Staredit Network > Forums > SC1 Map Showcase > Topic: SC64 Officer Training
SC64 Officer Training
Dec 15 2015, 9:02 pm
By: JCarrill0  

Dec 15 2015, 9:02 pm JCarrill0 Post #1

BattleTag: JCarrill0#1742

2 of the Tutorial Maps from SC64 were released some time ago by SCL community members.
Recently while working on my "Remake" of the Starcraft Campaigns, I decided to merge both tutorials into one map.
Phase 1 was about basics and the Final Phase is about "Advanced Officer Training".

While there is no sound unfortunately, I did add a ComBeep and updated the Display Text with my own Standard.

Take a look, please let em know if you find any errors or redundancy (that is why I am posting it)

note: The map was done completely in Starcraft Campaign Editor (StarEdit). After basic stuff I tried to use SCMD 2 to add more stuff but recently SCMD2 likes to crash while saving so... screw SCMD2 (wait for CHKdraft to be polished), I just did it all in StarEdit.

Edit: If it all works out I'm thinking of adding it as a "Unlocked Level" when beating the standard "Boot Camp" by killing all the Zerglings or something, not sure yet.

EDIT (12/30/15) - I re-added the Fix to my map, however I also added a second one based on Dem0n's suggestions.
Tell me what you guys prefer.

Attachments:
T0) OfficerTraining.scm
Hits: 7 Size: 60.76kb
T0) OfficerTraining(2).scm
Hits: 5 Size: 65.17kb

Post has been edited 2 time(s), last time on Dec 30 2015, 5:28 pm by JCarrill0.




Dec 29 2015, 8:31 pm JCarrill0 Post #2

BattleTag: JCarrill0#1742

I just re-did a play through of my map, I like it after all, but I noticed a bug I cant seem to fix, The last mission Objective, I told it to destroy the enemy base, which I do, but I gave it a counter of 6 enemy buildings left.

Problem is, each building I raze, it doesn't count it. so in the end I get a victory but the leader boards still says 0 of 6 Enemy buildings (its a Total Razing Leader-board)




Dec 30 2015, 12:58 am Dem0n Post #3

ᕕ( ᐛ )ᕗ

The problem is that the razings score doesn't indicate how many buildings you've destroyed. Every unit and building has a 'kill' score which is added to the current player whenever they kill something, and these numbers range from single digits to the hundreds. Having a leaderboard of closest razing to 0 won't achieve the desired effect. Instead, what you want to do is use the custom score leaderboard. Then, make a new trigger like this:

Triggername
Players

  • Force 1
  • Conditions

  • 'Adv Officer Training' is set.
  • Current Player razings score is at least 1.
  • Actions

  • Modify score for Current Player: Set to 0 razings.
  • Modify score for Current Player: Add 1 custom.
  • Preserve trigger.


  • This way, every time a building is destroyed (indicated by the player's razing score being greater than 0), the player's razing score will reset to 0 and 1 custom score will be added.

    Also, a few minor things that you might want to fix:

    - Using the "Transmission" action is a much cleaner and effective way of displaying a transmission (obviously) than showing a portrait, displaying text, and setting the wait as separate actions. If you don't want a minimap ping on a building, just set the portrait to a building that the player can't control (like a Starport for this mission, since the player can't build it).
    - When you have to make 5 SCVs, a leaderboard comes up showing how many SCVs you've constructed. However, you already have 1 SCV given to you, so that leaderboard starts at 1. After you build 5 SCVs, it then says "6 of 5 SCVs." Not a big deal, but it looks sloppy.
    - The previous issue applies to the enemy buildings leaderboard. If the computer builds more buildings, it'll no longer have 6 buildings, so you might end up with a leaderboard of, say, "8 of 6 Enemy Buildings." If you really want to run an AI Script to have the computer SCVs mine the minerals, just add a trigger that always sets the computer's resource amount to 0 so that it can't build more buildings.




