Staredit Network

Staredit Network -> UMS Production -> Monopoly
Report, edit, etc...Posted by DevliN on 2005-03-03 at 21:36:21
I know that this idea isn't original or anything, but I have yet to see a Monopoly map on StarCraft. So I plan to make it. I'm planning to get it as close to the actual board game as I possibly can (except for the names of properties which may be StarCraft related).



[center].:: MAP INFO ::.[/center]
Players: 6
Tileset: Badlands
Dimensions: 128 x 128
Creator: DevliN & Fritfrat(U)
Thanks to: D_Scypher, RexyRex, LegacyWeapon, (U)Bolt_Head, Oo.EviL.oO, and Fritfrat(U).



[center].:: PRE-PRODUCTION ::.[/center]
+ Design map terrain
+ Place units
+ Name units

[center].:: PRODUCTION ::.[/center]
+ Player Turn Triggers
+ Roll Dice Triggers
+ Movement Triggers
+ Pass Go Triggers
+ Property Triggers
+--- Mediterranean Avenue
+--- Baltic Avenue
+--- Oriental Avenue
+--- Vermont Avenue
+--- Connectivut Avenue
+--- St. Charles Place
+--- States Avenue
+--- Virginia Avenue
+--- St. James Place
+--- Tennessee Avenue
+--- New York Avenue
+--- Kentucky Avenue
+--- Indiana Avenue
+--- Illinois Avenue
+--- Atlantic Avenue
+--- Ventnor Avenue
+--- Marvin Gardens
+--- Pacific Avenue
+--- North Carolina Avenue
+--- Pennsylvania Avenue
+--- Park Place
+--- Boardwalk
+ Railroad Triggers
+--- Reading Railroad
+--- Pennsylvania Railroad
+--- B&O Railroad
+--- Short Line
+ Utilities Triggers
+--- Electric Company
+--- Water Works
+ Go to Jail Triggers
+--- Roll doubles 3 times
+--- Chance card
+--- Land on "Go to Jail"
+ Leave Jail Triggers
+--- Community Chest card
+--- Pay bail
+--- Roll doubles (may be removed)
+--- Wait 3 turns, and then force payment
+ Community Chest Triggers
+ Chance Triggers
+ Luxury Tax and Income Tax Triggers
+ Mortgage Property
+ Auction Triggers
+ Trade Triggers

WHITE = Yet to be completed.
RED = Completed.
ORANGE = Trigger(s) redone.



[center].:: POST-PRODUCTION ::.[/center]
+ Testing

[center].:: SCREENSHOTS ::.
user posted image
user posted image[/center]

[center].:: PERCENT COMPLETED ::.[/center]
[center]-:+:- 32% -:+:-[progress]32[/progress][/center]

So if you have any questions or comments, please reply and I'll be happy to answer as soon as I can.
Report, edit, etc...Posted by Kashmir on 2005-03-03 at 21:44:01
two words... Nothings Perfect.

now that thats done. Map sounds nice. I myself have wanted to play Monopoly on SC for a long time. I thought some1 finally made it when i saw a game named Monopoly, but it was that damned monopoly bound... sad.gif

good luck on this. I'll help if you need.
Report, edit, etc...Posted by DevliN on 2005-03-03 at 21:46:19
Yeah I know nothing is perfect, but I mean as glitch and bug free as possible.
Report, edit, etc...Posted by KaboomHahahein on 2005-03-03 at 21:56:58
But then, how will the players play? There is not much they can do because they will just move step by step. Do you plan to make the trigger move them automatically or do we manually do it? Don't forget about chance cards and comunity chest cars wink.gif

This map will be so cool if it is done, good luck to you guys.

uberwoot.gif 1000th post! uberwoot.gif
Report, edit, etc...Posted by D_Scypher on 2005-03-03 at 21:58:13
QUOTE(Euro @ Mar 3 2005, 06:44 PM)
two words... Nothings Perfect.

now that thats done. Map sounds nice. I myself have wanted to play Monopoly on SC for a long time. I thought some1 finally made it when i saw a game named Monopoly, but it was that damned monopoly bound... sad.gif

good luck on this. I'll help if you need.
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Yeah, Monopoly bound was pretty crappy. At least I was able to rip an orange tile off of it.
Report, edit, etc...Posted by DevliN on 2005-03-03 at 22:00:32
Kaboom:
QUOTE
+ Movement Triggers
+ Community Chest Triggers
+ Chance Triggers

I didn't forget about the cards at all.

