Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: JC's Installation Map idea.
JC's Installation Map idea.
Dec 21 2015, 3:25 pm
By: JCarrill0  

Dec 21 2015, 3:25 pm JCarrill0 Post #1



EDIT: after reading [http://www.staredit.net/topic/16934/]THIS[/url] thread, I wanted to post this:
a few things I have been doing recently to finish my long term goals to complete my :sc: Starcraft :sc1: mapping:
Goals


While I do that, an old idea that never came to be was making a Bnet playable map that was Installation RPG.
The problem was it never came to be for literally one certain issue, upgrades.

To my knowledge, although limited, It was my understanding every good RPG/Sniper map had upgrades, thus you needed to place a building. For Terran units this normally required an academy, an Eng Bay, possibly a Ghost Ops connected to Sci Facility. The problem was often times if the building lifted off it could not be place back down, especially on installation since no buildings are place able (to my knowledge), granted using an editors such as Starforge or SCMdraft, you can place them on the map, but once they lifted off you would know be able to place them back on the ground which makes them unable to get upgrades (GG).
I even considered using Badlands and making it all asphalt but in the end I really wanted to use installation si8nce it has many tile sets I would enjoy using.

also, I have never made a map without ISOM, (that is default right), so I was wondering if i could make my big map and perhaps have a custom tileset area where it's asphalt for the buildings and if they lift off i can just remove the lifted building and replace it on the ground

More info


Post has been edited 3 time(s), last time on Dec 21 2015, 8:17 pm by JCarrill0.




Dec 21 2015, 3:49 pm lil-Inferno Post #2

Just here for the pie

If a player lifts off their upgrade building they probably had no intention of actually playing. You just gotta hit 'em with a "Nice going, dumbass" message and destroy it. As for having one set of buildings that players temporarily take control of, that's an outdated way of doing things that I can't recall seeing in any map made within the past 8 years or so. If you really want them to have to take control of upgrade buildings, make sure there's a set of buildings for each individual so they can't ruin it for everyone else. Having to mod in custom tilesets just to account for player stupidity is kind of silly; the people who would bother downloading a mod aren't the type of people that would do that anyway.




Dec 21 2015, 5:41 pm JCarrill0 Post #3



ok, thanks.
is there a way I can add custom tilesets to the installation map like asphalt? and still be playable on bnet?

Post has been edited 1 time(s), last time on Dec 21 2015, 5:53 pm by JCarrill0.




Dec 21 2015, 5:57 pm jjf28 Post #4

Cartography Artisan

Quote from JCarrill0
is there a way I can add custom tilesets to the installation map like asphalt? and still be playable on bnet?

Not unless you're much better at EUPs than I am :P



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Dec 21 2015, 6:25 pm JCarrill0 Post #5



Quote from lil-Inferno
If a player lifts off their upgrade building they probably had no intention of actually playing. You just gotta hit 'em with a "Nice going, dumbass" message and destroy it. As for having one set of buildings that players temporarily take control of, that's an outdated way of doing things that I can't recall seeing in any map made within the past 8 years or so. If you really want them to have to take control of upgrade buildings, make sure there's a set of buildings for each individual so they can't ruin it for everyone else. Having to mod in custom tilesets just to account for player stupidity is kind of silly; the people who would bother downloading a mod aren't the type of people that would do that anyway.
I added a map that I had already been working on testing with, If you have idea that improve on the map i posted above, let me know but I think I had already covered most of what you explained




Dec 21 2015, 7:40 pm Roy Post #6

An artist's depiction of an Extended Unit Death

Quote from JCarrill0
The problem was often times if the building lifted off it could not be place back down, especially on installation since no buildings are place able (to my knowledge), granted using an editors such as Starforge or SCMdraft, you can place them on the map, but once they lifted off you would know be able to place them back on the ground which makes them unable to get upgrades (GG).
There are installation tiles you can build on. It's at 16-0 and several identical ones below it, if I remember correctly. See this post for more info: http://www.staredit.net/192015/




Dec 21 2015, 8:12 pm JCarrill0 Post #7



Quote from Roy
Quote from JCarrill0
The problem was often times if the building lifted off it could not be place back down, especially on installation since no buildings are place able (to my knowledge), granted using an editors such as Starforge or SCMdraft, you can place them on the map, but once they lifted off you would know be able to place them back on the ground which makes them unable to get upgrades (GG).
There are installation tiles you can build on. It's at 16-0 and several identical ones below it, if I remember correctly. See this post for more info: http://www.staredit.net/192015/
I have tried them all, I even added the 16-0 you talked about, take a command center for example, it can be forced place, but once lifted off, the building can no longer land.