    Dec 30 2015, 2:20 am JCarrill0 Post #4

    BattleTag: JCarrill0#1742

    Quote from Dem0n
    The problem is that the razings score doesn't indicate how many buildings you've destroyed. Every unit and building has a 'kill' score which is added to the current player whenever they kill something, and these numbers range from single digits to the hundreds. Having a leaderboard of closest razing to 0 won't achieve the desired effect. Instead, what you want to do is use the custom score leaderboard. Then, make a new trigger like this:

    Trigger


    This way, every time a building is destroyed (indicated by the player's razing score being greater than 0), the player's razing score will reset to 0 and 1 custom score will be added.
    Ahh Ok I get ya.

    Quote from Dem0n
    Also, a few minor things that you might want to fix:
    I LOVE FEEDBACK!!!
    Quote from Dem0n
    - Using the "Transmission" action is a much cleaner and effective way of displaying a transmission (obviously) than showing a portrait, displaying text, and setting the wait as separate actions. If you don't want a minimap ping on a building, just set the portrait to a building that the player can't control (like a Starport for this mission, since the player can't build it).
    yeah, I know but i am trying to keep it close to the Original as possible, this is how the SC64 Trigger had it set up so I left it like it is, but I might consider this.
    Quote from Dem0n
    - When you have to make 5 SCVs, a leaderboard comes up showing how many SCVs you've constructed. However, you already have 1 SCV given to you, so that leaderboard starts at 1. After you build 5 SCVs, it then says "6 of 5 SCVs." Not a big deal, but it looks sloppy.
    Ah so you figured out my little trick... hehe, so the story is... I already knew this, however the leaderbaords are custom since the ones in sc64 are actually NOT tied into the map, they were a different feature in the 64 system itself (i dunno why), so when I added my own custom ones, I directly copied the same idea that was used in sc campaign terran mission 1, when asking to make 10 marines it did the exact thing, it just counted what you had and went from there. it makes sense to make 5 as a counter when really your supposed to have 6, however this wasnt the case that the info was trying to teach, and therefor I deliberatly added one less on purpose and you can see in the same for the Left over marines that you start with -minus the one you are asked to make (which is 10), if you manage to keep all 5 from the start you should have 15, but like Terran mission 1 from the PC campaign, the leaderbaord only needing you to command 10, not actually build 10This goes right back to me wanting to keep it close to classic as possible.
    Quote from Dem0n
    - The previous issue applies to the enemy buildings leaderboard. If the computer builds more buildings, it'll no longer have 6 buildings, so you might end up with a leaderboard of, say, "8 of 6 Enemy Buildings." If you really want to run an AI Script to have the computer SCVs mine the minerals, just add a trigger that always sets the computer's resource amount to 0 so that it can't build more buildings.
    Oh the AI is set to just area-Town, it does have a chance to do so, but int he timeframe for this scenario, the chances are extremely unlikely.

    PS - Dem0n, as always thank you for your response and kind help, I very much appreciated it.




    Dec 30 2015, 2:38 am Dem0n Post #5

    ᕕ( ᐛ )ᕗ

    Quote from JCarrill0
    Quote from Dem0n
    - The previous issue applies to the enemy buildings leaderboard. If the computer builds more buildings, it'll no longer have 6 buildings, so you might end up with a leaderboard of, say, "8 of 6 Enemy Buildings." If you really want to run an AI Script to have the computer SCVs mine the minerals, just add a trigger that always sets the computer's resource amount to 0 so that it can't build more buildings.
    Oh the AI is set to just area-Town, it does have a chance to do so, but int he timeframe for this scenario, the chances are extremely unlikely.
    If, for some reason, someone wanted to use cheat codes such as operation cwal on this mission, there's a good chance the computer could build another building before the payer destroys it. This feels very unprofessional to me. You should just implement the thing I said where you set the computer's minerals to 0 so that it can't build anything. Simply always -> set resources for computer: set to 0 ore, preserve trigger.