And they can do anything they would normally do with the actual boardgame. And the computer moves them automatically.
Report, edit, etc...Posted by KaboomHahahein on 2005-03-03 at 22:03:06
Ah, I guess I did not read the list fully.

Good luck on it again.
Report, edit, etc...Posted by D_Scypher on 2005-03-03 at 22:07:24
QUOTE(KaboomHahahein @ Mar 3 2005, 06:56 PM)
But then, how will the players play? There is not much they can do because they will just move step by step. Do you plan to make the trigger move them automatically or do we manually do it? Don't forget about chance cards and comunity chest cars wink.gif

This map will be so cool if it is done, good luck to you guys.

uberwoot.gif 1000th post! uberwoot.gif

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Don't forget, there's a lot more to Monopoly than just moving your piece around. Players will be able to buy property, mortgage property, and even auction off property to other players. Not to mention managing houses, collecting rent from other players, and a few other things too. Like insulting the other player's mother. wink.gif
Report, edit, etc...Posted by Oni-Sei on 2005-03-03 at 23:36:23
how do you intend on doing the Dice roll?

also the cards you pick up like the chest and such would be a pain in the ass

and i would like to point out that ther certin squares with the % removable or - 200 or something money just do the - 200 i think that would work the best
Report, edit, etc...Posted by Drakiel on 2005-03-03 at 23:38:38
The concept sounds awesome, the challenge is taking the time to put it into play.

GOod luck man, the hardest part is getting PAST the brain storming phase, past the terraining phase, and into triggers.

I'm having a hard time trying to figure out where to start myself.
Report, edit, etc...Posted by DevliN on 2005-03-03 at 23:43:49
QUOTE
how do you intend on doing the Dice roll?

also the cards you pick up like the chest and such would be a pain in the ass

and i would like to point out that ther certin squares with the % removable or - 200 or something money just do the - 200 i think that would work the best

The dice roll is based on randomized switches. We already have the card system down in writing. It isn't as hard as it seems. For the 10% or $200 thing, it will either be $200, $100, or $10 depending on how much you have.

QUOTE
The concept sounds awesome, the challenge is taking the time to put it into play.

GOod luck man, the hardest part is getting PAST the brain storming phase, past the terraining phase, and into triggers.

I'm having a hard time trying to figure out where to start myself.

We have most of the triggers written down on paper, but yeah it will be really time consuming to do it all.
Report, edit, etc...Posted by bearcat_fan on 2005-03-04 at 00:12:22
Yeah a monopoly map should be a lot of fun to make. I always wanted to make one, but it is such a HUGE commitment. I hope you have enough strings to complete it (May want to avoid naming locations blink.gif ) I remember playing a monopoly game on WAR3, it was good but got boring. Trading properties is a must in order to complete chains and build houses...I wonder how you plan on making a trading system.

My only good idea is for the dice roll... make locations in the bottom corner (12 to be exact) and so when a player rolls, you create units at the certain locations to create a picture of the two dice on the mini-map.(OooOo maybe the mini-map pings could simulate the graphic of the dice rolling as the appear....eh just a thought) It would probably be more entertaining that walking on a beacon and having it say "You rolled a 6." w00t.gif

Also, you could do little things throughout the game to make it entertaining such as (like you said) naming all the properties Starcraft names (i.e. Kerrigan's Platform, Char, Bob's Guns, etc.) Or when you are in jail, you can play a mini-game or something of that nature. It would be really cool if you could use that Sound import program that extracts from the MPQ, and use tons of starcraft sounds without increasing the filesize to keep the average bnet player's attention.

The other thing is that the rulebook of monopoly says that house rules are fair game. We use to have all kinds of rules as kids that would give you money and such. I recently found out my older sister made all these rules up when I was young and I did not realize they weren't in the book. (All taxes and chance card fees go to the middle and the person who lands of free parking gets the cash. Also landing on GO gives you $500) So I suggest you find out if you have any rules you thought were real, but arent. biggrin.gif

Deng, I sound more excited about this map than my own! I probably will have tons of ideas if you guys need something or even a little help with triggers, but it seems you know exactly what you are doing. Awesome! Don't let us down and get er done.

