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Staredit Network -> UMS Assistance -> Help making a map
Report, edit, etc...Posted by NarakuFortunato on 2006-08-22 at 23:03:49
Well, I have a basic structure of a map built, but I can't decide on what I should do with it. It's a defense-type map, and there are 4 players with 2 columns to build on each. Each column is separated, and I have an area set up to warp units back and forth from each area. What I really need is some advice on enemy/unit stats, and what special abilities I should allow. All of the enemies will be ground units, and I already have these units to choose to buy:

Alexi Stukov
Firebat
Ghost
Gui Montag
Infested Duran
Jim Raynor (Marine)
Kulkulza (Guardian)
Kulkulza (Mutalisk)
Magellan
Marine
Matriarch
Samir Duran
Sarah Kerrigan
SCV
Unclean One

I'm looking for 12 heroes to choose from, but haven't decided. You will not be able to build any Zerg buildings, you will start with a Probe, and you will only be able to build Pylons and Photon Cannons with that. With an SCV, you will be able to build Bunkers, and that is it. If you need me to put the base map up available to for you to download, I can do so. I have not named anything except for locations, nor do I have any triggers installed yet.

EDIT: Fixed 9 to 12.
EDIT: Removed answered question.
Currently: Online
Report, edit, etc...Posted by Kenoli on 2006-08-22 at 23:11:22
QUOTE(NarakuFortunato)
What I really need is some advice on enemy/unit stats, some lights on/off help (I'll search the tutorials right after posting and delete this part if I find it), and what special abilities I should allow.
Set the unit stats to arbitrary numbers and adjust them as you test. If you test/adjust enough they will eventually be balanced.

Tutorial: Shared Vision

Special abilities?
Report, edit, etc...Posted by NarakuFortunato on 2006-08-22 at 23:14:25
QUOTE(Kenoli @ Aug 22 2006, 10:10 PM)
QUOTE(NarakuFortunato)
What I really need is some advice on enemy/unit stats, some lights on/off help (I'll search the tutorials right after posting and delete this part if I find it), and what special abilities I should allow.
Set the unit stats to arbitrary numbers and adjust them as you test. If you test/adjust enough they will eventually be balanced.

Tutorial: Shared Vision

Special abilities?
[right][snapback]548979[/snapback][/right]


Special Abilities like Lockdown and such. I already know Ensnare is going to be one, as that's what Matriarch is for. I just need some other ideas. And I found the lights in a tutorial search as you posted smile.gif
Report, edit, etc...Posted by Kenoli on 2006-08-23 at 00:24:00
QUOTE(NarakuFortunato)
Special Abilities like Lockdown and such. I already know Ensnare is going to be one, as that's what Matriarch is for. I just need some other ideas. And I found the lights in a tutorial search as you posted
That's just another thing you'll have to work out by testing.
I recommend starting off when all of them enabled and disabling any that turn out to be unbalanced.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-08-23 at 07:05:12
Hmm...have you the basic triggers? Such as a money system, stacking system, and of course...an upgrade system? If you don't, and don't know how to >.>', I could always help. Unless someone beat me to it.
Report, edit, etc...Posted by NarakuFortunato on 2006-08-23 at 09:39:14
Hm... for lights could I give Player 7 map revealers, and then set it to:


Trigger
Description:
Pre-Lights
Players:
¤ Player 1
Conditions:
¤ Always
Actions:
¤ Execute AI Script Turn OFF Shared Vision for Player 1


Trigger
Description:
Lights
Players:
¤ Player 7
Conditions:
¤ Player 1 Brings at least 1 Terran Civilian to 'Lights On'
Actions:
¤ Execute AI Script Turn ON Shared Vision for Player 1
Report, edit, etc...Posted by Heegu on 2006-08-23 at 10:04:58
I think lock down and hallucination can be unfair because they can block enemies making it too easy.
Report, edit, etc...Posted by IsaT on 2006-08-23 at 10:14:14
you could just set thier energy to a reasonable amount like 75 instead of what most maps put at 5.. and whats the point of hallucination? Unless its going to be a true 'defense' and they will attack you trying to get somewhere?

