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Staredit Network -> UMS Production -> Roleplaying Map
Report, edit, etc...Posted by Desperado on 2006-07-19 at 19:25:37
The YV-2 Roleplaying Console
...............and RP: Darisen

Here is what I hope to gain from this post:
  • Opinions on Unit Names
  • Opinions on Player Colors
  • Feature suggestions
  • Theme suggestions for Future Maps
  • Requests to create RPs using the YV-2 Console
Note that any changes in the map will be fully reflected in this first post, so if you are just arriving or simply catching up, everything should be right here. Unit names are a possible exception, as updating the images is something I'm too lazy to do.


If anyone happened to read the Mission Objectives in-game in the RP, Domain of Treboria 1.02, they would have seen a hidden message stating "Next RP: Codename Elite RP." That map has been in production for over two years. The production schedule has looked something like this:

Started : [08/21/04]
August 2004 - Spawning triggers are created.
September 2004 through May 2006 - Conceptual work. Also World of WarCraft.
June 2006 - One thousand triggers created in two days. Another one and a half thousand triggers are added over the course of the month.
July 2006 - Bugtesting drives the maker to insanity. Only with the help of Vibrator and Kenoli(U) is the map pushed to 99.996 percent completion. Bugfixing continues.
July 19th - Syphon points out the disturbing amount of triggers used. Introspection reveals devastating design flaw. Hopes are to optimize the map within twenty four hours.
July 20th - Optimization complete. Results less than expected. Approximately 230 triggers removed.

The map is currently 806,912 bytes, though this is expected to decrease substantially after protection/optimization. Originally, I claimed that map had 4,880 triggers, though this number was actually innacurate and represented twice the amount of triggers actually in the map. So there were 2,440 before the latest optimization. The latest optimization, originally theorized to almost halve the number of triggers in the map, actually only removed 227 triggers, bringing the total to down to 2,213. The map utilizes all 255 locations, and uses nearly every death counter available to all players. Three switches are used to create a random effect for dice rolling. One CUWP slot is used.

Ultimate Features:
  • Move Spawner Anywhere*, Anytime
  • Choice of Observer or Arbiter as Spawner
  • Choice of Five Different Sizes for Option Effects
  • 4 "Quick" Options: Lights, Disable, Kill, Heal
    - Utilizes Hotkeys to make commonly used features (especially Lights) easy to use.
Additional Features:
  • Support for up to Six Players
  • Initial Place COP Feature
  • Unit Spawns Including:
    - Terran, Protoss, Zerg Units and Heros
    - All Powerups, Vespene Powerups, Critters, and Traps
    - All Beacons, X-tra Units, Zerg Eggs and Cocoons
  • Spawn Five of any Normal Unit
  • Special Building and Resource Spawns
  • Unique Spawn Areas for Buildings allowing:
    - No "Unit Unplaceable" Errors
    - Building Spawning for Multiple Players Simultaneously
  • 18 Explosion Effects (Unit Deaths) with Five different sizes, Including:
    - Rhynadon, Kakura, Bengalaas, Wraith, Zealot, High Templar
    - Hallucinations, Zergling, Broodling, Ragnasaur, Scantid, Ursadon
    - Observer, Dragoon, Dark Archon, Recall, Overlord, Infested Kerrigan
  • Standard Effects, Including:
    - Modify Unit Health (100%, 75%, 50%, 25%, 1%)
    - Kill Units (You, Neutral Comp (+P12), Hostile Comp)
    - Open/Close Doors
    - Disable/Enable Units
    - Lights On/Off
    - Find Spawner
    - Roll Dice
    - Give Units to Players 1-8
  • One Settable Teleporter
  • Timer Settings
  • Leaderboard Settings (Points, Armada, Kills, Resources)
    - More Elaborated on this at Bottom
  • 10 Sound Effects Including:
    - Wind, Fire, Thunder, Ice, Cure
    - Growl, Laugh, Ghosts, Battle, Victory
  • 20 AI Scripts for use with the Neutral Comp or Hostile Comp, Including:
    - Set Target, Patrol to Target, Custom Level AI, Nuke Here, Enter Bunker
    - Patrol, Attack, Move, Enter Transport, Exit Transport
    - Rally Computer, Clear Command Data, CCD (Everywhere), Take Units from Comp, Convert to Other Comp
    - Wander, Ally, Unally, Vision On, Vision Off
  • Ban Players
  • Pre-placed Upgrade Buildings, Nuke Silo/Comsat, and Tech Trees
  • 100 Upgrades (Doubles Unit Damage in 10 Ups)
Leaderboard Elaboration: In the map, players start with two billion resources. Units cost money, but this is no problem given their extensive financing. However, using the Leaderboard Resources settings, the players can clear their resources, and then start themselves with a certain amount of resources. This allows the unique ability to create extremely organized War Roleplays.

Currently there are three maps in production utilizing my "YV-2 Console" triggerset. All of these maps are 256x256 as virtually all roleplays are. The maps are Darisen, Metropolis, and a third unnamed map. The rest of this post assumes to be talking about Darisen, the main map in production by me. It is set on the jungle tileset and has a medieval fantasdy theme. Of the other two maps, the first is Metropolis, the hit sequel to Station 37 by Laura[44]Eterne. It is set on the installation tileset and has a futuristic city theme. The second of the other maps is a yet unnamed map by )(-X-ArA-X-)(, the man who did the terrain and units for Domain of Treboria. This map is fantasy medieval themed and takes place on the Jungle tileset.

Assuming all goes well there are many possibile directions to take this triggerset in addition to the previously mentioned maps.