-bearcat_fan

Report, edit, etc...Posted by D_Scypher on 2005-03-04 at 00:35:15
QUOTE(bearcat_fan @ Mar 3 2005, 09:12 PM)
Yeah a monopoly map should be a lot of fun to make.  I always wanted to make one, but it is such a HUGE commitment.  I hope you have enough strings to complete it (May want to avoid naming locations blink.gif )  I remember playing a monopoly game on WAR3, it was good but got boring.  Trading properties is a must in order to complete chains and build houses...I wonder how you plan on making a trading system.

Don't worry, we realized how crucial trading is and we're definitely gonna implement a trading and auctioning system at some point.

QUOTE
My only good idea is for the dice roll... make locations in the bottom corner (12 to be exact) and so when a player rolls, you create units at the certain locations to create a picture of the two dice on the mini-map.(OooOo maybe the mini-map pings could simulate the graphic of the dice rolling as the appear....eh just a thought)  It would probably be more entertaining that walking on a beacon and having it say "You rolled a 6." w00t.gif

Way ahead of ya: the dice show up on the mini-map too. The mini-map pings sound like a good idea though.

QUOTE
Also, you could do little things throughout the game to make it entertaining such as (like you said) naming all the properties Starcraft names (i.e. Kerrigan's Platform, Char, Bob's Guns, etc.)  Or when you are in jail, you can play a mini-game or something of that nature.  It would be really cool if you could use that Sound import program that extracts from the MPQ, and use tons of starcraft sounds without increasing the filesize to keep the average bnet player's attention.

I was thinking about minigames in Jail too. But then again, remember that Jail is supposed to be a punishment. The players should want to get out. happy.gif

QUOTE
The other thing is that the rulebook of monopoly says that house rules are fair game.  We use to have all kinds of rules as kids that would give you money and such.  I recently found out my older sister made all these rules up when I was young and I did not realize they weren't in the book. (All taxes and chance card fees go to the middle and the person who lands of free parking gets the cash.  Also landing on GO gives you $500)  So I suggest you find out if you have any rules you thought were real, but arent. biggrin.gif

Heh, yeah, DevliN has an official Monopoly game board with the rules. We even played on the weekend to "study." (I owned everyone by collecting all the Railroads wink.gif ) Though I think we may put in that rule about the taxes going to who lands on Free Parking. It might be hard to program, but it's a really fun part of the gameplay, because whoever's in last can all of a sudden be $500 richer.

QUOTE
Deng, I sound more excited about this map than my own!  I probably will have tons of ideas if you guys need something or even a little help with triggers, but it seems you know exactly what you are doing.  Awesome!  Don't let us down and get er done.

Haha, good to know we have fans already. I don't know how long it will take to get the basic rules in place, but you know, we probably will need some people to help us playtest it at some point. smile.gif
Report, edit, etc...Posted by KrAzY on 2005-03-04 at 01:03:12
Atleast this would be better then the bound smile.gif
Report, edit, etc...Posted by Fortune on 2005-03-04 at 11:47:03
XxXFaNtA is making this map I believe, last time I saw it all he had done is the dice system and the terrain.
Report, edit, etc...Posted by FaZ- on 2005-03-04 at 15:55:39
Edit: Topic Posted On This System Here

Edit:Shrunk Down so that it doesn't annoy people

Edit: Topic Posted On This System Here
Report, edit, etc...Posted by arglebosters on 2005-03-04 at 21:02:02
This may be a little crude for the dice rolling, but you could make a trigger sequence like this:

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 brings "roller" to location roll
Actions:
¤ Turn on switch "Player 1 rolls
¤ Preserve Trigger



null
Trigger
Players:
¤ Player 1
Conditions:
¤ Switch Player 1 rolls is set
Actions:
¤ Make 1 "movement point" at location movement points
¤ Wait 10 milliseconds
¤ Preserve Trigger


Repeat this 5 times.
Then:

