Staredit Network > Forums > SC1 Map Showcase > Topic: SC Tetris!
SC Tetris!
Dec 31 2009, 9:31 pm
By: Aristocrat  

Dec 31 2009, 9:31 pm Aristocrat Post #1



Not mine, but this was so awesome that I have to share it. All credits to azala[zc]

This is *one* way of processing keyboard input that actually works in multiplayer, although I imagine that you would be limited to certain keysets.

M F G C - Barracks (can all be pressed with right hand, 5th finger on 'm')
V T G - Factory (keys stacked vertically on QWERTY keyboard)
W D V B Y - Starport (must have tower attached; largest number of keys detectable from 1 building although requires 2 hands)

^EDIT> NOTE: Starport can be used as a convenient keyboard-only spellcaster that levels up. Triggers can unlock 1 key at a time (nothing = W, add control tower = W/D, add armory = W/D/Y, add science facility = W/D/Y/V, add physics lab to facility = W/D/Y/V/B. cost = mana use)

Z D T K - Gateway (needs 2 hands)
S V O - Robotics facility (needs 2 hands)
S C A O - Stargate (needs 2 hands)
P - Nexus
U - Lurker/Zergling/Hydralisk/Drone/Defiler/Infested Terran (use as switch of sorts? Keep in mind that lurker burrow is delayed)
C - Wraith/[hero] Ghost (same as above, but cloaking doesn't last forever unless you "set energy"; viable offscreen stamina-meter for RPGs?)

-Reaver: R (not sure how you can detect this without making reaver attack something)
-Carrier: I (not sure how you can detect this without making carrier attack something)


Command Center detects S (repeatedly) and L (one-time).

One-time key detectors: (meaning you lose keyboard input until you use the mouse again, currently no trigger exists to force selection of a unit)
-Mutalisk: G D
-Hydralisk: L
-Larvae: D Z O H M S Q U F (keyboard-only spellcasting system?)
-Any terran lift-able building (and infested CC): L
-Filled bunker: U (can be used to "charge" spells? more units exiting bunker = bigger effect)
-Pair of any of the templars: A

One-detect-per-game detectors: These keys only work once (or up to 3 times for weapon/armor upgrades) per game. Perhaps give players 1-use nukes (like the booms in desert strike?)

<I'm too lazy to compile all of them, but just think unit upgrades (plating/attack/goon range/rine range/energy reactors/etc). With proper armor/attack values set for certain units this can work if you turn off vision for that region. However, a similar and more user-friendly version can be coded (with much easier trigger conditions and setup) with just a bunch of terran buildings in the corner of the map, so this is pretty useless.>

Post has been edited 2 time(s), last time on Dec 31 2009, 9:42 pm by doomedrusher.



None.

Dec 31 2009, 10:23 pm Cinolt Post #2



The concept of using buildings' hotkeys for selection or input has been known for a while. For carriers/reavers/unit upgrades, you would set them at a unique cost and detect the players' resources, and you would know which one he did. This forces the players to have controlled resource(s) for that purpose.

Good map though, I've played it before.

Oh and in case you're interested in another multiplayer 'keyboard input' you should take a look at hotkeyed selection detection EUDs, which only require one keypress (has to be a number though). Here's an example of a map that uses it: http://www.staredit.net/topic/9184/



None.

Jan 1 2010, 5:07 am samsizzle Post #3



This is great. I found myself using the two zerglings at the bottom though. Everything works perfectly. Great job



None.

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