Staredit Network > Forums > SC1 Map Showcase > Topic: Random Path Defense v3
Random Path Defense v3
Apr 11 2008, 12:19 am
By: Brontobyte  

Apr 11 2008, 12:19 am Brontobyte Post #1



( Note: I wrote this as if the reader was new to StarCraft )

Background

Random Path Defense v3 is a defense map in which each individual games path is different. Each time you play, a different turn will be taken in the path, thus resulting in a completely new path ever time. This map uses two types of grid systems, both Mobile and Unit Coordinate. You simply build units to defend with at your respective Terran Barracks. ( Max 3 ) Then you use your respective Terran Flag Beacon's Place COP feature to move it to a free space somewhere on the path. Then you watch as your Terran Flag Beacon turns into a bunker, which is then filled with
your previously created units at your Terran Barracks.

Fool Proof Systems

This map has a variety of different systems to help make the mistakes of normal game play become reversed. RPD features a 200 2x2 tiles location system that uses Death Counters that move each individual location over top of the path as its being created. These locations will be used to move the enemy units flawlessly across any of the tricky combinations the Random Path can spit out. It starts off by Centering all of the 200 location over top of the end area for use latter. Then, one by one, as the Random Path progresses towards the end, via Death Counters, 1 location is centered at a time over top of the path. If the path messes up, or the 200 location expire ( They all get used before it finishes the path ) the Random Path will reset itself. When any type of path reset happens, all 200 of the location will be automatically re-centered over the end location.
This is done because the Order triggers for the enemy player are set to order the units 1 location to the other. ( EX: 1->2;2->3;3->4;ect.. ) If the system only moves one of the locations and the rest are centered over top of the end area, the units will always move to the end area.

Reseting the units created/flag beacon is also a neat and needed feature. If you have ever messed around with a Flag Beacon, you know that you can place the COP of it on top of itself. This is a big no no for the game. Once you place the COP, you can't move it again. You simply must Siege your Siege Tank to reset this. If you also have created a unit that you didn't want to create, you do the same. You will be refunded for all of your minerals that you have spent on purchasing those units.

Overflow is what it is called when you have too many units created at once in your respective Terran Barracks area. You can fit up to 4 units inside of a Terran Bunker, but if you place 4 units inside the path and run an AI script to enter the bunker, only ~3 of them will enter. You will be left with an extra unit that can roam free around the path. If you create too many units, all of your created units will be removed and you will gain back all of the minerals that you have spent.

Anti-Lift is also synced with Random Path Defense as well. This effects both the Terran Engineering Bay, and the Terran Barracks. I have installed a move trigger the forces newly created units at the Terran Barracks area to always move to the center of the Flag Beacon area. This is because Kenoli discovered that through careful manipulation of the units and lifting the Terran Barracks, you could mess up the triggering. You would remove the Terran Barracks and be spammed with error messages.

Game Play

The game play is pretty simple. At the bottom of the map their is a life bar. Every time you loose a life ( a unit enters the end area of the path ) you will note that one of your lives in the bar turn black ( in the mini map ) and it looses its beacon. If you loose all your lives, you loose the game. Their is several messages that appear to warn the user when he/she is loosing lives via 75%, 50%, 25%, 1 life left. All you have to do is to not let any of the enemy units make it to the other side of the path. This is done by killing them. I plan on creating a system that allows you to gain minerals every time you kill a units as a bonus. Their are 20 levels and 1 boss level. Each level the units progressively get faster. Levels 1-10 normal units, 11-20 hero units, 21 Boss level ( Secret Unit ) They will also increase in Armor and Hit Points. Levels 1-10 feature HP advances but no Armor. Levels 11-20 feature HP advances as well as Armor advances.


Enjoy! :D

Post has been edited 1 time(s), last time on Apr 11 2008, 12:28 am by Brontobyte.



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Apr 11 2008, 1:57 pm pneumatic Post #2



this is a cool idea. I dled it and will play it when I get time



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Apr 11 2008, 5:30 pm Brontobyte Post #3



Quote from name:razorsnail
this is a cool idea. I dled it and will play it when I get time

Thanks! :D Do note that it has alot of bugs. I will do my best to fix them when and if they become present. I also need to add a few different type of systems into it.

Needed systems:
Bonus minerals
Minerals for kills



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Apr 15 2008, 4:04 am Impersonation Post #4



Wow! Thats alot to read. Some ideas for a future version change:

Create some sort of Hero for the regular units that you can create at the Terran Barracks. IE: 1 Marine + 2 Medics = Hero Marine ( Jim Raynor )



Post has been edited 25 time(s), last time on Jun 12 2008, 11:41 am by Impersonation.



