredit.net/topic/16934/]THIS[/url] thread, I wanted to post this:a few things I have been doing recently to finish my long term goals to complete my
Starcraft
mapping:
Goals
- Improve on my existing (yet old) sc1 maps)
- Finished old ideas
- Go above and beyond (learn how to mod in sc1)
While I do that, an old idea that never came to be was making a Bnet playable map that was Installation RPG.
The problem was it never came to be for literally one certain issue, upgrades.
To my knowledge, although limited, It was my understanding every good RPG/Sniper map had upgrades, thus you needed to place a building. For Terran units this normally required an academy, an Eng Bay, possibly a Ghost Ops connected to Sci Facility. The problem was often times if the building lifted off it could not be place back down, especially on installation since no buildings are place able (to my knowledge), granted using an editors such as Starforge or SCMdraft, you can place them on the map, but once they lifted off you would know be able to place them back on the ground which makes them unable to get upgrades (GG).
I even considered using Badlands and making it all asphalt but in the end I really wanted to use installation si8nce it has many tile sets I would enjoy using.
also, I have never made a map without ISOM, (that is default right), so I was wondering if i could make my big map and perhaps have a custom tileset area where it's asphalt for the buildings and if they lift off i can just remove the lifted building and replace it on the ground
More info
normally when I see RPG maps they have a building for each player, but in the good ol' DrunkenWrestler map (that I been searching for) it uses a beacon a player stands on, and the buildings you get upgrades with belong to player 12, until you stand on the beacon and that players gets control of the buildings for about 30 secs and then it moves off (gives the buildings back to player 12) so another player can get control (for 30 secs)
I have done this before in another RPG map I made with no issues, I plan to do that again for this map, if i can make custom tilesets for my map so I don't need a lot of room to do this.
I was thinking having it say the top section (or even the center of the map), and every so often they come to a checkpoint where it has a beacon that will teleport them to this one room, where they can make all their upgrades (This RPG would only use one unit for each player, so there is no need to make a civilian to gain access to these)
Post has been edited 3 time(s), last time on Dec 21 2015, 8:17 pm by JCarrill0.
If a player lifts off their upgrade building they probably had no intention of actually playing. You just gotta hit 'em with a "Nice going, dumbass" message and destroy it. As for having one set of buildings that players temporarily take control of, that's an outdated way of doing things that I can't recall seeing in any map made within the past 8 years or so. If you really want them to have to take control of upgrade buildings, make sure there's a set of buildings for each individual so they can't ruin it for everyone else. Having to mod in custom tilesets just to account for player stupidity is kind of silly; the people who would bother downloading a mod aren't the type of people that would do that anyway.
ok, thanks.
is there a way I can add custom tilesets to the installation map like asphalt? and still be playable on bnet?
Post has been edited 1 time(s), last time on Dec 21 2015, 5:53 pm by JCarrill0.
is there a way I can add custom tilesets to the installation map like asphalt? and still be playable on bnet?
Not unless you're much better at EUPs than I am
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
If a player lifts off their upgrade building they probably had no intention of actually playing. You just gotta hit 'em with a "Nice going, dumbass" message and destroy it. As for having one set of buildings that players temporarily take control of, that's an outdated way of doing things that I can't recall seeing in any map made within the past 8 years or so. If you really want them to have to take control of upgrade buildings, make sure there's a set of buildings for each individual so they can't ruin it for everyone else. Having to mod in custom tilesets just to account for player stupidity is kind of silly; the people who would bother downloading a mod aren't the type of people that would do that anyway.
I added a map that I had already been working on testing with, If you have idea that improve on the map i posted above, let me know but I think I had already covered most of what you explained
An artist's depiction of an Extended Unit Death
The problem was often times if the building lifted off it could not be place back down, especially on installation since no buildings are place able (to my knowledge), granted using an editors such as Starforge or SCMdraft, you can place them on the map, but once they lifted off you would know be able to place them back on the ground which makes them unable to get upgrades (GG).
