Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Basic question on locations
Basic question on locations
May 11 2008, 2:33 pm
By: xenzaka  

May 11 2008, 2:33 pm xenzaka Post #1



Hey, I'm new here, and I'll probably stick around =)

I'm creating a highly-detailed map and I'm very excited about it. However the type of game & map it is, it's probably going to take quite a long time to complete it -- because of the very large amount of locations it shall require.

I'm creating a map where you make decisions, there are 48 choices you can make for, it's a different outcome every combination (something like this...) The point is, I'm going to be using 120 locations, and this including only 1 of 3 phases in the game and then I plan thorough tutorials throughout the game...I'm honestly guessing well over 400 to 500 locations by the time I'm done

I'm really afraid that the max number of triggers and locations are going to stop me in my tracks?

Where can I find a list of "max" items, the max number of triggers, locations, strings, etc...

I appreciate all & any help! Thank you!



None.

May 11 2008, 2:36 pm xenzaka Post #2



oops..



None.

May 11 2008, 2:42 pm Brontobyte Post #3



Ok, first off, the max amount of locations in a StarCraft map are 255. Its actually 254 because the location "anywhere" (location 64) is always in play. So you might have to start to think about reusing locations or slimming them down. For example, have a location centered over top of the unit that you will be moving to make each choice instead of every choice. Then have a trigger who's conditions are Player 1 (owner of unit) brings at least 1 (whatever) to location (centered above the selection unit). The unit owned by player 1 should be placed in the area that the player will be moving towards. This will reduce the number of locations by a lot. The only downfall of this is that you need to have units burrowed underneath the area that you want your unit to walk up to. This could simply be done by burrowing lets say 5 different units in the same location. (1x1 tile) Then all you have to do is for the condition triggers:
Actions:
Player 1 Brings Exactly 1 Zerg Zergling To Location 1
Player 1 Brings Exactly 0 Zerg Hydralisk To Location 1
Player 1 Brings Exactly 0 Zerg Drone To Location 1
Player 1 Brings Exactly 0 Devouring One (Zergling) To Location 1
Player 1 Brings Exactly 0 Hunter Killer (Hydralisk) To Location 1

Actions:
Outcome 1

Actions:
Player 1 Brings Exactly 1 Zerg Zergling To Location 1
Player 1 Brings Exactly 1Zerg Hydralisk To Location 1
Player 1 Brings Exactly 0 Zerg Drone To Location 1
Player 1 Brings Exactly 0 Devouring One (Zergling) To Location 1
Player 1 Brings Exactly 0 Hunter Killer (Hydralisk) To Location 1

Actions:
Outcome 2

And so on and so forth. This is most likely your best approach. :P



None.

May 11 2008, 2:45 pm xenzaka Post #4



Oh wow, cool, I gotchya, I think I might try and set that up, I have a lot of work ahead of me :D Thank you!!



None.

May 11 2008, 3:10 pm y10k Post #5



I would use neutral player instead of different amount and type of units.

P9 brings a zergling to your chooser --> case : A
P10 brings a zergling to your chooser --> case : B
P11 brings a zergling to your chooser --> case : C
P12 brings a zergling to your chooser --> case : D
P9 brings a hydralisk to your chooser --> case : E
..........



None.

May 11 2008, 3:37 pm Falkoner Post #6



Here's a list of map limits, it should come in handy.

Most limits, while they are extremely annoying, can easily be worked around, like you saw above.

Exactly what are you trying to select, and how were you thinking you wanted to do it? I'm sure I can come up with a much more efficient method than the one posted, since that would bring you much closer to your unit limit of 1700.

The Move Location ability allows you to reuse locations extremely well, like let's say you have multiple parts in your map that use the same location size, rather than having a different location for each area, just move the location around to where you need it.



None.

May 11 2008, 7:03 pm xenzaka Post #7



I have a general idea of what all of you are proposing, I would really like to say thank you for the time taken to create a response for someone with one post hahaha, I'm really driven to complete this map. I suppose if I really want to get my goal accomplished I should give more info.

See where I seem to have my 'main problems' (for now) is what I should do about the locations, here's the deal:

The game is 2 players only, with 4 observers. The game is based on the 2 "fighters" where you transfer along 18 of 26 platforms, each platform gives you the ability to choose one of two options.

The first tier, or "Phase I" is where you select the form of your fighter, this could be from 'agile' to 'stamina' to 'medium-small to medium-large' (size) for example the first platform gives you the choice of decision a, or decision b; 'A' would be "Bio-mechanical" (ghosts, to marines to zerglings) [or] 'B' Mechanical (tanks, dragoons, goliaths) OF COURSE, questions/wording is subject to change.

