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Staredit Network -> Miscellaneous -> Patch 4.1 on SEN
Report, edit, etc...Posted by FFTA-Aero on 2005-01-28 at 19:48:46
Well only thing I dont like about the new patch is they tooke away the MMtips. I read them like everyn 2 pages. But still, they sometimes anoyed me. Good job on the drop down menue and waterfall smile.gif > By the way, i know my spellings bad, spell check doesnt work for me on this comp
Report, edit, etc...Posted by Yoshi da Sniper on 2005-01-28 at 19:58:39
1. Its not a patch. Its a version.
2. Want map making tips? Enjoy.

Any unit given to the neutral player (P12), either by triggers or from someone dropping the game, will retain their original alliance status and color (not on the minimap, though). Thus it is possible to have player 12 own seperate sets of units with completely different coloration and alignment settings. Further, any units given to P12 from a player still in the game will share that player's alliances even if they are changed.
Nuclear Missiles cannot fufill the "Bring Unit to Location" Condition. However, Nuclear Missiles in a silo will activate the trigger.
If you use a computer AI script, the computer won't always use resources to make buildings/units. They start with a predetermined amount to use before going into actual costs. This can be verified through a replay.
Creating a trigger owned by a force is exactly the same thing as creating the exact same trigger for each of the players in that force.
Transports to Junk Yard Dog, they will go around picking up units and dropping them randomly. As long as they are on their team, example: Player 1 Transport picks up Player 1 Units.
To prevent computer units from burrowing, you can do a few things. You can give them to player 12 at the onset, thought they will no longer be able to attack unless given back. You can disable burrowing for the player, if you don't need it. You can constantly order them to patrol in place in their location.
Units created for players without start locations, A.K.A "zombie" units, will always be hostile, and unable to be affected with triggers actions.
Any unit given to the neutral player (P12), either by triggers or from someone dropping the game, will retain their original alliance status and color (not on the minimap, though). Thus it is possible to have player 12 own seperate sets of units with completely different coloration and alignment settings. Further, any units given to P12 from a player still in the game will share that player's alliances even if they are changed.
Flags always retain their original color. That is, if a Flag is blue and you give it to a green player, the Flag will stay blue but still belong to the green player
The size of one screen in StarCraft in 20x12 Grid Squares.
Hyper Triggers are executed 12.2x faster than normal triggers.
Switches don't do anything. Setting or clearing a switch by itself won't cause anything to happen in your map, unless you yourself make triggers to respond to when that switch is set or cleared. Other than having the built-in ability to randomize their state (good for setting random events), Starcraft's switches are entirely user-dependant for their functionality. Note: All switches start as cleared by default.
Hero overlords give your 30 supply while normal overlords only give you 8 supply.
Excepting special circumstances (1 comp for each player, limit on # of player slots, etc.), you usually don't need more than 2-3 comp/neutral player slots for gameplay and triggers purposes in your maps. Adding additional non-human players to your map for each map function you can think of is wasteful and redundant, unless you absolutely need the unique player slots for alliance or vision purposes.
You shouldn't shove a bundle of text into your players' faces. Instead, use waits between each line, give it good colour for it to stand out, and give it a little sound to go with. If you just shove a lot of text into the player's face, he/she won't understand how to play.
Over-excessive flaming of players is unadvised. An example of this would be "OMG YOU LOST YOU SUCK DONT PLAY AGAIN" or something similar. After all, aren't people playing your map to have fun?.
When using those unused units and structures to make your map look flashy, make sure they don't crash Starcraft.
Always make a Backup of your map before you protect it. In fact, you should have a back up of it even if you're not protecting it.
Don't over emphasize your name. Spelling your name out in terrain or having tons of units named after you is out of the question. As fun as it may be giving all your friends their own units in your maps, it makes the map look unprofessional.
You can place powerups directly on any ground 'men', causing them to have to move out of the way like an SCV on top of a finished building, but they won't place over buildings, impassible terrain, mineral/vespense resource nodes, or other powerups.
Burrowed units can be placed/moved underneath buildings and other units.
All units inside of shuttles/dropships/overlords, scarabs in a reaver, nukes in silos, and interceptors in a carrier will satisfy the "brings unit to location" trigger. Units in a transport will be treated as "air only", though.
If you move a bunker loaded with units to another location in the map, the units placed in them will still fire from where they were originally were located, regardless of where the bunker is/was placed.