There are installation tiles you can build on. It's at 16-0 and several identical ones below it, if I remember correctly. See this post for more info:
http://www.staredit.net/192015/
The problem was often times if the building lifted off it could not be place back down, especially on installation since no buildings are place able (to my knowledge), granted using an editors such as Starforge or SCMdraft, you can place them on the map, but once they lifted off you would know be able to place them back on the ground which makes them unable to get upgrades (GG).
There are installation tiles you can build on. It's at 16-0 and several identical ones below it, if I remember correctly. See this post for more info:
http://www.staredit.net/192015/I have tried them all, I even added the 16-0 you talked about, take a command center for example, it can be forced place, but once lifted off, the building can no longer land.
Advice from lil-Inferno
[06:43 pm] -- jjf28 There is walkable null on installation, but I forget the workaround for it.
[06:46 pm] -- Really though, that's too much of a workaround to account for player retardation.
[06:52 pm] -- ...I wouldn't be so sure about that.
[06:54 pm] -- I don't think you're understanding the wiki.
As much as I would like to think I understood and read this, I did yet another random test to further prove that this is just retarded, however i did.. stumble across something, While I can't Force place a building on Null_Terrain, I can Land on it.
Now I just need a way to make this work like my map in post #1. Any idea guys?
Post has been edited 2 time(s), last time on Dec 21 2015, 8:54 pm by JCarrill0.
An artist's depiction of an Extended Unit Death
I have tried them all, I even added the 16-0 you talked about, take a command center for example, it can be forced place, but once lifted off, the building can no longer land.
You can place them on the buildable tiles using triggers. If your only concern is to prevent liftoff, you can do something similar to the first method mentioned in this wiki article:
http://www.staredit.net/wiki/index.php?title=Anti-Lifting_OffBasically, have a location with only air properties (uncheck all the ground flags on the same dialog you can rename the location on), and then a trigger as follows:
All Players
Current Player brings at least 1 Engineering Bay to 'Engineering No Lift'
Remove all Engineering Bay at 'Engineering No Lift' for Current Player
Create 1 Engineering Bay at 'Engineering No Lift' for Current Player
Display Text Message: "Don't lift off your buildings."
Preserve Trigger
Do this for each building as necessary.
I have tried them all, I even added the 16-0 you talked about, take a command center for example, it can be forced place, but once lifted off, the building can no longer land.
You can place them on the buildable tiles using triggers. If your only concern is to prevent liftoff, you can do something similar to the first method mentioned in this wiki article:
http://www.staredit.net/wiki/index.php?title=Anti-Lifting_OffBasically, have a location with only air properties (uncheck all the ground flags on the same dialog you can rename the location on), and then a trigger as follows:
All Players
Current Player brings at least 1 Engineering Bay to 'Engineering No Lift'
Remove all Engineering Bay at 'Engineering No Lift' for Current Player
Create 1 Engineering Bay at 'Engineering No Lift' for Current Player
Display Text Message: "Don't lift off your buildings."
Preserve Trigger
Do this for each building as necessary.
please check my map in post #1
An artist's depiction of an Extended Unit Death
please check my map in post #1
That map is protected, so I can't exactly check it. What I'm saying is that you can have this exact system on an Installation tileset.
See attached.
Attachments:
please check my map in post #1
That map is protected, so I can't exactly check it. What I'm saying is that you can have this exact system on an Installation tileset.
See attached.
actually you can.... JJ's chkdraft opens it just fine by the way, It was only optimized by Tinymap2. (I didn;t mean to protect it, just make it super small!)
Edit: also yeah that's EXACTLY what I needed, your triggers are identical, MINUS the Hyper trigger, that I needed, (how silly of me)
once again your awesome help Roy!
Post has been edited 1 time(s), last time on Dec 21 2015, 11:59 pm by JCarrill0.