The first 6/12 platforms ask you specific questions pertaining to what you answer on the first platform, if you chose "Bio-mechanical" then it would ask you questions related to ghosts, or marines...vice versa. This is so the user can not just choose what kind of "fighter" they want, but so it matches attributes they're looking for.

"Phase II" entitles the ability to finalize. Here you're given 12 questions ranging from: 'A' +HP. -ATK; 'B' +ATK. -HP

"Phase III" Is the fight. This is much different. This isn't just you waiting for one unit to die. Here your "Main fighter" has over 6-7k hp. It will take a while to die. HOWEVER, you have something called "battle control" where mid-battle you're able to grant your self a host of abilities from the middle section of the map. Here you're able to do things such as HP regen, or "sidekick" regen, granting you zerglings to help the fight...etc this last part is supposed to tie in an immense amount of strategy.

I'd be willing to just post the map. If anyone is interested in helping develop this, lemme know =) I'd love to co-create it or somethin' idk..



None.

May 11 2008, 11:31 pm Falkoner Post #8



Just sounds like a lot of triggering, since you need something to be set up for each and every combination. Good luck with it :P You posted the basic idea of the game, but are there any problems you need help with?



None.

May 12 2008, 2:03 am xenzaka Post #9



I don't think there are any problems right now. I think what I need to do is go back to my back up version, where it's nothing but it's geological state and start completely over with the triggers/locations. I didn't realize how many tricks their truly are in setting this up. I think I will just post the map freely and everyone can take a look at it if they would like so. I kinda wanted to try my hardest all on my own to complete it and then distribute but now that I see exactly how in-depth it seems it can get, I might really need some help or ideas on setting this up. All'd be in the credits though =) hahaha

It is attached =)

It's aggravating because I know there has to be many methods to approach this, I just don't know how. What's worse is I've never "fully" used star-edit for a UMS game, though it's not that hard when applying common sense, hah, what gets me like I said is just the....well..."tricks" hah. What I'm trying to do here isn't exactly simple :P (so far)

Thanks though everyone, really nice community here heh =) I was surprised to see people reply honestly!

Attachments:
BFY V1.1.4.1.scx
Hits: 1 Size: 53.14kb



None.

May 12 2008, 3:20 am Falkoner Post #10



Okay, it looks like with the way you have it set up, you will want two burrowed units, either different units or for different players, under the locations, and a third one in the middle of each section, then have 3 locations for each of the two fighters, center the locations on the units, if you make sure you align the units perfectly aligned on the grid, you can then center, and the location will center on the first 3, so the top one, then you can either remove them, or give them all away when it's done and center them again, so they now center on the next set. You can add a death count each tier you get to so you can change what happens depending on what tier they are on.



None.

May 12 2008, 12:32 pm xenzaka Post #11



Brontobyte mentioned the same thing, I think I'll try and go for this method then, thanks everyone =)



None.

May 13 2008, 9:52 pm xenzaka Post #12



Can you have an 8 player map yet still utilize 'Player 9' (or Player 12) neutrality. Can I use units from players 9-12 even if I'm using all 8 slots for a multi-player game? (as long as they're set to neutral)



None.

May 13 2008, 10:06 pm NudeRaider Post #13

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Yes, you can preplace units for P9-12 or give units to them, but not create via triggers.
Also they cannot own triggers and most other player's triggers' actions, including AIs fail. Usually you can only run actions for them that affect a specific player (e.g. not current player).




May 13 2008, 10:10 pm Falkoner Post #14



Players 9-11 are not ever used, they do not require a start location, but you can use them just like any neutral player, except they cannot run their own triggers, meaning no AIs either.

Players 13+ cannot be affected via triggers or anything, you can preplace them though.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[05:41 am]
Ultraviolet -- 🤔 so inf is in you?
[04:57 am]
O)FaRTy1billion[MM] -- my name is mud
[04:35 am]
Ultraviolet -- mud, meet my friend, the stick
[10:07 pm]
lil-Inferno -- nah
[08:36 pm]
Ultraviolet -- Inf, we've got a job for you. ASUS has been very naughty and we need our lil guy to go do their mom's to teach them if they fuck around, they gon' find out
[05:25 pm]
NudeRaider -- there he is, right on time! Go UV! :D
[05:24 pm]
lil-Inferno -- poopoo
[05:14 pm]
UndeadStar -- I wonder if that's what happened to me. A returned product (screen) was "officially lost" for a while before being found and refunded. Maybe it would have remained "lost" if I didn't communicate?
[03:36 pm]
NudeRaider -- :lol:
[2024-5-16. : 3:02 am]
Ultraviolet -- I'm gonna send inf to have sex with their moms
Please log in to shout.


Members Online: 1harpere312hr0, 1adriane631hr4, Ultraviolet, IlyaSnopchenko