Staredit Network

Staredit Network -> Concepts -> Is A Starcraft Monopoly Map Possible?
Report, edit, etc...Posted by Burbble on 2004-08-11 at 23:27:24
QUOTE
may i have the map? i will try to finish it  (give you credit of course!)


You seriously want it? None of the existing triggers triggers are commented, probably only I would understand what I was doing at the time. lol.

Why not take a look at what I have first, to see if it's worth editing?

(Play it in Starcraft, it's protected...)
Report, edit, etc...Posted by CheeZe on 2004-08-11 at 23:47:12
hmm...i dont' like what it looks like now but can you send me an unlocked verison to my email? I would like to look at the triggers really quick happy.gif

cheeze477@gmail.com wink.gif
Report, edit, etc...Posted by Burbble on 2004-08-11 at 23:51:55
I just realized that this version is missing hyper triggers, which makes it act really weird.

Also, that Civilian should not be there!

The map is entirely set up for Player 1 right now, thats why you keep getting another Civilian to roll the dice. If you get stuck in jail, then Player 2 gets a turn, since there are no property things to advance the turns.

G-mail, eh? Well aren't you special smile.gif
Report, edit, etc...Posted by Stereo on 2004-08-12 at 01:40:09
http://zaphkiel.elitemail.org/Mircscripts/Chance.ini
http://zaphkiel.elitemail.org/Mircscripts/Chest.ini

My friend made one in mirc script for use on irc, so he gave me these. They are pretty self explanatory..
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-12 at 02:00:52
QUOTE(Yoshi da Sniper @ Aug 11 2004, 02:49 PM)
Its possible. I made terrain for it once, but I never got to actually finishing it.

Wow you too.

Oh yeah there are alot more difficult things to do than monopoly.
Report, edit, etc...Posted by Surtur on 2004-08-12 at 03:01:32
Heh, I actually started production on this awhile back. Of course, like lots of maps... I finished the terrain work and the speculation... then abandoned it. It is verry possible.
Report, edit, etc...Posted by Silent[wolf] on 2004-08-12 at 03:37:32
well the monopoly bound is extremely hard but ive beat it with 4 of my frineds and i had 1 life lef and my frined(pro bounder) had like 3 and the rest died but i think it would take oh lets say about 2-3 years to make a monopoly map REALLY GOOD but like everyone is saying its NOT impossible but many have tried and ALL have failed pokey.gif
Report, edit, etc...Posted by Cokymonster on 2004-08-12 at 04:01:31
I made a monopoly map long ago, but i used up ALL the strings available...and didnt turn out to be..."great"

What i made possible, 3 players
no chance/community chest/electical/waterworks
Every whole section (eg: park and broadway) could only maintain 1 building (as in no 4 houses and hotel)
i only made 2 dices add up to 6 movement (1,2,3 and 1,2,3)
The reason why it took so many triggers is because the aspects of movement.
---Being as close as possible to the boardgame, movement was very hard to do cause of the varriation of the rolls.
If you start out at GO and roll the dice (using mine you have 5 options of movement)
With 5 triggers per Single space for movement, you have about say ~ 35 spaces to move from. So thats 5 X 35 triggers X 3 players= 525 triggers
THEN you need to have a Yes/No purchase or Payment for each slot which you can purchase. Lets say thats 28 places. THUS 525 + (28 x 3options x 3players) = 777 triggers.
... THEN you gotta do the payment trigger for each slot AND payment for each slot if they have a house. So 28 places x 3players + 24 places X 3 players with houses = 156 triggers... total of 933 triggers. Now you can add about ~50 triggers for the Dice and hitting Go and going to jail and staying for the turns. which brings you to a total of ~1000 triggers.
Even adding a simple space as in electical/water works would increase the total dramatically.
Sorry for the long wind but, to make a monopoly map is possible. Near the original... impossible tongue.gif
Report, edit, etc...Posted by Burbble on 2004-08-12 at 10:29:05
QUOTE
The reason why it took so many triggers is because the aspects of movement.
---Being as close as possible to the boardgame, movement was very hard to do cause of the varriation of the rolls.
If you start out at GO and roll the dice (using mine you have 5 options of movement)
With 5 triggers per Single space for movement, you have about say ~ 35 spaces to move from. So thats 5 X 35 triggers X 3 players= 525 triggers


Tsk, tsk, gotta think outside the box wink.gif

Here's how I made the movement, it's really simple and doesn't take up anywhere near 500 triggers:

Random switches to roll the dice (3 random switches, done twice). Each roll, at the value of the dice to a Player 8's Vesphene. After the second roll, set a switch to move the piece... Then just subtract 1 Vesphene for each space that he moves. You need 1 trigger for each place that you can land on, but it's really not a lot (and I have done this already, in addition to the Jail that works just like in the real game).

