Staredit Network > Forums > SC1 Map Production > Topic: RP - Lathirion
RP - Lathirion
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Oct 31 2007, 1:45 am
By: Vrael  

Oct 31 2007, 1:45 am Vrael Post #1



Another Medieval RP from Vrael, the maker of Feyvern!
Umm yeah, don't worry my head isn't that big.
Hopefully you know what an RP is/looks like already.
Hopefully you know/liked Feyvern.
Lathirion will be very similar in style, though the terrain is completely new.
The console may look the same, but it is much improved!!!

Features:
• User Placeable Teleport System
• Special Effects (More on this Later)
• Plenty of Castles and the like.
• Spawn-Speed settings.
• Mountainous terrain.
• A River and waterfalls through the Mountainous Terrain

Special Effects Innovation:
This map features a system where your hero can actually use special effects. It works on any unit, you can center a location on your hero, or say a cloaked unit, have it walk around, and then POOF an explosion out of nowhere! Look at the screenshots I provide.

Post has been edited 1 time(s), last time on Nov 23 2007, 5:55 am by Vrael.



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Oct 31 2007, 4:16 am Durandal Post #2



You're a god, Vrael.



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Oct 31 2007, 6:08 pm Oyen Post #3



Spawn-speed settings are something I've wanted in an RP for a long time. The teleport system and special effects sound cool, too.
Wahoo! I can't wait! Take your time though. No need to rush perfection.



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Oct 31 2007, 7:38 pm Esponeo Post #4



Hey Vrael, this is Shmidley.

Before you release be sure and enslave Phantom to upgrade the terrain.. TO THE MAX!

Quote
• User Placeable Teleport System
Good fucking luck. You can have all my teleport system code if you need it, but it was never very pretty.

Quote
• Spawn-Speed settings.
Assuming you're not too far along and/or haven't already done this, you might as well include a Global Cool down Variable in every option with a speed setting somewhere in the console. This is actually easily added to every trigger through find/replace, assuming you're using a text trigger editor. I can post an example up if you desire.


There might be some other stuff I'd like to give you to make this as good as possible, I'll have to take a look. And make sure to show this to me some time so I can tell you how much it sucks. If you're feeling brave, add me on AIM at Esponeo Vendago or MSN at ShmidleyWitz(at)hotmail.com.



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Nov 1 2007, 12:14 am Vrael Post #5



To Durandal: Not a god. Just another dude who plays sc...

To Oyen: I think I played you in a game of Galactic Conquest the other day, "Vrael" is currently unusable, I'm using Majestik_Moose@USEast right now on battle.net.

To Shmidley: Hey how's it goin? As for enslaving Phantom, don't need her. As I just told Oyen, using Majestik_Moose currently on B.net. You are (U)Esponeo now I assume.
The triggers are all done, thanks for the offer of code but I don't need. The only thing that remains is to balance and name the units and touch up the terrain and doodads. As for how much my map "sucks" well, that's an opinion now, isn't it? Oh, and yea you do know what you're talking about at least so I'll let you see it before I release. Though, don't know how much you can add cause I used up all the locations.

And in other news, after I finish Lathirion I'll be updating Feyvern with the new console options, so it doesn't become outdated. And, for those prospective RP map-makers out there, I'm going to make a "blank" console platform, so all you'd really need to do is name units and make terrain and -vwala! New RP!



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Nov 1 2007, 5:17 pm Oyen Post #6



Are you using Hyper Triggers with the Spawn-Speed settings? If so, you could use death counts to increase the speed of each unit spawner. For example:

Trigger
Players

  • Force 1
  • Conditions

  • Current Player has suffered at most 0 deaths of Cave-In.
  • Actions

  • Add 1 Death of Map Revealer for Current Player
  • Preserve Trigger


  • Trigger
    Players

  • Force 1
  • Conditions

  • Current Player brings at least 1 [men] to "Spawn Marine"
  • Current Player has suffered at least 30 deaths of Map Revealer.
  • Actions

  • Set Deaths of Map Revealer to 0 for Current Player.
  • Create 1 Marine at location "Spawn Place" for Current Player
  • Preserve Trigger


  • The first trigger dictates the speed of spawning by adding death counts (12 per second with hyper triggers), and when it reaches a high enough death count, the unit is spawned(in this example, once every 2 and a half seconds).
    If you have every spawnable unit have the same death count condition, then you can simply have players increase their own respective spawning speed by stepping on a beacon that increases how quickly the death counts add up. For example....

    Trigger
    Players

  • Force 1
  • Conditions

  • Current Player brings at least 1 [men] to "Spawn Speed 2".
  • Actions

  • Set deaths of Cave-In to 1 for Current Player.
  • Preserve Trigger


  • Trigger
    Players

  • Force 1
  • Conditions

  • Current Player has suffered exactly 1 deaths of Cave-In.
  • Actions

  • Add 2 Deaths of Map Revealer for Current Player
  • Preserve Trigger


  • This would double the previous spawning speed, by adding twice as many death counts.

    Anyway, that was my suggestion. Of course, without Hyper Triggers, this method won't work.



