Staredit Network > Forums > SC1 Map Showcase > Topic: Super Mario SC
Super Mario SC
Apr 16 2009, 12:12 am
By: Roy  

Apr 16 2009, 12:12 am Roy Post #1

An artist's depiction of an Extended Unit Death

Recently I was shown a StarCraft map resembling the classic Mario Bros. game. I thought it was a pretty cool map, but unfortunately, my friend encouraged me to create a better version. "What should be improved?" Longer game, not a race against the screen, being able to jump anywhere, and sound effects. Seeing how all of these ideas were feasible, I decided to make the map.

Super Mario SC



Concept:
You are Mario. Your goal? Grab several coins and reach the end of the level. To grab a coin, you simply run up to it and touch it. Of course, if it's in the air or a difficult spot, you'll have to jump and maneuver to safely claim it. There are three forces of evil trying to stop you: a time limit, baddies, and gravity.

Gameplay:
You don't select Mario directly. Instead, you have a Terran Dropship Barracks with two units, a Siege Tank and an Archon a Firebat and Ghost (There you go, Viet), named used to "Change Direction" and "Jump" respectively. Mario is constantly walking; you can only control the direction in which he moves. The jump feature seems pretty self-explanatory, so I'll leave that to your mind. You must grab all of the coins to open the end of the level. There are also 1-ups to grab on each level, so be sure to hunt those down.

When a player dies, it goes to the next player. When a player beats a level, it goes to the next player. Why, you ask? Because people don't want to watch a professional beat all of the levels. The level timer has plenty of time to grab everything and reach the end of the level is you don't lallygag; its main purpose is to kill Mario when someone keeps trying to go for a hard-to-reach 1-up, or if someone deselects their Dropship Barracks and did not hotkey it. There's also a short timer to start the level which serves as an anti-idle trigger.

*** Disclaimer: All coins and 1-ups are possible to grab without dying ***

Screenshots


And for those of you who are technically interested:

Triggering

(If you want me to elaborate on any of those, I will. This map was protected with GUEdit, so you can unprotect it and retain location/trigger names if you feel like having a look.)

On a final note, if someone does accidentally deselect the Barracks, it is possible to hold down the spacebar and reselect it. In other words, if someone deselects the Barracks and tries hard enough, the players won't have to wait for the timer to hit 0.


Updated the map to 1.2. Changes:

- Fixed a Display Text bug
- Fixed a missing roof on level 6
- Optimized jumping to prevent accidental double-jumps

1.1 Changes:

- Button system swapped to Barracks
- Goombas swapped to High Templars
- Removed cooldown / Enabled spam for buttons
- Removed a bonus life on level 5 because I felt like it
- Changed various strings respective to the above mentioned changes.


Download Page: Super Mario SC 1.2

Post has been edited 16 time(s), last time on Apr 1 2013, 2:02 am by Roy.




Apr 16 2009, 4:58 pm homebring Post #2



very cool, gj



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Apr 16 2009, 5:18 pm UnholyUrine Post #3



I think this is a truly well done map.
I think you have done an amazing job... and also have wasted much of your time...

it is entirely not your fault, but this just doesn't work in SC... it was so frustrating as dropping the units takes a long time to detect.. the lag in between just kills the gameplay.. :S...

I didn't get very far in the game.. but I would recommend 3 lives at start.. or maybe you can have 5 lives for start, and a maximum of 5 players, each player sharing the same stock of lives.... this'd make the game more replayable....

As for the goombas... i think High templars would've worked better also... as it'd be slower and ezier to get... and they should spawn elsewhere and then walk towards you without patrolling back.. like in real super mario XD...

lol if u add koopas then you're amazing.. but seriously that's unecessary....
Platformer games just don't fit in an RTS game. No matter how good your triggering is. I think you did a great job, and your triggering is superb. It's just that this type of map won't work on SC.



None.

Apr 16 2009, 5:33 pm Biophysicist Post #4



I'd suggest a build units system for controls instead of the dropship system. Give the player a Stargate (and a Pylon), make Arbiters cost 2 minerals and Carriers cost 3 minerals, give both a 1-second build time, and disable Corsairs and Scouts. Give the player three minerals at the game start. Then, if the player has 1 mineral (which means they built an Arbiter), then switch directions. If they have 0 minerals (which means they built a Carrier), then trigger the jumping.

