Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [Help] Concluding MultiTask Train Map
[Help] Concluding MultiTask Train Map
Nov 6 2008, 8:25 pm
By: Sagess  

Nov 6 2008, 8:25 pm Sagess Post #1



Description
Ok, I am trying to make a map that will make it more challenging for players going against someone of lower skill level.
The idea is to give P1 a MultiTask handicap. The game is normal melee on python -a bit modified-, and P1 has a drone in an island being chased by a zealot.
If P1 loses the drone, she will also lose some units in the battlefield. Therefore, P1 must keep the drone moving at all times while macro/micro.

Layout
-The players start in the middle of the map, and the first even is a series of 4 switches, labeled Switch 1 to Switch 4, will randomize.
-Depending on the 16 possible outcomes each player is assigned a random start location, the triggers are labeled "case #"
-As soon as the player controls a building on one of the new random start locations, she is given 50 minerals, and the game can begin like a normal melee.
-There are several locations on the island: Arena 1 is just the general location. FETCH 1 will center on the drone/probe throughout the game, as there is a trigger ordering the zealot to attack FETCH 1. Zealot P1 is the respawn location for the invincible Zealot, whenever it kills a drone/probe it will be moved back to its starting location to give the player time to hotkey the newly born Drone/Probe. Probe P1 is the location where the drone/probe will respawn. Location 5-9 are just there to help the AI, the zealot is ordered to patrol around those 5 locations regularly. AA1, AA2, will teleport any air unit attempting to enter Arena 1 to locations D1 or D2.

Weaknesses and bugs
As a newb map maker, my lack of knowledge and experience prevent me from optimizing the triggers; Specially, when it comes to selection tree. For example, rearranging the events if player one is playing a protoss, zerg, or terran.
Some bugs:
-The Zealot AI tends to bug and it stops chasing the probe/drone
-When player one selects zerg or terran, the probe is transported to the main battlefield, and the zealot is left with no units to chase after.
-When the drone/probe dies, player one only receives one penalty event.

Goals
-Redesign the zealot chasing AI. I believe that one of the weaknesses is due to the zealot attempting to chase players off the Arena 1. If there was a way to set P8 to ally with P2, P3, and P4 it probably could fix it.
-Remake the penalty tree such that ever event is called. For example, if player one controls 1 zealot and one dragoon, and the drone dies, then player one should lose 1 zealot (zealot killing trigger), and 1 dragoon (dragoon killing trigger)
-There might also be an easier way to assign random start locations.
-Redo the penalty board. I am open to discussion. Though I ultimately chose to use a system based on how many units P1 controls, I think it could be time based or Drone loss based.
-Add a penalty board for Zerg and Terran players.
-Create a second version of the map where bother P1 and P2 have their workers being chased, for evenly matched players who wants an extra challenge.

Switches
Switch 1 - It defines the start location. A binary combination of 16 possibilities 0000 to 1111 for switches 1 to 4. Each case is decided on the triggers labeled "case #"
Switch 2 - It defines the start location. A binary combination of 16 possibilities 0000 to 1111 for switches 1 to 4. Each case is decided on the triggers labeled "case #"
Switch 3 - It defines the start location. A binary combination of 16 possibilities 0000 to 1111 for switches 1 to 4. Each case is decided on the triggers labeled "case #"
Switch 4 - It defines the start location. A binary combination of 16 possibilities 0000 to 1111 for switches 1 to 4. Each case is decided on the triggers labeled "case #"

Switch 5 - Is set once all the 4 switches have been randomized to prevent the possibility of 0000 occurring every game. Triggers labeled "case #" depends on Switch 5 being set
Switch 7 - Will be set once if the P1 commands a Nexus. In which case, the trigger labeled "Loses a FETCH unit, restart chasing cycle! (S1S)" will create a Drone instead of a probe.
If Switch 7 is cleared, ie: P1 is either terran or Zerg "Loses a FETCH unit, restart chasing cycle! (S1S)" is ignored in favor of "Loses a FETCH unit, restart chasing cycle! (S1C)", and the P1 gets a Probe.
Switch 9 - Is set inside the triggers called " "Loses a FETCH unit, restart chasing cycle! (S1S)" and " "Loses a FETCH unit, restart chasing cycle! (S1C)". Once it is set it calls the events for P1 labeled "Minimum UnitName". Switch 9 paired with a Command Unit condition will determine which unit P1 will lose a Drone dies.