Cool trick: Pylon glows (sprites) and zerg creep (terrain tiles) are both placable in a map editor. Either Starforge or SCMDraft work well for this. They will only be asthetic, though, as they are placed as sprites and won't function in the game. The pylon glow, though, could be used to produce a nifty "heavenly" or "underwater" effect, if used correctly.
All dark swarm, disruption web, mineral patch, and vespene geyser units by default belong to P12.
When you finish using certain locations, you can add prefixes to group them together and organize them, or keep them out of your other locations. Makes them easier to find.
COMMENT your triggers! You dont have to comment every individual trigger, if a group of triggers are simular you can add "global" comments that have "Never" for a condition.
Briefings should not end with "Wait 999999 milliseconds". Instead, have it wait for 2000 miliseconds after all the other mission briefing triggers. This will automaticly start the game, so any players who aren't at their computers don't have to hold up everyone else.
When naming units, don't name them something like "armored marine", instead use capitials like "Armored Marine".
A good way to space in any StarEdit-based editor is to use the arrow keys. It's always one grid square in whatever direction.
Unit placing: Everything should be placed seperately and not clustered into one area.
You want to make the player feel as much as possible as they are in where you want them to be. If the player is supposed to be in a spaceship, then space terrain and interactive mechanical equipment will do you good.
Your terrain should be designed based upon what your map should send out in terms of feelings.
Make sure every inch of the map has a purpose. If you leave hundreds of empty spots on the map, it takes up space, makes the minimap smaller and angers gamers.
At any time if you wish to place a "tab indent" just press Control+Tab. Love those Blizzard programmers.
Spelling and Grammar. Nothing makes a worse map for someone who starts placing "Maranes" or "Ghasts". 1337 and "internet shortforms" like "u r stupid" "i r good" and "ph34r" are out of the question. Make your map understandable. It isn't fun reading text that's not thought out.
Colored text is nothing new. Just because all the text is the colors of a rainbow, doesn't make your map the best thing in the world. The best thing is, stick to a theme. Speech should not change colors every 2 lines.
If you're not going to put time and effort into stacking text properly, don't even try.
Great maps are the ones with the best map designs. It doesn't matter if you have the worst or the best idea for it, its the way you make it that counts.
Staredit Network hosts all the up-to-date map making tools and required files you possibily need in the Downloads Database.
You can make a "lag detector" in your game by having a trigger (host activated) create 255 unreplacable units (a location on invalid terrain). Note: This only works for players with slow computers.
Get the opinion of someone else before you consider your map to be complete. Always test your maps before you release them.
Neutral players can execute triggers, as long as they have a start location
When placing "Fog of War": You can make your fog of war changes effect all players by holding "shift" while placing it.
Don't play with matches unless you're trying to set Moose's house (cardboard box) on fire.
To edit/delete doodads (eg: door) in Xtra-editor: Do not drag select it. Simply click on it once without moving your mouse.
Triggers owned by All Players and the Forces do not run for entire group entity at once, but seperately for each player part of that group. This is the same as setting the player owners of the trigger to each individual player (1-8) part of that group.
When using the Move Location: If there is no existant unit for a location to center on, then the location will move to the center of the location it's supposed to look in (normally anywhere, which is the center of the map).
Map revealers are considered units. They will complete condidtions such as "Player 1 brings 1 'units' to location 1.
There is no location 63. Technically it is the 64th location (counting 0) and that location is reserved for "Anywhere".
A map tile is 32x32 pixels. Placement errors give the units location in pixels, so to find where the unit is misplaced divide both the numbers by 32.
When Starcraft wraps text, it loses the color. Figure out where it wraps to the next line and make a new line, then place the new color mark.
The amount of units that can be created by trigger in a location is not restricted by the locations size.
The countdown timer speed matches the game speed, but wait triggers don't.
Map Grammar: Your is a possessive adjective. You're is a contraction of "You are".
Map Grammar: Their is a possessive adjective. They're is a contraction of "They are".
Blank comments are useful for organizing your triggers because they do not take up strings.
Report, edit, etc...Posted by FFTA-Aero on 2005-01-29 at 11:14:00
lol
Report, edit, etc...Posted by chuiu on 2005-01-29 at 11:22:29
SPAM!
Report, edit, etc...Posted by Staredit.Net Essence on 2005-01-29 at 11:27:51
OMG close! Topic in news!
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