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    Nov 2 2007, 12:03 am Vrael Post #7



    Thanks for your consideration Oyen, but I am well versed in trigger technique. I am in fact using hyper triggers and death counts already for the spawn speed settings. There are only 3 spawning speeds, in part because I didn't feel like making 12 billion triggers and in part because I ran out of locations/space. The speeds are 1 unit per 2 seconds, 1 unit every second, and 2 units per second.

    Post has been edited 1 time(s), last time on Nov 2 2007, 12:08 am by Vrael.



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    Nov 2 2007, 1:08 am Esponeo Post #8



    Quote
    Thanks for your consideration Oyen, but I am well versed in trigger technique.
    Quote
    ...I didn't feel like making 12 billion triggers...
    Something tells me you aren't.



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    Nov 2 2007, 3:45 am Oyen Post #9



    Quote from Vrael
    Thanks for your consideration Oyen, but I am well versed in trigger technique. I am in fact using hyper triggers and death counts already for the spawn speed settings. There are only 3 spawning speeds, in part because I didn't feel like making 12 billion triggers and in part because I ran out of locations/space. The speeds are 1 unit per 2 seconds, 1 unit every second, and 2 units per second.

    I dont think it would take a lot of triggers using my suggested method. It only would take 2 triggers per speed(1 for selecting speed and 1 for the actual speed of the spawn). Although, I can understand if you ran out of locations. To circumvent that, you could just have 2 locations & triggers for setting speed: Slower and Faster.

    For my previous example, stepping on the Slower location lowers speed by decreasing the death count of Cave-In by 1, and the other location would increase the death count. Simply make sure that you put a condition on the "Faster" trigger so that it doesn't exceed maximum Cave-In death count. Its also probably best to have the unit that steps on one of these selections to be moved back to its starting position, so the speed doesnt rapidly increase/decrease because the player couldn't get his unit off quick enough.

    Anyway, that was just my idea. Unless I looked at the map itself, I don't even know if anything I suggested would even be viable in your map. It's your map, so do it the way you want. 3 speeds is probably enough anyway.



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    Nov 3 2007, 7:28 am Vrael Post #10



    Okay, jeez shmidley, no need to rip my face off. 12 billion is obviously an exaggeration anyway.

    The method I used was basically the reverse of what you suggested Oyen. There are 3 Locations, "Slow" "Normal" and "Fast" per say.
    I made a death count cycle, Set to X deaths, subtract 1 per second with another trigger, then at 0 deaths add X deaths again.
    Units spawn when 1 deaths remain or so.
    If ling is at slow X = 24, if ling is at normal X = 12, if ling is at fast, X = 6.

    When I made my last post I didn't actually read your trigger system that well, sorry. But thanks for being more relevant than (U)Esponeo.



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    Nov 4 2007, 2:59 pm Fisty Post #11



    Vrael you are my hero...Not only did you make the best functioning rp in existance (unless a dick joins the game almost always gets interesting), BUT YOU ARE IMPROVING IT! <3



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    Nov 9 2007, 10:51 pm Fisty Post #12



    Anything new? and if you need a tester im just a pm away.

    You may also find me as:
    Deathman101@USEast



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    Nov 28 2007, 9:33 am Excalibur Post #13

    The sword and the faith

    I heard this was released but was unable to find it. Any word Vrael?




    SEN Global Moderator and Resident Zealot
    -------------------------
    The sword and the faith.

    :ex:
    Sector 12
    My stream, live PC building and tech discussion.

    Nov 28 2007, 8:45 pm Vrael Post #14



    Yes it's out. Public response seems to be pretty good, funny though a lot of people still play feyvern. Dunno how to close this thread so. It'll stay here, but the map's out.



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    Nov 28 2007, 9:03 pm Esponeo Post #15



    Quote
    The method I used was basically the reverse of what you suggested Oyen.
    No it isn't. That's exactly what Oyen suggested. Which is the only sensible way to do it.

    Thus it would seem the error is in your ability to communicate and understand others, not in anyone's triggers.

    Quote
    Yes it's out.
    Give.



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    Jun 21 2008, 4:19 pm temhawk Post #16



    Vrael, you make the best RPs in the world!!!!!!!!!!!!!!!!!!!

    Please continue to make maps!!!!!!! PLEASE!!!!!!! :rolleyes:

    AND FINISH THIS RP, I WANT !!!!!!!!!



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    Jun 21 2008, 4:57 pm Fisty Post #17



    Quote from temhawk
    Vrael, you make the best RPs in the world!!!!!!!!!!!!!!!!!!!

    Please continue to make maps!!!!!!! PLEASE!!!!!!! :rolleyes:

    AND FINISH THIS RP, I WANT !!!!!!!!!
    Way to raise this topic from the grave. Vrael already finished the map FYI.



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    Jun 21 2008, 10:54 pm Lingie Post #18



    Lul. So much for an RPer..to raise a dead topic, and not even know about the map. Nobody plays it anyways anymore.. some legacy.



    Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

    Jun 23 2008, 9:08 pm Vrael Post #19



    If moderation would be so kind, please close this topic.
    As far as I've witnessed, Darkling, people do play it.



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    Jun 23 2008, 9:22 pm Fisty Post #20



    Quote from Vrael
    If moderation would be so kind, please close this topic.
    As far as I've witnessed, Darkling, people do play it.
    Although, not as much as Feyvern.



    None.

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