I just dont see a point to it...
Report, edit, etc...Posted by fritfrat(U) on 2006-08-23 at 13:08:58
You need to playtest to figure out unit stats and see which stats make each unit to choose from valuable in their own way. Special abilities would be a part of the value of purchasing a unit to defend with. The stuff you're asking for is so general that it is kind of hard to make suggestions one way or the other..

Maybe if you had specific numbers you were pondering over we could give suggestions, but they would still only be guesses and not as good as playtesting and editing accordingly.
Report, edit, etc...Posted by Xx.Doom.xX on 2006-08-23 at 13:32:44
I say do what you think is best, cant do it all for ya you know.

btw listen to kenoli or fritfrat, they know best smile.gif
Report, edit, etc...Posted by NarakuFortunato on 2006-08-23 at 18:03:54
OK, why won't this lightswitch work? I have:

Trigger("Player 1"){
Conditions:
Always();

Actions:
Run AI Script("-Vi0");
Comment("P1 Pre-Light");
}


Trigger("Player 6"){
Conditions:
Bring("Player 1", "Terran Civilian", "Lights On", At least, 1);

Actions:
Run AI Script("+Vi0");
Comment("P1 Lights On");

Trigger("Player 6"){
Conditions:
Bring("Player 1", "Terran Civilian", "Lights Off", At least, 1);

Actions:
Run AI Script("-Vi0");
Comment("P1 Lights Off");
}

It doesn't seem to work, and I also have:

Trigger("Player 7"){
Conditions:
Always();

Actions:
Run AI Script("+Vi0");
Run AI Script("+Vi1");
Run AI Script("+Vi2");
Run AI Script("+Vi3");
}

I want that to be used to be able to always see some areas. So what's wrong here?
Report, edit, etc...Posted by Kenoli on 2006-08-23 at 18:33:52
You're using the AI scripts backwards.
For example, if you want Player 1 to have vision for Player 7's units, you don't do this:
QUOTE
∙Player 7
----------
Execute AI script 'Turn ON Shared Vision for Player 1'

You do this:
QUOTE
∙Player 1
----------
Execute AI script 'Turn ON Shared Vision for Player 7'
Report, edit, etc...Posted by NarakuFortunato on 2006-08-23 at 19:27:20
QUOTE(Kenoli @ Aug 23 2006, 05:33 PM)
You're using the AI scripts backwards.
For example, if you want Player 1 to have vision for Player 7's units, you don't do this:[/size]
You do this:[size=1]

[right][snapback]549530[/snapback][/right]


I was told otherwise by somebody -_- thanks for the help.
Report, edit, etc...Posted by JordanN_3335 on 2006-08-23 at 21:16:31
Provide screenshots to help us understand what you mean by columms.
Report, edit, etc...Posted by fritfrat(U) on 2006-08-23 at 21:32:43
The easiest way for me to remember the order of vision is that if player 1 runs a trigger to turn on vision for p7, player 1 will now SEE player 7's units. So the player you select in the ai scripts list will now be the players' units you see.

I never remembered the order until I came up with that little way of thinking about it, now I never forget. Same way for Disabled doors being Down tongue.gif
Report, edit, etc...Posted by NarakuFortunato on 2006-08-24 at 11:42:38
Hm... I can't figure out how to make my money system. I want Gas for upgrades, and I want to get 25 gas every 50 kills or a similar rate. I also want minerals to be counting up every kill to 10 to get a civilian, and every 100 to get a hero civilian. I could do the hero civilians the old-fashioned way, but with the other stuff it would be excruciatingly annoying as I'm planning around 25+ waves of attackers with 2 sides divided into 3 ares with a spawn of 50 on each side counting 5 per second.
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