Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Trigger theorys. Starcraft board games.
Trigger theorys. Starcraft board games.
Mar 28 2009, 11:27 pm
By: Hydro-Lisk  

Mar 28 2009, 11:27 pm Hydro-Lisk Post #1



What's up fellow map makers. I'm an underground map maker I guess you could say, as I haven't really produced many maps but I still have a shit ton of knowledge about making maps from spending so many hours on staredit/scm draft.

I was curious as to if anyone's ever tried making board games. I've tried many a times and it usually ends in to complicated of trigger systems that I give up in hopes of finding a efficient system.

Kudos on the tutorial section, I liked that a lot. Most of it is common knowledge(i think) but the mobile grid system is very impressive and definitely helped me. Trying to mess around with that. But alas I'm stuck on a complicated trigger system for a simple game of 1v1 checkers. It's probably gonna work if I think real hard about every step of the triggers, don't want any bugs in this shit.

/rambling


Edit: Quick question about the "random" button on switches. In the tutorial here it doesn't mention it but I thought that it's not exactly random. Because it has a random chance of choosing, "set" "clear" and "toggle" which makes it so the odds aren't exactly random, infact quite far from it. But if there's enough switches doing the randomizing it can be made more random by messing with the odds. WUT?



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Mar 29 2009, 12:49 am Norm Post #2



Many people have done board games. I'm actually nearing completion of a Monopoly map. Unfortunately, my newest project has taken up all my SC time =).



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Mar 29 2009, 2:38 am Hydro-Lisk Post #3



that's funny your name is simply norm. Do you go to w-f.com? 'cause I was just talking to someone there who's name is norm.

But can't you elaborate on that a little further? I was hoping to find a few other good map makers to brain storm with. But it seems this site is as dead as all the other sc sites.



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Mar 29 2009, 2:45 am Norm Post #4



Quote from Hydro-Lisk
that's funny your name is simply norm. Do you go to w-f.com? 'cause I was just talking to someone there who's name is norm.

But can't you elaborate on that a little further? I was hoping to find a few other good map makers to brain storm with. But it seems this site is as dead as all the other sc sites.

LoL, i'm not on that other site that you mentioned so it must be a different norm, but what i was saying is that things such as piece movement, dice rolling, card drawing ect, has all been incorporated into my monopoly map, so i know it's possible, and actually not as complicated as one may think.



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Mar 29 2009, 5:03 am Hydro-Lisk Post #5



Yeah I was considering making a monopoly style map to start as that seems simply than even checkers is turning out to be.

I played a poker game earlier and saw the basic principles of the card drawing. But that seems complicated as fuck. As for dice rolling, I've made my own dice, how does yours work?



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Mar 29 2009, 7:59 am fritfrat Post #6



I made Stratego, which you can see in my submissions. The old GoldenUrg's chess was really popular online for a while; there is a new chess in the DLDB, but I haven't tried it. I also know of someone who was working on checkers, but I'm not sure if he ever finished. I am also almost done with my monopoly map, which is actually an exact copy, unlike Norm's.

Based on from what I perceived from the checkers map that was being made, monopoly is harder/more complex. This is mainly due to the fact that there are just so many rules and so many options you can take whenever an encounter happens.

Checkers can be done easily in a fashion similar to my Stratego game; if you would like me to outline some trigger mechanisms for you, I'd be glad to help.



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Mar 29 2009, 9:17 am Hydro-Lisk Post #7



Well thanks for the response. I appreciate it much. How would you go about setting up a checkers piece. So far I'm using the same grid technique that's in the tutorial here to make a defined location grid around the unit selected so you have to go diagonally and it can detect if there's an opponent there or not and if there is, kill the unit if the next diagonal spot is open, and than rerunning the grid to see if there's more jump options for a single turn multi-jump.



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Mar 29 2009, 10:53 pm stickynote Post #8



Here's what I would do:

When it's the player's turn, give them a corsair to cast disruption web with. Use that so that the players can select which piece they want to move. Then, place a mobile grid over the chosen piece and detect whether or not there is a unit in the corners. If there is, then prompt the player to disruption web the square that they want to move the piece to, and move the piece/remove the unit.

O yeah, this site isn't dead.



