Staredit Network > Starcraft I Database > File: Super Mario SC 1.2

Sunken Treasure
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Super Mario SC 1.2
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Filename: Super_Mario_SC_1.2.scx
Filesize: 474.13KB

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File Information
General
Uploaded on:Apr 1 2013, 1:53 am
Uploaded by:Roy
Author:Not Given.
Downloads:200

Map-Data
Tileset:Badlands
Dimension:192x96

Forces
Mario
Human (Zerg)
Human (Terran)
Human (Protoss)
Human (Zerg)
Human (Terran)
Human (Protoss)
(USWest) Made By: Roy
Computer (Zerg)
Clan xBc
Computer (Terran)
Force 4

Map-Statistics
Units:1631
Triggers:291
Locations:131
Strings:766
File Description
Super Mario SC
Topic link



Concept:
You are Mario. Your goal? Grab several coins and reach the end of the level. To grab a coin, you simply run up to it and touch it. Of course, if it's in the air or a difficult spot, you'll have to jump and maneuver to safely claim it. There are three forces of evil trying to stop you: a time limit, baddies, and gravity.

Gameplay:
You don't select Mario directly. Instead, you have a Terran Dropship Barracks with two units, a Siege Tank and an Archon a Firebat and Ghost (There you go, Viet), named used to "Change Direction" and "Jump" respectively. Mario is constantly walking; you can only control the direction in which he moves. The jump feature seems pretty self-explanatory, so I'll leave that to your mind. You must grab all of the coins to open the end of the level. There are also 1-ups to grab on each level, so be sure to hunt those down.

When a player dies, it goes to the next player. When a player beats a level, it goes to the next player. Why, you ask? Because people don't want to watch a professional beat all of the levels. The level timer has plenty of time to grab everything and reach the end of the level is you don't lallygag; its main purpose is to kill Mario when someone keeps trying to go for a hard-to-reach 1-up, or if someone deselects their Dropship Barracks and did not hotkey it. There's also a short timer to start the level which serves as an anti-idle trigger.

*** Disclaimer: All coins and 1-ups are possible to grab without dying ***

Screenshots


And for those of you who are technically interested:

Triggering

(If you want me to elaborate on any of those, I will. This map was protected with GUEdit, so you can unprotect it and retain location/trigger names if you feel like having a look.)

On a final note, if someone does accidentally deselect the Barracks, it is possible to hold down the spacebar and reselect it. In other words, if someone deselects the Barracks and tries hard enough, the players won't have to wait for the timer to hit 0.


Updated the map to 1.2. Changes:

- Fixed a Display Text bug
- Fixed a missing roof on level 6
- Optimized jumping to prevent accidental double-jumps

1.1 Changes:

- Button system swapped to Barracks
- Goombas swapped to High Templars
- Removed cooldown / Enabled spam for buttons
- Removed a bonus life on level 5 because I felt like it
- Changed various strings respective to the above mentioned changes.

All Images

Comments
Arcade wrote on May 6 2014, 8:01 pm:
Outstanding! Thank You for this entertaining game. Dying is the funniest part :D

[07:10 am]
sraw531 -- ungh, looks like im going to have to do a binary count off for death messages, they aren't properly being displayed to everybody :(
[04:22 am]
sraw531 -- maybe I should just test what happens if you teleport(move) the command centers to a location off the map every cycle while they are flying.
[04:22 am]
sraw531 -- if you do a for each loop, then youd likely have deselection issues, if you dont youd likely have issues with non-prebuilt command centers
[04:21 am]
sraw531 -- UndeadStar
UndeadStar shouted: @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
That might work for one command center, but it wouldn't work for multiple. If you were to do it for multiple youd need 1-2 locations for each, and thats not easy.
[03:30 am]
UndeadStar -- @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
[2020-9-22. : 12:08 pm]
IlyaSnopchenko -- sraw531
sraw531 shouted: is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
Funny that it was just what I did when trying to prevent flying buildings from flying... though that was still through iscript/AICE - set the flingy speed to 0 after each liftoff (as it's reset to a hardcoded value each time the building lifts off)
[2020-9-22. : 5:01 am]
Oh_Man -- https://youtu.be/eG9lTgu0R-M This guy must have got sued by like 5 different companies. 🤣
[2020-9-22. : 1:00 am]
sraw531 -- is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
[2020-9-22. : 12:50 am]
sraw531 -- surprisingly easy to change all the hero marines into normal marines, and vice versa, across the map though.
[2020-9-22. : 12:10 am]
sraw531 -- really hate when SCMdraft replaces deaths with " Memory(17, At least, 1);", makes it so I can't do mass replace for triggers when it changes to memory type :(
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