Conclusion
I wanna thank in advance any help provided to the completion of this map. Other cruder versions of it have helped me improve a lot in the past. Under the current version, my APM shoots from my original average of 130-140 to 270.
I hope those type of maps that enforce some kind of power play will become more popular soon =)
Once more, a big thanks to all those who wanna get involved.

Attachments
(4) Python PP.scx - current map I am trying to improve
(2) MT HK Train v2.scx - First attempt of Multitask Training map. Two players try to defeat 2 computer opponents while preventing the zealotos from killing as few workers as possible. No penalties for losing workers, and Zealot AI bugs A LOT!!

Attachments:
(4) Python PP.scx
Hits: 3 Size: 92.17kb
(2) MT HK Train v2.scx
Hits: 4 Size: 83.39kb



None.

Nov 6 2008, 10:04 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Bugs:
The zealot stopping seems to be a problem of the starcraft engine. It *might* be caused by giving the zealot extensive orders/executing different ais on the owning comp.
However I've seen it happen just like that.
So my advice is to test a little what works best. First you could try to give the zealot orders once in a while. Strategic/Random suicide mission, junkyard ai or simple patrol order could reactivate him. If not replace the zealot with another once in a while. But that's more like a failsafe.

With the probe teleporting this is obviously some mistake in your triggers. Probably even when the player chose zerg the protoss triggers are running because of the probe. Make sure the probe location is not included in your other triggers, or give the probe to neutral temporarily when the game starts. The most simple workaround would be replacing the probe with another unit. Civ would be fine, but if you need the higher speed a tank hero with 0 damage would do too.

A trigger only firing once surely misses the "preserve trigger" action or is suffering from wait blocks.

To give you a basic idea with that penalty tree:

Zealot penalty:
Player Force
Conditions:
Current Player brings at most 0 probe to 'probe chase' (probe chase should be encompassing every player's probe region)
Current Player brings at least 1 zealot to anywhere
Actions:
Kill 1 zealot of current player at anywhere
Create 1 probe for current player at 'Probe P1'
Move all zealots at anywhere for Player 5 to 'Zealot P1' (P5 is chasing P1's probe, P6 chasing P2's probe, etc.)
Preserve trigger


Dragoon penalty:
Player Force
Conditions:
Current Player brings at most 0 probe to 'probe chase' (probe chase should be encompassing every player's probe region)
Current Player brings at least 1 dragoon to anywhere
Actions:
Kill 1 dragoon of current player at anywhere
Create 1 probe for current player at 'Probe P1'
Move all zealots at anywhere for Player 5 to 'Zealot P1' (P5 is chasing P1's probe, P6 chasing P2's probe, etc.)
Preserve trigger

You can do that in a similar fashion for each race/unit.




Nov 8 2008, 5:08 am Sagess Post #3



Thanks NudeRaider.

I have taken some steps to optimize it and I have done so far:

-Turned players 3, and 4 into observers.
-Turned player 7 into a chaser for player 2.
-Made the chasing optional
-Switched the drone/probe option with a devouring one for all players.
-Completely updated the penalty tree.
-Added briefing and fixed some issues with observer mode.
-Updated the zealot AI to simply chase the location called FETCH periodically (seems to be working very well)

Im running some tests currently, and so far everything seems ok.
I am looking forward to adding the penalty tree for other races, and hopefully fix the start location bug that is revealing the opponents position (dont know what is causing it)

Attachments:
(4) Python PP.scx
Hits: 3 Size: 93.62kb



None.

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