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Staredit Network -> UMS Assistance -> Puzzle Maps
Report, edit, etc...Posted by flipmonkey on 2006-02-01 at 13:42:48
Is it possible to make puzzle maps, such as Tetris. My friend asked me if it was possible and i wasnt sure if it was. I can see how things work but i believe theres a lot of location layer involved.

It would be pretty cool if there was a puzzlle type map. LOL I want to make now.
Report, edit, etc...Posted by Joshgt2 on 2006-02-01 at 15:20:05
I would think that something like that would be possible... I know that Trigger Duplicator would become your best friend for the project but I would agree that this could be done.
Report, edit, etc...Posted by M_s4 on 2006-02-01 at 16:03:39
This should be moved to ideas. I know and can tell you how to make it (but it'd be nice if you added my name in "Design" on the credits or something.) Make like 200 locations. Each 1x1 on a 10x20 rectangle on your map. Label them 1~10x1~20 (depending on their position on the 10x20) Make it so that there is a switch called the repeater switch. First thing is to add hyper triggers. Then make a trigger that is like this:

Trigger:
Conditions:
-Repeater Switch is set
Actions:
-Clear Repeater Switch
-Wait XXXX
-Preserve Trigger

For the higher levels lower XXXX, for the easier ones, increase it. Now make 200 triggers which will be the boring part. My recomendation for the actual blocks are crystals of any kind. You might want to use all 3 different ones to make it look cooler. The 200 triggers are:
Trigger:
Conditions:
-Repeater Switch is set
Actions:
-Move exactly 1 crystal at 1x1 to 1x2
-Preserve Trigger

Now make another one except for 1x1 and 1x2, its 1x2 and 1x3, then 1x3 until 1x4..and so on. Till you reach 1x20. Then do the same for the 2nd column. 2x1 to 2x2, 2x3 to 2x4. Do all 10 columns. Concept: Repeater switch on-off delay equals speed of the "downing"

Next to make the blocks spawn, create blocks in different patterns with triggers at the top.

Downing will eventually be blocked and stop when they reach the bottom even if the trigger is still going.

Next, for your gameplay framework, you will need to have the "done with going down" crystals be owned by a different player than the "Is still going down" crystals. Detecting when the crystals are completely downed will be VERY tricky for the L and N(almost) shaped pieces. For the 4 length stick, have a 4x1.05(1 tile + 1 pixel) follow it and have the 4 length stick be owned by the "done with going down" crystals' player as soon as the location following it detects one that is a "done with going down" crystal. The cube is the same idea except for you use a 2x2.05 location. For the N and L shaped ones, I have no idea how to detect except for the long way which is detecting every possible position for EACH bit of the block which will a whole lot of triggers. An expert map maker may know an alternate solution.

Also for the flipping, I'm not sure if there is any way to do that except for placing conditions for every possible block and every possible location and position.

As for the interface? I recomend a hydralisk that in the center of a 3x3 area. 1x1, 1x3, 3x1, and 3x3 are null/water/ something a hydra cant step on. There should be a location on 1x2, 2x1, 2x3, and 3x2. The 1x2 location is for flipping. 2x1 is for move left, 2x3 is for move right, and 3x2 is for rapid down. The commands should be self explanatory with any system you want. Depending on how the game really will be like, you may want to move or not move the hydra back. Moving the hydra back will allow easy 1 to left/right, but will be annoying and slow to make large amounts to left/right. Not moving the hydra back will probably be vice/versa.

That's about it.
Report, edit, etc...Posted by fritfrat(U) on 2006-02-01 at 16:13:40
A way of detecting which units have stopped moving when there are holes underneath them is to give all them to another player once only one of the peices cannot move down. Simple solution, eh? I might be so intrigued to make this map now...
Report, edit, etc...Posted by M_s4 on 2006-02-01 at 17:11:58
That's the problem. I wouldn't know when they have stopped moving except by placing 1x1.05 locations everywhere! Unlike 4-lengths and 2x2 squares, which can be replaced with regular rectangular shaped locations, N and L are irregular which means they cant be identified with a single location.

Also, I have found two flaws in my previous post which I can fix right now. Instead of making like 200 triggers, just make it into one giant one.
Trigger:
Conditions:
-Repeater Switch is set
Actions:
Move exactly 1 crystal at 1x19 to 1x20
Move exactly 1 crystal at 2x19 to 2x20
And so on...
-Clear repeater switch.
-Preserve Trigger

The first flaw is that I forgot to mention to add a trigger that clears the repeater switch, but I decided to add it along with the whole big trigger.
Second flaw, is that I should move the crystals down starting at the lowest points first because if the top downs before the bottom can make room, the thing will freeze.
For simplicities sake I decided to combine 200 trigs into one, but will that delay the actions? Should I split them all up into 200 or should a just make a seperate one for the repeater switch clearer?

Another flaw with downing is that for the downing part, I should only move down the ones that are still downing, not ones that belong to "done downing" player, or else all the holes will fill themselves up..making sure that no one can lose.

So instead of:
Move exactly 1 crystal owned by anyone at 1x1 to 1x2 it should be
Move exactly 1 crystal owned by Player 2* at 1x1

*Let's say player 2 is the "still downing crystals" owner


Also, fritfrat, if you make it, can you put me in credits for giving trigger framework ideas happy.gif
Report, edit, etc...Posted by in_a_biskit on 2006-02-01 at 21:06:45
Here's how Blizzard made Tetris for StarCraft. Try to understand their triggers - it's quite instructive if you ever grasp what they're doing... it also shows that sometimes you just gotta do the hard work tongue.gif (or learn how to use trigger duplicator...)

If you want to try similar things without so many locations or to simplify the triggers, you may want to play around with unit grids.
Report, edit, etc...Posted by flipmonkey on 2006-02-01 at 23:43:28
WOW Thats sum crazy map. To bad it isnt multiplayer. That would make a great map. If only it was a bit faster.
Who would really take the time to make that map. SO many trigger geez lol.

ADDITION:
Also the puzzle map doesnt have to be like tetris. It could be like bust a move. or anything. Just sum puzzle map would be fun lol.

Dude i want to play that tetris again. But its to slow lol.
Report, edit, etc...Posted by Red2Blue on 2006-02-01 at 23:45:46
The tetris map is pretty fast actually. Play it for 30 minutes and tell me how fast it is.

Unit grids are the best way to make a new age tetris. That map was old age tetris. It's an oldie and a classic. Read those tutorials 10 times in a row and then attempt them. Once you get the concept you can create some interesting effects and detection of blocks and etc.
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