Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Making Footmen Frenzy 2v2v2v2, 8 plyrs for SC
Making Footmen Frenzy 2v2v2v2, 8 plyrs for SC
Jan 26 2010, 4:15 am
By: SiberianTiger  

Jan 26 2010, 4:15 am SiberianTiger Post #1





9 heroes (1 plyr per hero), 5 preset spells each, 0~5 spell levels (1 spell learned per level up), 3 potions (heal, teleport home, restore mana), 3 equipments (arbiter invisibility, scout dmg bonus, comsat spying), 4 mercenaries (probe with photon cannons, scv with repair, dark templar, medic with heal, restore, etc.)

Heroes:

Infested Duran, Alan Schezar, Torrasque, Fenix (Dragoon), Tassadar/Zeratul (Archon), Edmund Duke, Jim Raynor (Vulture), Devouring One, Hunter Killer

So far, 2 spells working for the goliath, reaver splash and enemy trap with dark archons

Spells have recharge timers (no spamming) with 1 "nearly recharged" notices that come ~12 seconds before and "recharge complete" notices.

There will be kill score based kill-reward-experience system, and upgrade system similar to Korean Dota's where hero upgrades go in the 1000's but other things go around 10's.

Plyrs will be able to access the shop in the middle left and right. There will also be a mana fountain at the center and destroyable crystals that give income bonus around the fountain.

I assume an average of 8 triggers per spell, each hero gets 5 spells, there are 9 heroes total (only 1 plyr per hero), so that is 8 x 5 x 9 = 360 repeating triggers (x 8 plyrs = 2880..), and I probably have about 40 repeating triggers for the kill score reward triggers and 50 other repeating triggers for the game to run, and 20 non-repeating triggers... Without the non-repeating triggers, 450 x 8 plyrs = 3600 triggers.

I need every little trick and tips to make this game not lag. Any help will be appreciated...



None.

Jan 26 2010, 4:43 am stickynote Post #2



Does it lag right now? Usually the biggest factor in lag is unit creation; any constantly running trigger that is virtual (ie. adding/subtracting deaths, adjusting score, nothing seen or created) doesn't cause a lot (if any) lag.



None.

Jan 26 2010, 4:55 am SiberianTiger Post #3



Quote from stickynote
Does it lag right now? Usually the biggest factor in lag is unit creation; any constantly running trigger that is virtual (ie. adding/subtracting deaths, adjusting score, nothing seen or created) doesn't cause a lot (if any) lag.

Hello, no not at all. I based most of the triggers on death count without the "brings unit" triggers. I hope the game won't lag...

I've heard of these tricks where you remove the unit names (or make the invisible), set their health to 1, shield to 0, armor to 0, unit cost to 0, unit time to 1, and the map units to health 0% with invincibility --> speed up the game?
=====

I'm willing to invest a great deal of time to make this map. If someone else is willing to join and put in an equal amount of effort, PLEASE JOIN AND HELP!!~

Currently, the map terrain & triggers are really really CLEAN and NEAT (almost sexy). You will simply drool while looking at the triggers of a raw unprotected version of the map...



None.

Jan 26 2010, 5:05 am stickynote Post #4



No. Delete all the units in your map (and copy). (Ctrl A + Ctrl C + Del) Then place a player 15 scarab where no one can see it (it needs to be the first unit placed on the map, local id 0). Then put all your units back. This will double map speed.



None.

Jan 26 2010, 5:13 am SiberianTiger Post #5



Quote from stickynote
No. Delete all the units in your map (and copy). (Ctrl A + Ctrl C + Del) Then place a player 15 scarab where no one can see it (it needs to be the first unit placed on the map, local id 0). Then put all your units back. This will double map speed.

Hello, thank you for the tip.

Do you mean this will make the map run two times as fast as normal (aka 2 x fastest speed, as in some desert strike maps), or do you mean that this will prevent the map from lagging from an overload of triggers 2 x as much?



None.

Jan 26 2010, 5:49 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

use farty's map speed editor rather than manually doing it. You don't have to bother with placing units that way.

As a general rule, if it involves a unit, actions lag if used en-mass. If it doesn't involve a unit, it won't lag (resources, death counts, etc...). Order, create, move all tend to lag if you use them on a lot of units. There was a whole map lag test on maplantis before it sunk, but I don't recall exactly what the findings were.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jan 26 2010, 6:13 am SiberianTiger Post #7



Quote from rockz
use farty's map speed editor rather than manually doing it. You don't have to bother with placing units that way.