Edit: By the way, I should mention this: I did not abandon the project because it would be too hard to make; in fact, it would not be hard at all, just "slightly" time consuming. I abandoned it because it would be way too much time to spend on a map that, realistically, hardly anyone would ever play. Sometimes you have to balance time and playability... spending the time to make this map simply would not be productive.
Report, edit, etc...Posted by Stereo on 2004-08-12 at 13:56:40
Also, buying is simple. Just pass off the value when they land on an unowned property (price) and use a couple triggers to buy and stuff. This leaves you still with 28 triggers but they're not very complicated.
Report, edit, etc...Posted by MapUnprotector on 2004-08-12 at 14:10:58
another thing r the taxes
with the option to do pay a set amount of 10% of ur total money :\
and when u r buying houses u must build evenly over all properties, u cant just build all houses on one property with none on the others, and will there be a selectable human banker?
Report, edit, etc...Posted by Vibrator on 2004-08-12 at 14:16:18
Why would you need a banker. Really its to pointless and complicated (also way to many newbs on sc)
Report, edit, etc...Posted by Cokymonster on 2004-08-12 at 16:45:46
IF you do many your monopoly map... dont even bother with the bnet ppl...

They cannot understand simple concepts... which baffles me

AND YES, i like to stay in my box. I feel safe because outside the box...scary!

edit: i made that monopoly map like... several years ago... never knew about hypertriggers and stuff like that. smile.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-08-12 at 18:07:36
I doubt that other than those, oh dear, so many triggers to write it wouldn't be hard to do. Just get down the triggers and the game runs itself.

I was working on a Risk style map before this, using a Risk map created by Bolt, which was great, and was working out the way to play the game, trying to have it a set move by move, which was difficult to do on the game, used recalls set to the major location of each terriority, which got annoying, since i didn't want it like the others with units fighting, but rather instand decisions with a hidden huge amount of counts for unit sizes, army sizes and such.
Report, edit, etc...Posted by Deathknight on 2004-08-12 at 18:13:11
Cokymonster, you do the relative movement system saving you about 30 locations and triggers. Then you use current player instead of remaking the triggers for every player, then you use some complex trigger that will handle money and such, then you use switches so you can re-use triggers over and over and save up 30 more triggers. Also, I'm sure the payment triggers can be simplified and people have also made calculators in Starcraft. For the dice, hitting go, and collecting 200 you can make simple triggers for those so it definitly wouldn't be 50. You then have used up like 500 triggers(or less?).
Water works and crap would add like 10 triggers and the chance cards and crap will add like 100 triggers?

Sure the map would take a while, but if you're good, you can still have some triggers left to work with.

Oh wait you can actually use 1 location for the movement. I think someone posted a tutorial on it.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-12 at 23:44:04
*thinking*....well it would be sort of pirating unless you got permission or you could give him terrain credit and watch the comments roll but all you have to do is open up monopoly bound (by the way it isntr protected i "accidentaly" opened it once happy.gif )and erase all of the units and trigger (this i will take some time{unless you use starforge}but i thnk this would be pirating)and make the game on that terrain(but youse have to edit it a little thats all)make the triggers and units and everything and your all done
Report, edit, etc...Posted by Deathknight on 2004-08-12 at 23:50:14
By the time you're done that, anybody could already have made their own monopoly terrain.
Report, edit, etc...Posted by Cokymonster on 2004-08-13 at 01:09:12
See for payment system, it isnt hard to do but it will take some triggers up since you want to be as close to the game as possible (as in normal pay for each slot then 2x's pay when you have all slots of same color, then payment for each individual house and then hotel). Still its gotta take a heft ammount of triggers for it.
For chance and community chest... hmm... this is very straight forward, Randomizing 60 triggers, 30 for chance and 30 for community chest ( of course you could omit some for a lower ammount). The only trigger for the 'cards' that will add up are the "pay for houses/hotel" (i would only imagine the switch, initiating a count of houses/hotel of current player own, giving it to the computer owner and paying the fee until the count is over. Then when current player owns no more, computer owned building is given back)
Lets see... thats like... only 4 triggers tongue.gif

The only set back with monopoly on sc is....it's sorta boring after a while.