Also, you could use a Scourge for the jumping: Create scourge, order it to move upwards, Move the rine to the scourge. (Sorry if you're already doing this, I can't check atm. [I'm in Florida and don't have access to SC.])



None.

Apr 16 2009, 6:14 pm -BW-Map_God Post #5



Looks good, but if you could change the name slightly that would be great...probably a minor thing but I already have a 1.3 meg map called Super Mario RPG downloaded a while back from somewhere. Anyway it's pretty good as well and if you have the exact same name as another good map then someone is going to lose one of those maps at some point due to it :-/.



None.

Apr 16 2009, 6:15 pm ClansAreForGays Post #6



Dropship systems for reaction purposes are the worst. Direction detectoin, unit building, or anything else would have been better.




Apr 16 2009, 11:35 pm Roy Post #7

An artist's depiction of an Extended Unit Death

Quote from UnholyUrine
... It was so frustrating as dropping the units takes a long time to detect.. the lag in between just kills the gameplay.. :S...
Quote from name:TassadarZeratul
I'd suggest a build units system for controls instead of the dropship system. ...
Quote from ClansAreForGays
Dropship systems for reaction purposes are the worst. ...
D'oh! I took a poll between ignorant friends, and they chose the Dropship over a building.

It sounds like this is worth reworking, then; I'll wait a little while for more feedback before I change the map.

Quote from -BW-Map_God
Looks good, but if you could change the name slightly that would be great...probably a minor thing but I already have a 1.3 meg map called Super Mario RPG downloaded a while back from somewhere. Anyway it's pretty good as well and if you have the exact same name as another good map then someone is going to lose one of those maps at some point due to it :-/.
Uh, would that map by chance be named "Super Mario RPG.scx" ? This is "Super Mario SC.scx" and as you can see, those two names are slightly different.




Apr 18 2009, 12:46 am -BW-Map_God Post #8



Quote from Roy
Quote from -BW-Map_God
Looks good, but if you could change the name slightly that would be great...probably a minor thing but I already have a 1.3 meg map called Super Mario RPG downloaded a while back from somewhere. Anyway it's pretty good as well and if you have the exact same name as another good map then someone is going to lose one of those maps at some point due to it :-/.
Uh, would that map by chance be named "Super Mario RPG.scx" ? This is "Super Mario SC.scx" and as you can see, those two names are slightly different.

Whoops, yea it was... I guess I misread the name of your map :blush:. Anyway glad to hear it won't be causing anything to over-write :-).



None.

Apr 18 2009, 1:54 am Jello-Jigglers Post #9



Ya trying to do quick maneuvers is difficult so timing is key. Really fun tho actually, I impressed a bunch of my friends by showing them this map. Good work, I say its worth retriggering if you're still going to.



None.

Apr 18 2009, 2:37 am Polkaman Post #10



This map is jesus-in-a-pouch.



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Apr 18 2009, 5:07 am Positively Post #11



Hahaa I tried this and I got addicted and laughed the whole game.
Game rocks :].



None.

Apr 20 2009, 6:42 pm Pigy_G Post #12



Scarabs would make better coins, thery're golden.



None.

Apr 21 2009, 2:10 am Roy Post #13

An artist's depiction of an Extended Unit Death

Quote from Pigy_G
Scarabs would make better coins, thery're golden.
You can also walk through them, making them ideal in every way. However, they're high maintenance. I can't imagine keeping 100 scarabs in individual places for the duration of the map. Perhaps it's not as hard as I think (move trigger works on them) but I am a lazy man who's running low on locations.




Apr 21 2009, 5:45 pm Pigy_G Post #14



If you switch systems, Instead of a stargate or gateway, I recommend a barracks, it has FG which are right next to eachother and are in the corrosponding directions, I'd also think you could make the terrain more eye pleasing, maybe switch to jungle and put in water or grass. I've always wanted to make a platformer, I even started one but bailed. It's a fun map, I think you did good on it.



None.

Apr 21 2009, 9:57 pm Leon-037 Post #15



Lol damn it Roy, good map but I told you to use a building instead of a dropship, but you never listen to me T_T



None.

