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:
None.