    Dec 30 2015, 2:59 am JCarrill0 Post #6

    BattleTag: JCarrill0#1742

    Quote from Dem0n
    Quote from JCarrill0
    Quote from Dem0n
    - The previous issue applies to the enemy buildings leaderboard. If the computer builds more buildings, it'll no longer have 6 buildings, so you might end up with a leaderboard of, say, "8 of 6 Enemy Buildings." If you really want to run an AI Script to have the computer SCVs mine the minerals, just add a trigger that always sets the computer's resource amount to 0 so that it can't build more buildings.
    Oh the AI is set to just area-Town, it does have a chance to do so, but int he timeframe for this scenario, the chances are extremely unlikely.
    If, for some reason, someone wanted to use cheat codes such as operation cwal on this mission, there's a good chance the computer could build another building before the payer destroys it. This feels very unprofessional to me. You should just implement the thing I said where you set the computer's minerals to 0 so that it can't build anything. Simply always -> set resources for computer: set to 0 ore, preserve trigger.
    I had already tested this when debugging my map some time ago, I assure you, it has an extremely low chance. Feel free to test this out as I did, I had to retest and retest correcting bugs and re-adding stuff I missed. this map wasn't thrown together I promise.

    EDIT: I added the new Trigger and added the Transmission like you suggested (All valid points), but the Last Objectives is still not showing up correctly. (Map is attached)

    Post has been edited 1 time(s), last time on Dec 30 2015, 3:21 am by JCarrill0.




    Dec 30 2015, 4:58 am Dem0n Post #7

    ᕕ( ᐛ )ᕗ

    Don't use Leaderboard Goal. You just want to use Leaderboard (Points).




    Dec 30 2015, 5:12 am JCarrill0 Post #8

    BattleTag: JCarrill0#1742

    Quote from Dem0n
    Don't use Leaderboard Goal. You just want to use Leaderboard (Points).
    so I didn't need the extra trigger to begin with, GG

    Thanks for the help Dem0n!




    Jan 25 2016, 4:43 pm blueskirt Post #9



    Nice work, JCarrill0!

    I am slightly off topic but I was wondering if you still had the original Boot Camp and Officer Training tutorial maps lying around somewhere as I would be interested in getting these too for archival purpose.

    I would also be interested in other SC64 maps that could have been ported to PC if you have any. Before finding your mission, I stumbled on this fan project to remake Starcraft in the Starcraft II engine and noticed they were considering throwing in the SC64 exclusive missions (Boot Camp, Officer Training and Resurrection IV) too for good measure. Unfortunately, I seems to be too late to the party because any download links or links to websites or forums I found on those Starcraft remake threads are all dead links. I already have the PC port of Resurrection IV, but if they remade more of the multiplayer maps that were exclusive to SC64, like Guardians, Rage, Round-Up, Zerg Troopers, Monkey Business, Out Of Time or Spaced Out, I would be interested in those too.



    None.

    Jan 25 2016, 4:55 pm JCarrill0 Post #10

    BattleTag: JCarrill0#1742

    Quote from blueskirt
    Nice work, JCarrill0!

    I am slightly off topic but I was wondering if you still had the original Boot Camp and Officer Training tutorial maps lying around somewhere as I would be interested in getting these too for archival purpose.

    I would also be interested in other SC64 maps that could have been ported to PC if you have any. Before finding your mission, I stumbled on this fan project to remake Starcraft in the Starcraft II engine and noticed they were considering throwing in the SC64 exclusive missions (Boot Camp, Officer Training and Resurrection IV) too for good measure. Unfortunately, I seems to be too late to the party because any download links or links to websites or forums I found on those Starcraft remake threads are all dead links. I already have the PC port of Resurrection IV, but if they remade more of the multiplayer maps that were exclusive to SC64, like Guardians, Rage, Round-Up, Zerg Troopers, Monkey Business, Out Of Time or Spaced Out, I would be interested in those too.
    Thanks, did you try my map? (it has 0 hits)

