Can someone help me make a bound. i made land and a few levels but... i ran out of ideas for levels!..
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Bounds require no help. They are the simplest form of map making when it comes too triggering. Honestly if your looking for a partner on a bound, i gotta giggle a little. Bounds are too easy too need a team mate. I seggest that you just drop the whole project and do a rpg or something.
I don't understand you guys. Why can't you just help him, he's asking for help? Bounds aren't simple if you make a complex one, or IF YOU'RE NEW. Let him make his map, don't try to make him tackle an RPG he doesn't even know how to make. You guys here at SEN like bashing bounds like if you ever make one then you're officially a newb. Just since they don't take as much skill, they can be just as fun as any other map. Hell, I prefer bounds over an RPG for a quick game.
If you guys laugh at him since he wants to try something he's never done before, then you seriously should stop judging other people and look at yourself.
Ultimo, here's how map progression starts:
Melee (no triggers), Testing map (testing what triggers do), Bound, Defense, Diplo, <insert more maps here because I don't play StarCraft too much anymore>, RPG, You're own trigger system.
As you can see, bounds are very simple. He only needs help on obstacles but he should just play more bounds and see what they do.
QUOTE(ShadowBrood @ Mar 26 2005, 01:19 PM)
Ultimo, here's how map progression starts:
Melee (no triggers), Testing map (testing what triggers do), Bound, Defense, Diplo, <insert more maps here because I don't play StarCraft too much anymore>, RPG, You're own trigger system.
As you can see, bounds are very simple. He only needs help on obstacles but he should just play more bounds and see what they do.
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You forgot that Madness goes before Bounds, the only hard part is the balancing of units. Bounds are very simple to people who make RPGs. Just like how we think walking is simple, but to a little baby, walking is a slow progression where you have to try and make mistakes to get it right. If you help him make a bound, then you're helping him make an RPG. Since once you eventually learn how to walk, you can learn how to run. You can't learn by watching other people do stuff, especially as complicated as a bound to a beginner, that's like trying to learn how to do calculas by watching other people do it.
And to say what is more complex is another map is
VERY SUBJECTIVEA complex bound could be harder to make then a simple hack n' slash RPG.
A flashy and cool movie could be harder to make then a simple bound.
A good, balanced and unique madness could be harder to make then a typical matrix map.
It depends on the difficulty of the actual map you plan on tackling, you can't just assume he's going to make a simple bound. You can't compare Trigger Happy Defense to Heaven Bound, since one was very well done and put lots of effort into it, and the other one was crappily made together. If you were to compare Trigger Happy Defense to Time Up Bound, then it would be more fair, as both are good bounds.
If he wants to make a bound, he can make a bound, don't flame him for having an idea. I'll post a sample map with some triggers for you, Holy. It's good that people are getting into map making, and hell, you know you sure as hell didn't just open up Staredit for the first time and make a revolutionary RPG map with Hyper triggers, an extensive battle system, and flawless triggering, Mp)3D. Atleast he's not making a mass attack.
I learnt how to make a bound by looking at an unprotected bound. It works. I must thank the creator of Giraffe bound for helping me start mapping a long time ago.
QUOTE
Melee (no triggers), Testing map (testing what triggers do), Bound, Defense, Diplo, <insert more maps here because I don't play StarCraft too much anymore>, RPG, You're own trigger system.
Thats weird I learned it about the opposite way.
I feel Bounds are the basic form of triggering involed in map making. 3-4 years ago i would have said obstical courses are the shit but now and days, good god they basicly are calling out too say "HEY I SUCK AT MAP MAKING LOOK AT ME!!" Not too diss bounds but its gotton too the point were my nine year old brother can make one. Im frankly sick of it, i understand now in days it's only made by new map makers but they really need too start learning by themselfs. You don't learn by getting a group of map makers together too make you a map. How i learned how too map make was by looking at other peoples triggers on maps (back then we didn't even give ourselfs credit) and just read and see what each indivigual trigger does. That is the easiest way too learn. Experiment for god's sake, dont ask people too form a team just soo you can steal credit for a damn map you dont even know how too make.
QUOTE(Mp)3D @ Mar 26 2005, 07:48 PM)
I feel Bounds are the basic form of triggering involed in map making. 3-4 years ago i would have said obstical courses are the shit but now and days, good god they basicly are calling out too say "HEY I SUCK AT MAP MAKING LOOK AT ME!!" Not too diss bounds but its gotton too the point were my nine year old brother can make one. Im frankly sick of it, i understand now in days it's only made by new map makers but they really need too start learning by themselfs. You don't learn by getting a group of map makers together too make you a map. How i learned how too map make was by looking at other peoples triggers on maps (back then we didn't even give ourselfs credit) and just read and see what each indivigual trigger does. That is the easiest way too learn. Experiment for god's sake, dont ask people too form a team just soo you can steal credit for a damn map you dont even know how too make.
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So your brother can make a bound like Time Up Bound or a Red2Blue bound very eaisly? I doubt it, I doubt you could.
Bounds are their for a quick game for fun nt to judge the difficulty to make.i learned from a site
partially and partially n my own.
