Shadow Paladins map isn't out, but the trailer is. He has been dropping hints about the content and I figured that you had read the 15 page thread about it. If you haven't seen his trailer, here is some linkage.
The TrailerAs to the save system, mine is just a little more complex then yours, but they are the same really.
Instructions-A player "saves" by going to a save beacon. It gives him a code, something like: "A010-0101-D010-F111" Each character is a bit of information about what he did in the game. That player enters that code by stepping on beacons in the right order. Then he goes on with his quest.
To save quest info-You need to have a switch for each quest. When that player completes that quest, you set the switch. Pretty easy.
To save character info-You need to have a place to store stats and alignment. When the player gets more stats/alignment changes, you add/subtract from this.
To make it all fit togetherYou make a trigger something like this.
Conditions-- Player brings 1 unit to location 'Save'
Actions-- Set 1 deaths of 'Save' (an unused unit) by current player
- Display text message to current player, Get a pencil and paper, and write the code in the EXACT way.
Then you have more triggers.
FOR QUESTSConditions-- There is exactly 1 death of 'Save' by current player
- 'Quest1' is set
Actions-- Display text message to current player, 1
Conditions-- There is exactly 1 death of 'Save' by current player
- 'Quest1' is clear
Actions-- Display text message to current player, 0
- Add 1 death for 'Save' to current player
Conditions-- There is exactly 2 death of 'Save' by current player
- 'Quest2' is set
Actions-- Display text message to current player, 1
Conditions-- There is exactly 2 death of 'Save' by current player
- 'Quest2' is clear
Actions-- Display text message to current player, 0
- Add 1 death for 'Save' to current player
And so and so forth. Add some waits in there too.
CHARACTER SAVINGThis is a little harder.
You have a code for each character, and you repeat the following trigger for each one.
Conditions-- There is exactly 16 (assuming that there were 15 quests) death of 'Save' by current player
- Current player owns 1 'Hero'
Actions-- Display text message to current player, 010 (That hero's code)
- Add 1 death for 'Save' to current player
Now... stats alignment and levels are the hardest part. Personally, I think that you should just save alignment and levels, and have them redo the stats in the beginning of the next map.
Conditions-- There is exactly 17 (assuming that there were 15 quests) death of 'Save' by current player
- Current player owns 15 'Level Markers' (Or whatever)
Actions-- Display text message to current player, 01001 (That level's code)
- Add 1 death for 'Save' to current player
Alignment is the hardest part. You can either have 100 triggers or have 10. Having 100 saves it to the 1's place, having 10 saves it to the 10's place.
Conditions-- There is exactly 18 (assuming that there were 15 quests) death of 'Save' by current player
- Current player's custom score (alignment) is at least 0
- Current player's custom score (alignment) is at most 10
Actions-- Display text message to current player, 0000 (That alignment's code)
- Add 1 death for 'Save' to current player
Now the easy part is the loading trigggers. All you have to do is to react to each of the code's pieces.
That's it on the saving system that I half made up. I got the idea from some maps in WC3. As for that music, I have it embedded in a map with the timing already done for you. When you get back from Italy, I can e-mail the map to you and you can tell me if you are going to use it. This RPG has quite intriged me, if you need any more help, PM me or email me at Galaxy8602@aol.com.
is there really such a thing? it doesnt really save your stats weapons everything right? it just saves the levels for you. is it possible if someone passed the whole game and a newb comes along and uses the password for level 15 to skip everything?