    I also made the following request some time back: http://www.staredit.net/360703/




    Jan 25 2016, 5:06 pm blueskirt Post #11



    Quote from JCarrill0
    Thanks, did you try my map? (it has 0 hits)

    I also made the following request some time back: http://www.staredit.net/360703/

    Twice, tried both versions. I am wondering what you did to prevent anyone from crossing the bridge too early. Was it a bunch of Dark Templars forming a line on that bridge to prevent anyone from crossing? I'm also wondering what would happen if you just had a barrack lift off and land on the island before phase two began. But I guess you packed the place full of those to prevent that from happening.

    Also, glad to see I'm not the only one who'd like to get a hand of those maps.



    None.

    Jan 25 2016, 5:09 pm JCarrill0 Post #12

    BattleTag: JCarrill0#1742

    Quote from blueskirt
    Quote from JCarrill0
    Thanks, did you try my map? (it has 0 hits)

    I also made the following request some time back: http://www.staredit.net/360703/

    Twice, tried both versions. I am wondering what you did to prevent anyone from crossing the bridge too early. Was it a bunch of Dark Templars forming a line on that bridge to prevent anyone from crossing? I'm also wondering what would happen if you just had a barrack lift off and land on the island before phase two began. But I guess you packed the place full of those to prevent that from happening.

    Also, glad to see I'm not the only one who'd like to get a hand of those maps.
    Feel free to open the map and look at the triggers, I don't protect my maps.




    Jan 25 2016, 5:45 pm blueskirt Post #13



    Yeah, I remembered I could do that. Also, nothing to prevent a barrack lift off but the mission doesn't break either, as soon the mission asks you to build Firebats it also recognize all enemy buildings have been destroyed and it auto wins.



    None.

    Jan 25 2016, 7:14 pm JCarrill0 Post #14

    BattleTag: JCarrill0#1742

    Quote from blueskirt
    Also, nothing to prevent a barrack lift off but the mission doesn't break either,
    wait, why do I need to prevent the barracks from liftoff?
    This should not be an issue.

    Quote from blueskirt
    as soon the mission asks you to build Firebats it also recognize all enemy buildings have been destroyed and it auto wins.
    I have not seen this bug, Can you perhaps show me a replay (not sure that will work)

    Could you explain in more detail so I can try to recreate this bug?




    Jan 25 2016, 7:23 pm JCarrill0 Post #15

    BattleTag: JCarrill0#1742

    I just redid the mission, I had my barracks lifted off the entire time (minus when I had to build units).
    I experienced no issues.

    as for the auto complete I didn't have any issues with this as well, however I did remember if I skipped mission objectives ahead of time they would auto complete, but that's cause I did them in advance. this wasn't a bug because i personally knew what the objectives were by heart.




    Mar 2 2016, 11:39 pm blueskirt Post #16



    Sorry for the late reply.

    By barrack lift off I meant that I just lifted off my barracks and had them land on the enemy island, during the first phase of the mission, and I had the barracks produce marines and wipe out the enemy base before the second phase even begun. However, that did not break the mission in any way, like, upon reaching the second phase, you are told to build an Academy and five firebats, and once those objectives are completed, you immediately get the victory screen.

    What you could do to prevent that I suppose is put more cloaked ghosts on the island to prevent any buildings from landing there until the second phase has begun.



    None.

    Mar 8 2016, 5:13 pm JCarrill0 Post #17

    BattleTag: JCarrill0#1742

    Quote from blueskirt
    Sorry for the late reply.

    By barrack lift off I meant that I just lifted off my barracks and had them land on the enemy island, during the first phase of the mission, and I had the barracks produce marines and wipe out the enemy base before the second phase even begun. However, that did not break the mission in any way, like, upon reaching the second phase, you are told to build an Academy and five firebats, and once those objectives are completed, you immediately get the victory screen.

