No Mining Project
Welcome to my new No Mining Project. I'm glad to show my vision official episodes and you can find here new main idea!
Important notes:1. The main idea - deleted economic system for the player in all macro maps. You'll receive minerals and gas ONLY in battle. But you will receive only half the resources of the cost of units and buildings.
2. I didn't change any AIs, i.e. for example you will fight against Terran 12 Phoenix Town and Nuke Town in last mission of 1st episode.
3. Although I tested and played on classic version all maps work on both versions.
4. There are 3 difficulties. All maps tested and passed on HARD difficulty!
5. There are 2 challenges:
A. No death challenge. If you'll lose any units - you'll defeat (this is optional challenge for easy and medium difficulties, but not hard difficulty).
B. Destroy all enemies challenge. You must destroy all enemies before complete the main objective. (this is optional challenge and available only hard difficulty).
DOWNLOAD LINKS
Ps. You can find all changes in changelog word file. Good luck!
Constructive ideas are welcome. Please help me make the project better!
With great respect, Alexander aka C@HeK.
Post has been edited 1 time(s), last time on Dec 19 2025, 2:44 am by C(a)HeK.
Updates #1
Tutorial map (all difficulties): changed typo in note from “Find Zerg Hydralisk…” to “Find Zerg Hydralisks…”.
Mission 1-1 (all difficulties): added new defeat trigger for player. You’ll lose if you have at most 9 Terran Marines, at most 49 minerals and there are no orange Zerg Zerglings.
Mission 1-3 (all difficulties): The main Zerg Hatchery has been changed to Zerg Lair.
Good project, I am yet to test it. But I wonder if this system can be applied to pre-existing maps
Or if we have an empty map with just the resource scripts to make our own
None.
Good project, I am yet to test it. But I wonder if this system can be applied to pre-existing maps
Or if we have an empty map with just the resource scripts to make our own
I used simple system for this project.
Trigger Conditions:
Selected "Deaths" Condition
"Computer X has suffered at least 1 deaths of [men] or [buildings]"
Trigger Actions:
Selected "Set Resources"
"Modify resources for player: add X ore\gas\ore+gas
+
Selected "Set Deaths"
"Modify death counts for computer X: set 0 for [men] or [buildings]
+
Preserve Trigger
This system works for almost all buildings and units.
Good project, I am yet to test it. But I wonder if this system can be applied to pre-existing maps
Or if we have an empty map with just the resource scripts to make our own
I used simple system for this project.
Trigger Conditions:
Selected "Deaths" Condition
"Computer X has suffered at least 1 deaths of [men] or [buildings]"
Trigger Actions:
Selected "Set Resources"
"Modify resources for player: add X ore\gas\ore+gas
+
Selected "Set Deaths"
"Modify death counts for computer X: set 0 for [men] or [buildings]
+
Preserve Trigger
This system works for almost all buildings and units.
Just a quick note on this system: generally I would consider it better practice to subtract 1 from the death count rather than setting it directly to 0. That way if the player kills more than one unit at a time, they get credit for all of them instead of just one.
I mean that's a good mechanic, but if you want to get one for each unit (killing Ultralisk not the same resource s than killing Zergling) you have to do one for each enemy unit, which is somewhat of a chore. That's what I thought was implemented.
But if you just have one with a flat resource generation (marine = battlecruiser) yes you only need one
None.
Just a quick note on this system: generally I would consider it better practice to subtract 1 from the death count rather than setting it directly to 0. That way if the player kills more than one unit at a time, they get credit for all of them instead of just one.
Perhaps, it's really better, but unfortunately I have no free time to update 150+ maps for this.
That's what I thought was implemented.
That's right. I used this system for almost all units and buildings.