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Mar 30 2009, 6:34 am Queen-Gambit Post #9



Couple Chess Sc maps have been made over the years. The only one that has actual chess triggers would be a 7 year old chess map by GoldenUrg. (I have map if u want to download.) Other chess map are more simple and require player to know how to play chess rather than just picking a unit and having SC tell you where u can place the units. I started creating a chess tournament map having simply couple boards setup for simaltaneous matches.

Some newer versions have far less triggers but still effective. One version lets players move any unit but theres an 'end turn' trigger that freezes ur piece when ur done moving. Another unique version is an Mind control chess; you select a piece u want to move and then air scourages spawn on the squares u are able to move to.

The only trigger I have in my tournament map so far are: 'sending piece to graveyard when killed' trigger. I'd like to finish that map so that there would be at least a chess tournament sc map out there. If you would like to help that would be great.



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Mar 31 2009, 4:55 am Hydro-Lisk Post #10



Honestly I'm honored you've responded queen. First off I want to ask you for permission for editing you're Desert Strike vQueen map. As I haven't played sc online in a while and found I liked you're version of Desert Strike the best but I hated the fact that the AI in DS is so fucking retarded. But I still always host your map exclusively whenever I do play original DS. So I basically just did some more balancing to the map and added the ability to control the army instead of relying on computer AI. I did not completely removed you from the credits, I left in Nude-Raider as the original maker as you did, and I left you in as one of the creators. I would like to completely remake the map, but do not have the time in my life these days to do such a task so i just modified yours. ummm...I'm rambling.

As for helping you with a chess style map I would love to see what you've accomplished so far. I haven't got much on my checkers board as I started it about a week ago. So I know I'd definitely learn a lot from reading your trigger set up. And of course I'd help you as much as I could. I know setting up lots of triggers and complicated maps can get VERY annoying and well, boring.

And to close this off. Queen, when I did modify your map, I don't recall what version of modification it did it in or what actually I did to upset it. But I had to disable the specials, which I really don't like the fact that I had to disable them 'cause them in their selves were pretty cool trigger set ups. But I had to remove the specials(Nuke/MC/Infest) because whatever I did when it fires any of the "specials" sequences it mess's up the AI. Specifically it forces the air units to not attack but continuously move to "temple B" or "temple Y" depending on who your enemy is.

Post has been edited 1 time(s), last time on Mar 31 2009, 5:38 am by Hydro-Lisk.



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Apr 3 2009, 6:17 am fritfrat Post #11



Hey again,
When I first read your post, I was like, hey, I am going to write a little outline. Then I was like, this is too long, I'll just make a sample map.

Well, I ended up spending over 2 hours making the "sample map," which ended up being completely capable of movement and capturing pieces. Yay. There is still a lot more to checkers than this, though. Taking what I posted and making it apply for kings and both players will be easy, as well as double jumps and forcing them. It will be a bit trickier to implement the rule that once offered a capture you must take a capture, and I would find that implementation necessary for a good map.

I would say out of the 2 hours I put into this, it would probably take me about 5-10 more to make checkers. Which is crazy, considering the hundreds of hours I've spent on monopoly. However, I mention this in that if you think it would have taken you a long time just to set this up, there's a heck of a lot more to do.. a lot of mistakes I made I immediately knew how to correct due to my experience with Stratego.

Feel free to take what I have posted and make a map out of it/steal the triggers. If you don't, I'll just finish it after I finish monopoly. Good luck.

Also, to save you time from testing yourself if you decide follow through, you'll see that removing 2 vessels and 6 vessels total centers the location on left up and right up, respectively. Removing 0 and 8 centers on left down and right down. If you'd like advice on how to do any other part of the map, such as forcing jumps and double jumps, just ask.

Attachments:
Checkers Movement.scx
Hits: 2 Size: 50.74kb

Post has been edited 2 time(s), last time on Apr 3 2009, 5:50 pm by fritfrat.



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Apr 3 2009, 8:26 pm Atlos Post #12



I was working on checkers a while ago and nearly finished it but lost motivation. I'll try to dig it up later.



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Apr 4 2009, 2:21 am Chubacca Post #13



you could do something with mobile grids?



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Apr 4 2009, 2:57 am Hydro-Lisk Post #14



Didn't you read any of my post?



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Apr 4 2009, 3:42 am Queen-Gambit Post #15



you know, i'd be nice to talk to you in a chat room in starcraft.

Get a non muted cd key ed ;)



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Apr 5 2009, 4:47 pm Impeached Post #16



A very good sample of a board-game map is Spaceship Combat.



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