Dec 21 2015, 8:47 pm JCarrill0 Post #8



Advice from lil-Inferno

As much as I would like to think I understood and read this, I did yet another random test to further prove that this is just retarded, however i did.. stumble across something, While I can't Force place a building on Null_Terrain, I can Land on it.

Now I just need a way to make this work like my map in post #1. Any idea guys?

Post has been edited 2 time(s), last time on Dec 21 2015, 8:54 pm by JCarrill0.




Dec 21 2015, 9:25 pm Roy Post #9

An artist's depiction of an Extended Unit Death

Quote from JCarrill0
I have tried them all, I even added the 16-0 you talked about, take a command center for example, it can be forced place, but once lifted off, the building can no longer land.
You can place them on the buildable tiles using triggers. If your only concern is to prevent liftoff, you can do something similar to the first method mentioned in this wiki article: http://www.staredit.net/wiki/index.php?title=Anti-Lifting_Off

Basically, have a location with only air properties (uncheck all the ground flags on the same dialog you can rename the location on), and then a trigger as follows:
Anti-Lift
Players

  • All Players
  • Conditions

  • Current Player brings at least 1 Engineering Bay to 'Engineering No Lift'
  • Actions

  • Remove all Engineering Bay at 'Engineering No Lift' for Current Player
  • Create 1 Engineering Bay at 'Engineering No Lift' for Current Player
  • Display Text Message: "Don't lift off your buildings."
  • Preserve Trigger


  • Do this for each building as necessary.




    Dec 21 2015, 9:44 pm JCarrill0 Post #10



    Quote from Roy
    Quote from JCarrill0
    I have tried them all, I even added the 16-0 you talked about, take a command center for example, it can be forced place, but once lifted off, the building can no longer land.
    You can place them on the buildable tiles using triggers. If your only concern is to prevent liftoff, you can do something similar to the first method mentioned in this wiki article: http://www.staredit.net/wiki/index.php?title=Anti-Lifting_Off

    Basically, have a location with only air properties (uncheck all the ground flags on the same dialog you can rename the location on), and then a trigger as follows:
    Anti-Lift
    Players

  • All Players
  • Conditions

  • Current Player brings at least 1 Engineering Bay to 'Engineering No Lift'
  • Actions

  • Remove all Engineering Bay at 'Engineering No Lift' for Current Player
  • Create 1 Engineering Bay at 'Engineering No Lift' for Current Player
  • Display Text Message: "Don't lift off your buildings."
  • Preserve Trigger


  • Do this for each building as necessary.
    please check my map in post #1




    Dec 21 2015, 10:12 pm Roy Post #11

    An artist's depiction of an Extended Unit Death

    Quote from JCarrill0
    please check my map in post #1
    That map is protected, so I can't exactly check it. What I'm saying is that you can have this exact system on an Installation tileset.

    See attached.

    Attachments:
    InstallationUpgradeSystem.scm
    Hits: 1 Size: 35.93kb




    Dec 21 2015, 11:52 pm JCarrill0 Post #12



    Quote from Roy
    Quote from JCarrill0
    please check my map in post #1
    That map is protected, so I can't exactly check it. What I'm saying is that you can have this exact system on an Installation tileset.

    See attached.
    actually you can.... JJ's chkdraft opens it just fine by the way, It was only optimized by Tinymap2. (I didn;t mean to protect it, just make it super small!)

    Edit: also yeah that's EXACTLY what I needed, your triggers are identical, MINUS the Hyper trigger, that I needed, (how silly of me)

    once again your awesome help Roy!

    Post has been edited 1 time(s), last time on Dec 21 2015, 11:59 pm by JCarrill0.




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