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- C H E S S - Yes ladies and gentlemen, it is chess! The ancient old game from the 6th centaury has, for the second time invaded Starcraft universe. Houray. I say 'second time' because GoldenUrg (also the creator of GUedit) has already made chess back in 2000-2001 or so (GoldenUrg's Chess, it's an open map). So why did I made chess as well? First of all because I wanted to see wether I could do it and to increase my map making skills. Secondly, while it was quite an accomplishment at that time GoldenUrg used over 13.000 lines of code and over an hundred locations. Since I always try to accomplish the most with the least amount of energy I wanted to make a working chess map with a lot less code and locations but increased funcionality (3 boards, tournament options, etc). I will not protect my map or scramble the triggers because others can probably learn from it if they want. Gameplay: Another one of my goals was to create the most user-friendly gameplay possible. It takes only two steps to move any unit. Everyone controls only one unit: a Protoss Corsair, which can only be used during their turn. Step 1: Cast Disruption Field on the piece you want to move Step 2: Cast Disruption Field on the place you want to move or attack too Everything will be done instantly, no waiting times or whatever. You can even enable teleporting for the pieces so they don't have to walk to their destiny. Special moves like Castling and En Pasant will also be done automatically and instantly. Features: Lighting fast, user-friendly gameplay - Move a piece within a second with just 2 clicks - No complicated moves required, and almost no scrolling - Automatic timer and scoreboards Tournament options: - 3 different sets of pieces: Zerg, Terran and Protoss - 4 time types: Bullet Chess (3 minutes), Blitz (10 minutes), Rapid (30 minutes), Endless (unlimited time) Progress: (Done, partly done, not done) - Selecting pieces and destiny - Advancing and capturing - Board - Pawn (except en passant), Bishop, Rook, Knight (except castling), Queen - Check - Player 2 triggers - Pieces (see below) - Pawn (en passant) - King (castling, checkmate) - Game types - Timer Pieces: This are the three complete sets. Terran Pawn: Marine Bishop: Goliath Knight: Vulture Rook: Siege Tank Queen: Sarah Kerrigan King: Terran Civilian Protoss Pawn: Zealot Bishop: Dragoon Knight: Hero High Templar Rook: Reaver Queen: Dark Archon King: Archon Zerg Pawn: Zergling Bishop: Hydralisk Knight: Lurker Rook: Ultralisk Queen: Infested Kerrigan King: Defiler (Picture of two Zerg sets, picture made in the editor) ![]() (Black's Queen and King are wrong, I know ) This post was edited 6 times, last edit by Daedalus: May 28 2008, 8:08 am.
![]() ![]() ![]() ![]() ![]() ![]() Meh.
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I'm making monopoly (off of what DevliN started). I made Stratego a couple years ago:
http://www.staredit.net/files/30/ ![]() ![]() ![]() ![]() ![]() ![]() |
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Yeah I did think of that, lol.
A suicidal king? Hm, I'm not so sure about that one . Personally I think the Defiler is a better king, but I'll give it an extra thought!Alexei for the Terran King would be fine I guess. It's a different Ghost model then Sarah Kerrigan so that is no problem. That would be great actually! I'm really interested in how other mappers accomplish things. I have barely played any maps created by other persons. Actually, I have never even played a bound or now exactly what a bound is (it's like an obstacle course right?) I want to play Crescent Dyne in the near future since I've heard a lot of people say that it's (one of) the greatest (RPG) map out there, so I'm curious as what's so special about it. By the way. though it's just an idea I was planning on creating a large map with multiple board games. One of those would be Chess of course, others would be games like Checkers, Cluedo, Backgammon, Risk, Go, Battleship and Mastermind, but also Stratego and Monopoly, I hope you don't mind. UPDATE: Last night I just finished all the momvents of the pawn, except en pasant. When you haven't moved your pawn yet it can advance two places, otherwise only one. If there is an opponent's piece diagonal (North East or NW when you play white or SE/SW with black) you can attack it. Also, whenever you reach the end-line you can choose to promote your pawn to either a bishop, knight, rook or a queen. ![]() ![]() ![]() ![]() ![]() ![]() Meh.
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While you own your own pieces you can not order them normally. The only way to control them is with the Corsair, which does not give you a self-destruct option
.UPDATE: Advancing and capturing pieces is now completely working. The main I will be working on now is implenting all the rules concerning check, which is rather difficult though not impossible. ![]() ![]() ![]() ![]() ![]() ![]() Meh.
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Anonymoose DELIVERS.
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In the championship mode, after the first three games, there will be three winners and three losers (if all 6 players are in-game). That means two players will have to wait (one winner and one loser) for the other four to play?
What if some games finish faster and others keep going (unlimited time mode), those whyo finished faster also have to wait (again in championship mode)? Anyway, good luck with the map, looks good so far. ![]() ![]() ![]() ![]() ![]() ![]() Live as if you were to die tomorrow. Learn as if you were to live forever. ~Mahatma Gandhi
Don't be afraid to care. ~Pink Floyd |
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In the championship mode, after the first three games, there will be three winners and three losers (if all 6 players are in-game). That means two players will have to wait (one winner and one loser) for the other four to play? What if some games finish faster and others keep going (unlimited time mode), those whyo finished faster also have to wait (again in championship mode)? Anyway, good luck with the map, looks good so far. Talking about which: the check rules are quite complicated to implent. However while working on it I figured out a method to calculate the thread rate of every location (ie: how much pieces can attack that location). That's actually one of the basics for creating a simple AI... but that's just a wild dream. ![]() ![]() ![]() ![]() ![]() ![]() Meh.
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Anonymoose DELIVERS.
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Talking about which: the check rules are quite complicated to implent. However while working on it I figured out a method to calculate the thread rate of every location (ie: how much pieces can attack that location). That's actually one of the basics for creating a simple AI... but that's just a wild dream. ![]() ![]() ![]() ![]() ![]() ![]() Live as if you were to die tomorrow. Learn as if you were to live forever. ~Mahatma Gandhi
Don't be afraid to care. ~Pink Floyd |