    What you could do to prevent that I suppose is put more cloaked ghosts on the island to prevent any buildings from landing there until the second phase has begun.
    LOL that's pretty clever, but nah I don't think its needed, if anything I can just prevent the barracks from flying over forcing any buildings to fly back, but imo if they know how to do all of this, perhaps they are above the tutorial :P




    Jul 13 2016, 11:53 pm DarkenedFantasies Post #18

    Roy's Secret Service

    Quote from blueskirt
    I would also be interested in other SC64 maps that could have been ported to PC if you have any.
    I have manually reproduced Monkey Business many years ago. As such, it's not a true port, so I don't know if you'd want it. It's nonetheless an exact replica, save for the randomized tiles. Lemme know if you'd like to have it. :)




    Sep 27 2016, 8:16 pm eduardo Post #19



    Quote from blueskirt
    I would also be interested in other SC64 maps that could have been ported to PC if you have any.
    I have manually reproduced Monkey Business many years ago. As such, it's not a true port, so I don't know if you'd want it. It's nonetheless an exact replica, save for the randomized tiles. Lemme know if you'd like to have it. :)

    If you have it, I would love to get it.

    Quote from blueskirt
    Nice work, JCarrill0!

    I am slightly off topic but I was wondering if you still had the original Boot Camp and Officer Training tutorial maps lying around somewhere as I would be interested in getting these too for archival purpose.

    I just stumbled upon this and delurking to answer that bit. The maps I am attaching were made around 2008/2009, and posted in the old Blizzforums site (I think I remember JCarrill0 from there, right?), sometime after Zero & Drake Clawfang had released the excellent R-IV port.

    The briefings' scrolling speed needed some work from what I remember, but beyond that, the maps were pretty close to the ones in SC 64.

    Attachments:
    BootCamp64.scm
    Hits: 1 Size: 39.55kb
    OfficerTraining64.scm
    Hits: 1 Size: 38.02kb



    None.

    Sep 27 2016, 9:12 pm DarkenedFantasies Post #20

    Roy's Secret Service

    Oh yeah, maybe I should just have attached the map in my previous post without waiting for a reply.

    By the way I see someone else attempted to recreate the map. Though comparing it to mine, it doesn't look very accurate. http://sc.nibbits.com/maps/view/131024/monkey-businessscm

    One day, if I get my N64 set up again, I can try to reproduce the map tile-for-tile. :hurr:

    Attachments:
    (3)Monkey Business.scm
    Hits: 3 Size: 80.05kb




    Options
      Back to forum
    Please log in to reply to this topic or to report it.
    Members in this topic: None.
    [06:24 am]
    UndeadStar -- :wob:
    [12:57 am]
    O)FaRTy1billion[MM] -- :wob:
    [06:37 pm]
    Ultraviolet -- :wob: now there's some nice :wob:s
    [03:34 pm]
    jjf28 -- . . . . . :wob::wob::wob::wob::wob:
    [2021-4-18. : 2:51 am]
    NudeRaider -- :wob::wob::wob::wob::wob:
    [2021-4-18. : 2:26 am]
    Ultraviolet -- :wob::wob::wob::wob::wob:
    [2021-4-18. : 1:38 am]
    KrayZee -- :wob: :wob: :wob: :wob: :wob: :wob: :wob:
    [2021-4-18. : 1:28 am]
    CaptainWill -- I saw the same...
    [2021-4-17. : 11:13 pm]
    Ultraviolet -- :shifty:
    [2021-4-17. : 10:21 pm]
    UndeadStar -- Ultraviolet
    Ultraviolet shouted: :wob::wob::wob::wob::wob:
    On my browser, animations are disabled by default, and somehow, those :wob: ended up not aligned, like they're doing a wave. Didn't happen with MTiger156
    MTiger156 shouted: How about x6 wob? :wob: :wob: :wob: :wob: :wob: :wob:
    Please log in to shout.


    Members Online: BumpelSnake, dockdecks, jun3hong, Roy