Bounds are not all simple. They are easier to make then some other maps, but definatly NOT simple and easy. Some complex obsticles are hard and take time, and lots of bounds now are starting to get mini-games. But who cares if making the map was easy or not? People on battle.net aren't looking for the most complex game made, they are looking for the most fun and interesting map. Many bounds are alot better than some Rpg's, and maybe not as complex, but still difficult to make.
Bounds can be very difficult... They are indeed easy to make. But look at some of the bounds. Dragon bound you have touch little things to beat it, I HIGHLY doubt that someone could just open up an editor and go click click click, here is Dragon bound.
Besides, isn't this site to help people? Not to just say ur noob, go rape a turtle...
Help the person... I learned how to do triggering from Turret Defence Mixed; then I made obstacle courses; then bounds (were did Bound come from? There just obstacle courses).
Way back when we had GUEDit, they were more amazing with the square terrain because GUEdit was glitchy and took for ever. But still... some bounds are cool that are recent.
So i say to you: Go rape a turtle, bounds can be hard to make (especially ones people will like!)
I'd gladly help someone make a bound (I already do help people)
I agree with O)Farty1billion, help the guy out. I mean, he might end up creating one of those great maps that take off really quickly! Also, I bet every good map creator needed to be helped before. Bounds, jail breaks, and other obstacle maps might have the simplest of triggers but they definitely do take time!
Since when was this a bound debate thread?
Just help him.
What patterns did you use already anyways?
Wow,
I really liked the views of all of you people here. Awesome....
QUOTE(Ultimo @ Mar 26 2005, 03:30 PM)
If you were to compare Trigger Happy Defense to Time Up Bound, then it would be more fair, as both are good bounds.
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I thought Trigger Happy Defense was a defense, not a bound...
QUOTE(Ultimo @ Mar 26 2005, 03:30 PM)
A complex bound could be harder to make then a simple hack n' slash RPG.
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Ok... First of all... ALL bounds are EASY to make (explained later) you just need talent to know what looks good, and what feels good.QUOTE(n00bie010 @ Mar 28 2005, 07:57 AM)
Some complex obsticles are hard and take time
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I disagree AGAIN, they are not HARD but they do take time (explained later again).QUOTE(O)FaRTy1billion @ Mar 28 2005, 06:09 PM)
Bounds can be very difficult... They are indeed easy to make. But look at some of the bounds. Dragon bound you have touch little things to beat it, I HIGHLY doubt that someone could just open up an editor and go click click click, here is Dragon bound.
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Finally... a post I partially agree with. Why? Noone can go *click click* dragon bound... BUT I found the way to make the touch explosion thingie, and its REALLY easy. It took me a max of 1 hour for a 6x6 area to make the touch thingie.The "Explained Later" part:Unless you add this really complexe way to make a bound as complexe as possible so noone would understand the triggers... ANY bound is makeable by ... EXPERIENCED mappers (I didnt want to say *ANY*) BUT not all those bounds are gunna be fun. I even found a way to make the "touch the blue explosion and run" system, didnt take me that long...
All I needed was:
-- 6x6 area where the explosions will take place.
-- 36 locations (size: 1x1) + 1 respawn location.
-- 36 switches (this is going the easy way)
--(Switch 1 is set = location 1 will explode [either red or blue])
-- and named 36 unused units: "1" "2" "3" ... "36"
-(I used these units to make a death counter:
--Deaths of Unit "x" = 0 or 1
---[Units' name will corrospond to the location in effect]
---[Unit "x" = Location (same number as x)]
---[1 means explosion is gonna be blue]
---[0 means explosion will be red]
-- Location 37 is used for respawning.
And if anyone doesn't understand that... (I don't wanna say the remaining 'cause it might hurt some peoples feelings)
Although I succesfully made it... it horribly sucked. Not because it was glitchy.. 'CAUSE IT WORKED PERFECTLY... it's just that, according to some people: I have no imagination when it comes to making obstacles.
Like I said earlier, not everyone has the talent to make a bound "FUN"
Red2Blue (and others I cant remember) OBVIOUSLY have that talent and I OBVIOUSLY don't.
If your giving credit to someone about a bound they made, really your gonna compliment there talent to make 'em fun, not jus cuz he made a bound.
Oh yah... Red2Blue, if you read this, was that the system you used? Or was it more (or less) complicated?
Oh yah one more thing: I spoke (most of my life) French (although my first language was english) so please ignore my grammatical errors.You guys are all poop heads. You say making an X genre of map is hard just because you say so...
Some maps have more effort with more triggers or more detailed terrain, but that doesn't make them better than another. You can say you prefer this map to that, but that's YOUR preference. YOUR opinion may be right to YOU, but that doesn't apply to everyone else. So don't force everyone to join YOUR boat, if they oppose what you are for. (statement not directed at a specific person)
My opinion is all maps are great in their own way as long as they do what they were intended for. That doesn't mean I'm necessarily right or wrong, unless you choose to believe so.
Back on topic, try to mix genres into a bound. How about a defense bound? You have to get to the other side to be able to kill incoming enemies before they reach their goal.
What about a madness bound? Before you can engage your foes, you must pass them through an obstacle course to prove their worth.
There's plenty of creative ideas in this world, you just have to keep your eyes open.