You just dont have the "FEEL" of playing the board game. I wish when you land on a space, you can demolish their houses/hotel! LOL
happy.gif
Report, edit, etc...Posted by MapUnprotector on 2004-08-13 at 01:17:53
i think what would make it fun to play would be its like playing the real board game with your friends and u can spend lots of time chatting with them and stuff cuz it is a long game biggrin.gif im into the bonding/quality time type thing happy.gif
Report, edit, etc...Posted by Burbble on 2004-08-13 at 09:12:57
QUOTE
The only set back with monopoly on sc is....it's sorta boring after a while.


Exactly wink.gif

QUOTE
another thing r the taxes
with the option to do pay a set amount of 10% of ur total money :\


I forgot about the 10% tax... that was one of a few things that was not going to get included in the map, because of being "impossible" to do on Starcraft (income tax would just subtract $200 and that would be the end of it).

While it is true that someone made a calculator, it's not truly calculating anything save addition and subtraction (since that is all the Starcraft triggers provide).
(Afterall, we all know that multiplication is just glorified addition, and division is just complicated subtraction...)

Unfortunately there is no such thing as a "decimal" in the realm of Starcraft, so there is no practical way to calculate a percentage. But does this really matter? I mean, who actually chooses the 10% anyway? wink.gif
Report, edit, etc...Posted by Stereo on 2004-08-13 at 13:36:09
That's actually really easy blink.gif
Just set up triggers like this:
conditions:
switch (10% interest deduction) is set
player has at least 5000 money (gas, mins, whatever)
actions:
subtract 5120 money
add 4608 *points*

then do the same for 2560, 1280, 640, 320, 160, 80, 40, 20, 10, 5->4, and then discard the remaining money. The 5-> 4 is just to make ita bit more accurate, cause there are no decimals in SC so you can't do 4.5. I would do powers of 2 if they were ok but there are no decimals obviously.

After that, have the typical 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192 triggers to give their *points* to their money in a 1:1 ratio. It will all be completed so fast the money probably won't dip below their new amount.
Report, edit, etc...Posted by Burbble on 2004-08-13 at 14:52:46
Ok, ok, so you can sort of "fudge" the 10% calculation wink.gif
Report, edit, etc...Posted by Vindexus on 2004-08-13 at 15:54:54
Tuxedo Templar made a Binary Calculator for Starcraft that might be able to help you with the 10% tax. You could always do something like this I believe

QUOTE
Players
- Humans
Conditions
- Conditions to lose 10% of money
Actions
- Set Switch Subtract 10%
- Preserve Trigger


QUOTE
Players
- Humans
Conditiosn
- Switch Subtract 10% is set
- Accumulate at least 10 minerals
Actions
- Subtract 10 minerals
- Add 9 deaths for Independent Starport.
- Preserve Trigger


QUOTE
Players
- Humans
Conditions
- Accumulates at most 9 minerals
Actions
- Clear Switch Subtract 10%
- Preserve Trigger


QUOTE
Players
- Humans
Conditions
- Switch 10% is cleared
- Suffered at least 9 deaths of Independent Starport
Actions
- Subtract 9 deaths for Independent Starport
- Add 9 Minerals.
- Preserve Trigger


You could always change the switch to another death counter which would be better.

I didn't test that so I don't know if it'll work but I'm pretty sure it will subtract 1 minerals for each 10 that you have.
Report, edit, etc...Posted by FamDav on 2004-08-13 at 20:25:19
Yeah, but say in a hypothetical situation, the player only had 9 or less minerals?

QUOTE
Players
-Humans
Conditions
-Switch Subract 10% is set
-Accumulate at most 9 minerals
-Suffer exactly 0 deaths of independent starport
Actions
-subtract 1 mineral
-clear switch subtract 10%
-preserve trigger


That is of course if you actually believe anybody will get down to 9 minerals, but better safe than sorry.
Report, edit, etc...Posted by BeeR_KeG on 2004-08-13 at 20:46:39
Monopoly is quite possible.
But it's too hard and long to make. And you need a trigger/s for every possible situation.
Next Page (2)