Apr 21 2009, 10:55 pm Roy Post #16

An artist's depiction of an Extended Unit Death

Quote from Leon-037
Lol damn it Roy, good map but I told you to use a building instead of a dropship, but you never listen to me T_T
Quote
...
<Roy> So should I use a Dropship, Bunker or Barracks for the commands?
<Leon-037> Lol
<Pissed> dropship
<Leon-037> Yeah
<Roy> I could also use a Mutalisk...
<Roy> Nah, probably not
<Roy> Is Adzz afk?
...
You're a flip-flopper, Just like John Kerry!

I'll remake the order system and see if I can use scarabs.

Edit: Forget the scarabs...

Post has been edited 1 time(s), last time on Apr 22 2009, 2:13 am by Roy. Reason: They explode...




Apr 22 2009, 12:36 am Leon-037 Post #17



Quote
...
<Roy> So should I use a Dropship, Bunker or Barracks for the commands?
<Leon-037> Lol
<Pissed> dropship
<Leon-037> Yeah
<Roy> I could also use a Mutalisk...
<Roy> Nah, probably not
<Roy> Is Adzz afk?
...

You lying Roy! You never asked me that cause I certainly do not remember at all asking for a dropship, or bunker for the commands, nor a mutalisk. T_T



None.

Apr 22 2009, 3:09 am Roy Post #18

An artist's depiction of an Extended Unit Death

Well, we could argue about credibility of words, Leon, but I'd rather hear some constructive feedback.

Updated the map to 1.1. Changes:

- Button system swapped to Barracks
- Goombas swapped to High Templars
- Removed cooldown / Enabled spam for buttons
- Removed a bonus life on level 5 because I felt like it
- Changed various strings respective to the above mentioned changes.

Comments recognized while updating



Please let me know if there's a bug. I only quickly transferred information and ran a few brief tests. There are likely glitches created by these changes, but I did not find any immediate problems.

Post has been edited 1 time(s), last time on Apr 22 2009, 3:17 am by Roy.




Apr 25 2009, 11:13 pm Impeached Post #19



Very fun! Good job, Roy.



None.

Apr 26 2009, 6:35 am Roy Post #20

An artist's depiction of an Extended Unit Death

Updated the map to 1.2. Changes:

- Fixed a Display Text bug
- Fixed a missing roof on level 6
- Optimized jumping to prevent accidental double-jumps

Download link was updated in the first post.




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[08:53 pm]
TheHappy115 -- such as things like Center View work differently on online play (instant on online while single moves the screen slowly and pauses)
[08:52 pm]
TheHappy115 -- I had played spellsword on Remastered roughly 3 - 4 years and it worked fine so not sure why it doesn't work now. Big Rips. I know there is some form of trigger that detects whether its online or not but I imagine it has something to due with latency
[2022-5-23. : 10:53 pm]
Butch -- prob some weird character on a string somewhere or something dumb like that
[2022-5-23. : 9:50 pm]
Ultraviolet -- It's weird indeed, not really sure what is so special about Spellsword that causes it to react differently on Remastered, usually EUDs are the cause of things like that
[2022-5-23. : 5:35 pm]
Zoan -- I haven't played in like 2 years so maybe something changed I don't know about
[2022-5-23. : 5:35 pm]
Zoan -- No-Name-Needed-II
No-Name-Needed-II shouted: Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
Any clue as to why a map which would previously work fine on past patches would now suddenly not work on the current remastered patch?
[2022-5-23. : 5:34 pm]
Zoan -- I'll try Butch's suggestion of running in 32-bit, maybe that will fix it?
[2022-5-23. : 5:34 pm]
Zoan -- Oh_Man
Oh_Man shouted: Did martiss' link not work?
It crashes as it does when you use EUD's incorrectly - like it closes starcraft and has the error window pop up with a ticket to send to Blizzard. I know it's not EUDs though since obviously spellsword doesn't use any, so IDK what it is.
[2022-5-23. : 3:19 pm]
No-Name-Needed-II -- Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
[2022-5-23. : 12:21 am]
Oh_Man -- Wat precisely is wrong with spellsword now?
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