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 controls 6 movement points at location movement points
¤ Switch Player 1 rolls is set
Actions:
¤ Remove 5 movement points
¤ Preserve Trigger


To stop first die you do:

Trigger
Players:
¤ Player 1
Conditions:
¤ Switch Player 1 rolls is set
¤ Player 1 brings 1 roller to location stop die 1
Actions:
¤ Move all movement points at location movent points to location Moving counters
¤ Move roller to respawn roller
¤ Preserve Trigger


For the second die you do the same thing just clear the switch

Then you have 2 to 12 "movement points" at Moving counters (hopefully)
Report, edit, etc...Posted by FaZ- on 2005-03-04 at 22:53:23
Yes, and as I said in my previous post 7 is most common and has a chance of coming up 6 times as much as either a 2 or 12. Therefore your dice method is merely a randomization of 11 possible numbers, and is nothing like real dice. Thats if it even works, I can't follow your poorly written triggers after the first 3.
Report, edit, etc...Posted by Urmom(U) on 2005-03-04 at 23:54:33
i thought that legacy said that wouldnt work Taz-. but anyways, are you going to place a building next to each spot and dont forget double and tripple rolls!
Report, edit, etc...Posted by FaZ- on 2005-03-05 at 00:31:20
Ok-- double and triples are easy. 2, 4, 6, 8, 10, and 12 are triples. For each of those doubles have a chance of occurring once. 2 and 12 are always doubles. 4 and 10 have three options (2/2 or 3/1 or 1/3 and 5/5 or 4/6 or 6/4) so randomize two switches at that deathcount and then either use doubles or not (or rerandomize). For 6 there are 5 options (1/5 or 2/4 or 3/3 or 4/2 or 5/1) So randomize 3 switches and use 4 as no effect, 1 as doubles, and 3 as rerandomizers. Simple enough.

Names FaZ-, not Taz-, and I'm not the mapmaker. I've simply considered the idea of a monopoly map way too much to talk about. No, I would not place a building next to each property due to the fact that there are 22 properties plus 4 railroads, leaving few buildings to use with other things. If there were that amount spare after all other touches, then yes I would. Also I think that turrets would be best used for houses and Refineries used as hotels.
Report, edit, etc...Posted by DevliN on 2005-03-05 at 01:39:15
QUOTE
XxXFaNtA is making this map I believe, last time I saw it all he had done is the dice system and the terrain.

So then two Monopoly maps will be released. We aren't gonna stop production on this one.

FaZ and Argle, we're using switches for the rolls and don't need any help with any triggers at the moment. Though we appreciate the help, we've got it all figured out.

QUOTE
but anyways, are you going to place a building next to each spot and dont forget double and tripple rolls!

Yeah, we have a method to keep track of doubles. And we know about the rule sending you to jail after a certain amount of doubles rolled.

FaZ, we're using Pylons as Houses and Assimilators as hotels. Trust me, we have it all figured out and don't need your imput. We have the cards and dice and trades and auctions and houses and properties and hotels and jail and taxes and a bunch of other factors all figured out. Remember we're the ones making the map here. pinch.gif
Report, edit, etc...Posted by 007Torrasque on 2005-03-05 at 09:52:31
Wow, DeVliN... thats gonna be a helluva lot of triggers espacially for the movement.. Now, are you going to use seperate movements for each player or are you going to have one main area.
Also, are you going to use a grid or a location system??
Report, edit, etc...Posted by FaZ- on 2005-03-05 at 11:13:35
QUOTE(DevliN @ Mar 5 2005, 01:39 AM)
Trust me, we have it all figured out and don't need your imput. pinch.gif
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What is the point of having a topic if you don't need anyone's input?
Report, edit, etc...Posted by arglebosters on 2005-03-05 at 15:11:20
FaZ what he means is that they have most thing figured out, but if someone thinks of a good idea they will consider it. It means what they have to do so far is under control (I think wink.gif.) Also, my system would work if it doesn't have bugs. It makes 1-6 "movement points" at a spot alternating very fast. You can stop it twice.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-05 at 15:19:35
Is there MR.Monopoly , The Shoe ,the Train , the moneybag and the other charaters?
I love to see thoses!
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