As a general rule, if it involves a unit, actions lag if used en-mass. If it doesn't involve a unit, it won't lag (resources, death counts, etc...). Order, create, move all tend to lag if you use them on a lot of units. There was a whole map lag test on maplantis before it sunk, but I don't recall exactly what the findings were.

So the map speed editor reduces lag, not double the actual gameplay speed of the map like some of the desert strike maps?



None.

Jan 26 2010, 6:15 am Jack Post #8

>be faceless void >mfw I have no face

It doesn't reduce lag. It merely doubles speed.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 26 2010, 6:26 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

sorry, looks like stickynote pulled that suggestion out of nowhere. I was just suggesting an easier way to double map speed.

Doubling the map speed makes animations play twice as fast (much like the ability to speed up gameplay in a replay). I wouldn't recommend doing it, as starcraft is fine on fastest. It doesn't solve lag (in fact it probably promotes it).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jan 26 2010, 7:02 am SiberianTiger Post #10



Does anyone want to suggest some names for the heroes? I can't think of good names. I might try naming them after my hall mates?

So far I have

Otenyo (ghost)
Griffin (ultralisk)
Basilisk (hydralisk)
Tuskaloosa (zergling)
Tsukiyomi (dragoon)
Aten (archon)
Ammit (goliath)
Unicorn (vulture)
Pericles (siege tank)

Thx.
---

As for the teams, they're

Leo Company
Vulpecula Company
Lacerta Company
Aquila Company

Can anyone suggest any other alternatives?

Post has been edited 2 time(s), last time on Jan 26 2010, 7:11 am by cosmicagent.



None.

Jan 27 2010, 1:43 am stickynote Post #11



No one really cares what you name them. None of them sound stupid so they are fine.



None.

Feb 1 2010, 2:53 pm SiberianTiger Post #12



Can someone tell me how I might be able to resolve the difficult issue of reward triggers?

I don't have a spare computer so I can't rely on the "perfect" kill score method.

I can use the kill score-death count combo (as shown in the mission briefing), but I think it glitches a lot b/c the plyrs whose reward triggers are running when someone else makes a kill will definitely steal that plyr's kill.

---this is an example of what I have --

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 4","Player 5","Player 6","Player 7","Player 8"){
Conditions:
Score("Current Player", Kills, At least, 200);
Deaths("Player 3", "Jim Raynor (Marine)", At least, 1);
Deaths("Player 3", "Protoss Nexus", Exactly, 6);
Deaths("Player 3", "Hunter Killer (Hydralisk)", Exactly, 0);
Deaths("Player 3", "Torrasque (Ultralisk)", Exactly, 0);
Deaths("Player 3", "Tassadar/Zeratul (Archon)", Exactly, 0);
Deaths("Player 3", "Fenix (Dragoon)", Exactly, 0);
Deaths("Player 3", "Jim Raynor (Vulture)", Exactly, 0);
Deaths("Player 3", "Alan Schezar (Goliath)", Exactly, 0);
Deaths("Player 3", "Edmund Duke (Siege Mode)", Exactly, 0);
Deaths("Player 3", "Edmund Duke (Siege Tank)", Exactly, 0);
Deaths("Player 3", "Infested Duran", Exactly, 0);

Actions:
Set Score("Current Player", Subtract, 200, Kills);
Set Deaths("Player 3", "Jim Raynor (Marine)", Subtract, 1);
Preserve Trigger();
Comment("200 x 1 Jim Rine - 200");
Set Deaths("Current Player", "Mineral Chunk (Type 2)", Add, 1);
Set Deaths("Current Player", "Mineral Chunk (Type 1)", Add, 6);
Set Resources("Current Player", Add, 16, ore);
}

//-----------------------------------------------------------------//

That is a trigger for kills of a footmen. I tried to give priority to kills of heroes.



None.

Feb 1 2010, 9:48 pm rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

Too many conditions IMO, unless this is one of the last units. To give priority to units, place them higher in the trigger list. Player 1's triggers will always run first. If each hero is unique, then you can simply use "foes". So long as you aren't killing a LOT of DIFFERENT units, hyper triggers won't glitch on you. Also attempt to make the rewards linear, so as to avoid problems when the system does trigger.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 2 2010, 4:13 pm SiberianTiger Post #14



actually making rewards linear would be a good idea

i think i devised a pretty good way of identifying footmen and hero kills

it should work most of the time.



None.

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