Here are the unit names so far. Feedback is appreciated. I still wish to improve the name of the Hero Queen, and possibly the Hero Overlord. I finally managed to display the names in a non-ridiculous way:
user posted imageuser posted imageuser posted image

Player colors are currently White, Brown, Red, Tan, Green, and Black; in that order. I plan to change these, and feedback would be appreciated in this matter. Which colors do you prefer in a roleplaying map?

I also have some shots of the terrain.

An underground river, perfect for adventuring:
user posted image
An apt place for a city on the two banks of a river, complete with throne:
user posted image
The Marsh:
user posted image
The Lake:
user posted image
The Forest:
user posted image
An open field facing ramparts.. an epic locale for battles:
user posted image
Here's a temple and some ruins with extended ramps:
user posted image
I'm not sure what to call this thing. I think it's a huge ugly block but I'm sure people will find a use for it:
user posted image
And my favorite area of extended terrain, a mountain:
user posted image

*Does not actually include everywhere. The system works using a five by five grid, giving the player limited but useful mobility.
Report, edit, etc...Posted by Syphon on 2006-07-19 at 22:57:37
I have to say, whilethe features you described look quite good I don't think they should take up 5000+ triggers, there's more optimal ways of doing things. Just don't make it a standard RP and I'll be fine. The name of Matriarch looks fine, I would enjoy allt he player colours being shades of blue. The Yggdrasil name could be something like ... I forget what they're called, those giant floating heads with many eyes from D&D...

*Syphon looks it up.

Beholder. It fits.
Report, edit, etc...Posted by Desperado on 2006-07-19 at 23:20:51
QUOTE
I have to say, whilethe features you described look quite good I don't think they should take up 5000+ triggers, there's more optimal ways of doing things.

-- Original Response Deleted --
Unfortunately for me, your statement caused me to do some thinking about just how it might be possible to optimize the map further. I have come up with a simple solution (read: one trigger) which will allow me to reduce the number of triggers in the map by up to fourty percent. This could take a while.

QUOTE
Beholder. It fits.

Definetly gonna use that name.

QUOTE
Just don't make it a standard RP and I'll be fine.

What exactly do you mean by that?
Report, edit, etc...Posted by Electroid on 2006-07-20 at 00:47:41
thats some of the best terrain design ive ever seen. i have faith you. but as the other guys were saying, you don't need that many triggers. there are ways of recycling triggers, that saves you alot of time.
Report, edit, etc...Posted by Mp)Excalibur on 2006-07-20 at 01:26:09
All i can say is Infested Duran should be renamed Vampire. In every RP ive played in a past timeset thats what i always use it for, as do alot of my RP friends.

-DB
Report, edit, etc...Posted by Desperado on 2006-07-20 at 08:52:27
QUOTE
All i can say is Infested Duran should be renamed Vampire.

Noted, but I am going to keep my current name for now. If it doesn't work out in Beta testing the next name I turn to will probably be Vampire.
Report, edit, etc...Posted by Filleinconnue on 2006-07-20 at 11:38:39
smile.gif i got high hopes for this rp

Spice up the terrain a bit ;D
Report, edit, etc...Posted by Xaerock on 2006-07-20 at 15:50:53
Hehe havent seen a new rp in a long time, this looks nice! the names are good (although i never really care about names all that much i have enough imagination to rp scifi in a fantasy rp..) terrain looks nice too, i like how u added an open field area, some rps dont have those which is a bad thing cause no proper building area otherwise. I think you should have abit less trees in the forest, that looks like abit too much imo, no space to build etc and the colors are good, i like green, it is rarely used in maps and just make sure that the black isnt the crashing flag black tongue.gif

Triggers are really nice, I havent seen ai scripts in an rp for a long time, and the spawning 5 option is good, im not a big fan of explosion effects but u got some nice variety there, keep up the good work!
Report, edit, etc...Posted by Desperado on 2006-07-20 at 16:11:11
I have completed optimization of the map. It seems there were some setbacks. For starters, the map did not have 4,880 triggers, it only had 2,440. My method of counting triggers caused all the triggers to be counted twice. Furthermore, the amount of triggers removed by my optimization was not anywhere near as high as I had hoped, largely because AI Scripts still need to be run for P7 or P8 and thus are still required to be player specific and utilize a trigger for each spawner type. Thus only about 230 triggers were removed, bringing to total down to about 2,210.
Report, edit, etc...Posted by LonE)Paravin on 2006-07-20 at 16:23:58
Jolly God! It seemed that people have forgoten about us RP'ers..! Guess I was wrong! sweatdrop.gif Good Luck!
Report, edit, etc...Posted by Volcove99 on 2006-07-21 at 14:18:10
Is this a rp thats supposed to mimic warcraft III? I don't see why the names have to be so based on that game. If you wanted WCIII, go play that instead; most people do.
Report, edit, etc...Posted by Desperado on 2006-07-21 at 22:01:44
QUOTE
im not a big fan of explosion effects but u got some nice variety there, keep up the good work!

The seventeen explosion effects (and recall) are actually all of the unit death animations in StarCraft. Anything else is just a varying size of one of these. Except for Ultralisk and hydralisk deaths, but that would have been overkill on blood effects.


I have uploaded three new screenshots. I should note that the forest area has been changed to accomodate building, so it's no longer just an adventuring area. I have not updated the screenshot for that.

ADDITION:
The map is now in Beta testing stage. I need people to help me playtest. If you are interested come to Op Dyne @USEast and/or whisper me at Shmidley@USEast.
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