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Apr 15 2008, 4:11 am Brontobyte Post #5



Quote from Impersonation
Wow! Thats alot to read. Some ideas for a future version change:

Create some sort of Hero for the regular units that you can create at the Terran Barracks. IE: 1 Marine + 2 Medics = Hero Marine ( Jim Raynor )

That was one of my ideas I had earlier in production. I thought long and hard about it and decided that the medic, if the flag beacon was placed would enter the bunker and wouldn't attack ( waste of space ) so I decided not to because of possible bugs. If you can think of a bullet proof system ( no bugs ) then I will add that as a new feature in v4.



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Apr 15 2008, 4:17 am Impersonation Post #6



Quote from Brontobyte
Quote from Impersonation
Wow! Thats alot to read. Some ideas for a future version change:

Create some sort of Hero for the regular units that you can create at the Terran Barracks. IE: 1 Marine + 2 Medics = Hero Marine ( Jim Raynor )

That was one of my ideas I had earlier in production. I thought long and hard about it and decided that the medic, if the flag beacon was placed would enter the bunker and wouldn't attack ( waste of space ) so I decided not to because of possible bugs. If you can think of a bullet proof system ( no bugs ) then I will add that as a new feature in v4.

Ok. I'm not sure how this will play out because I'm not totally good on getting ideas from my head to my computer screen but her goes.

All you have to do is just add another death counter to trigger when a player has a medic. Then to prevent the player from using their flag beacon, just set one of the actions to give the beacon to another player. The siege tank/debug should negate this (give the beacon back to the current player). If this wont work, I'm sure their are many different ways to accomplish this. :D

If you use it, will you add me to the credits as someone who helped/inspired you? :D :D :D



Post has been edited 25 time(s), last time on Jun 12 2008, 11:41 am by Impersonation.



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Apr 15 2008, 4:25 am Brontobyte Post #7



Quote from Impersonation
Quote from Brontobyte
Quote from Impersonation
Wow! Thats alot to read. Some ideas for a future version change:

Create some sort of Hero for the regular units that you can create at the Terran Barracks. IE: 1 Marine + 2 Medics = Hero Marine ( Jim Raynor )

That was one of my ideas I had earlier in production. I thought long and hard about it and decided that the medic, if the flag beacon was placed would enter the bunker and wouldn't attack ( waste of space ) so I decided not to because of possible bugs. If you can think of a bullet proof system ( no bugs ) then I will add that as a new feature in v4.

Ok. I'm not sure how this will play out because I'm not totally good on getting ideas from my head to my computer screen but her goes.

All you have to do is just add another death counter to trigger when a player has a medic. Then to prevent the player from using their flag beacon, just set one of the actions to give the beacon to another player. The siege tank/debug should negate this (give the beacon back to the current player). If this wont work, I'm sure their are many different ways to accomplish this. :D

If you use it, will you add me to the credits as someone who helped/inspired you? :D :D :D

Well as good as you interpreted that, I highly doubt that it will work. I haven't looked at the map ( triggers ) in quite some time. If I can recall, their are Death Counters after Death Counters of conditions and actions, both of which have extremely specific conditions and actions. I remember working on it for awhile and then taking a break ( more like a vacation :D ) then going back to it. I had to redo so many of the triggers because I couldn't figure out how they worked ( what caused what, ect... )

Please feel free to edit my map and add what you did in the proper fields.



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Apr 15 2008, 4:36 am Impersonation Post #8



Quote from Brontobyte
Please feel free to edit my map and add what you did in the proper fields.

Sorry, I don't have the time to edit others maps. I will just keep on creating countless systems that will fit your map and let you know if I see a bug(s). ^^


Post has been edited 25 time(s), last time on Jun 12 2008, 11:41 am by Impersonation.



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Apr 15 2008, 6:11 am Brontobyte Post #9



Quote from Impersonation
Quote from Brontobyte
Please feel free to edit my map and add what you did in the proper fields.

Sorry, I don't have the time to edit others maps. I will just keep on creating countless systems that will fit your map and let you know if I see a bug(s). ^^

Sure. :D



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Apr 15 2008, 2:11 pm Impersonation Post #10



Instead of death counters you could just use the bring/command trigger to detect when a player owns a medic. :bleh:



Post has been edited 25 time(s), last time on Jun 12 2008, 11:41 am by Impersonation.



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Apr 15 2008, 4:33 pm Brontobyte Post #11



Quote from Impersonation
Instead of death counters you could just use the bring/command trigger to detect when a player owns a medic. :bleh:
I will try it, but if it bugs, I don't want to have to spend time working on it.



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