I got a few questions please take the time to reply i need some help...i already searched all over the tutorial section but couldnt find these...
-Well i no this sounds really newbish but i was wondering, when you make a bound after you completely one stage how to disable that stage and activate the next stage...like after u complete the obstacle make it stop and the next one start...
-lifes...i wanna no how u can make lives for a bound and make it when u die u will respawn at the front of the obstacle your on and not at the very beg.
if u could please help me out i gettin frustrated with this...btw i love the community here its an extremely nice site..

1. Most people use either a death counter or many switches. A good method is to use any sort of 'counter'.
One way to do this is, say, to let your minerals count which level or stage you are on.
At the beginning, we can set your minerals to 1, signalling that you are on stage one.
Then all the stage 1 triggers should include the condition "Player accumulates exactly 1 ore".
When stage 1 is finished and stage 2 starts, you set the player's minerals to 2. That way, all the stage one triggers will stop firing because now you don't have exactly 1 ore. All of your stage 2 triggers should include the condition "Player accumulates exactly 2 ore".
If you have similar conditions for each trigger in every other stage, and at the end of each stage you set the minerals to the right amount, then you've achieved exactly what you want. You can choose which stage's triggers run by setting the minerals to the appropriate amount.
Now you can do exactly the same thing with a death counter: if you want to use minerals for another purpose, or if you don't want the player to be able to see their minerals changing stragely, then we use the action Set Deaths: "Modify death counts for player: Set <quantity> for <unit>", and the condition Deaths: "Player has suffered <quantity> deaths of <unit>".
We use a unit that will not take part in the gameplay, such as a rhynadon, so that the deaths quantity only changes when we want it to - that is, when we have a trigger to change it. Then instead of setting minerals to choose the stage, we set the deaths of our unit. And instead of looking at the minerals accumulated, we look at the deaths of our unit.
For more things to do with death counters, check the tutorials.
2. Most people use a custom score, which is good because it can be shown on a leaderboard.
The idea is that at the beginning of the game, you give each person some custom score, which is the number of lives that they have. Whenever they die (which you can detect when they command no units), if they still have lives left, then you subtract one life and respawn them. If they have no lives left, then they lose.
One way to 'update' your respawning point is to have your spawning location move around to the beginning of each of the levels. You might do this by having a preplaced burrowed unit at the beginning of each level (perhaps with a location on top of each), and every time you change the level, you also center your respawn location on the appropriate unit which is nearest to that level. Then you can have a single trigger that respawns you at the 'respawn location' each time you die.thanks dude...i tried the minerals way and it works except it will only go once it wont preserve trigger for some reason?

have any advice?...im still working on it...i would try the other way but i dont really understand what your saying to do
i also dont really understand what your saying to do with the respawn location is there anyway to explain it in simpler words? please help

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i got the level thing to work and thanks once again for the help but the second part still stand i dont understand what your saying...could you show me the trigger(s) for the both the second parts
QUOTE
2. Most people use a custom score, which is good because it can be shown on a leaderboard.
The idea is that at the beginning of the game, you give each person some custom score, which is the number of lives that they have. Whenever they die (which you can detect when they command no units), if they still have lives left, then you subtract one life and respawn them. If they have no lives left, then they lose.
One way to 'update' your respawning point is to have your spawning location move around to the beginning of each of the levels. You might do this by having a preplaced burrowed unit at the beginning of each level (perhaps with a location on top of each), and every time you change the level, you also center your respawn location on the appropriate unit which is nearest to that level. Then you can have a single trigger that respawns you at the 'respawn location' each time you die.
Here this is what i can do. I can give you my Bound i made awhile ago Unprotected. What you need to do is ask me for it and i will Pm you it. The triggers are Stright forward and will help you with every problem.
aight thx ill use that map...i didnt see that in the map dl's

LegacyWeapon centers his 'spawn' location on a "terran marine" at start of the new stage, each of which has a location 'location #' whenever a level is started. Since there are no marines to be found in the location, the 'spawn' location simply moves to the center of that location 'location #'.
Use the "move location" action to move one location into another one.
For lives, LegacyWeapon uses the custom score:
Look at his first trigger for p8 - he sets the initial lives to 3.
Look at his triggers for the force "Bounders" - the first trigger subtracts one custom score, or life, whenever a player loses their zergling, and gives them a new zergling.
If they have no lives left, that is, their custom score is zero, the trigger will not fire for them so they won't get another zergling.
i got it bro but thx i just used snipe's map it was a little easier and i like his resawn technique which is just using a vulture spider mine that burrows so u cant see it except at the very beggining and i got the lives down bc of his map also...
Don't use a unit for the spawn. It's a pointless waste of units. If you simply center location on a unit that does not exist, it will move the location to the center of the location you are searching for the unit in.
Example:
Center location labelled 'Location1' on Terran Marine at location 'Location2'
If there are no Marines at 'Location2', it will move 'Location1' to the center of 'Location2'.
i get what you saying but 1 question, in order to "update" the respawning...i have a location at the front of each level (start1, start2, start3) so if i do what your saying, all i have to do is say move the nonexistant unit to the location in front of the current ob and it will respawn in front of the current obstacle your on just like using the unit but make it non existant...?
You don't move a non existing unit. Just pretend a marine is there in your trigger for center location. Move the location onto the new level location on the imaginary marine. You don't neet to create a trigger to move an imaginary unit.