Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: What's a good way to ease players into a complex map?
What's a good way to ease players into a complex map?
Sep 14 2007, 1:13 am
By: The Starport
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Sep 26 2007, 4:53 am dwarthing Post #81



Anybody with actual intelligence will most likely figure out how to basically work any starcraft map. If they can't, then that's what experienced players are there for, to teach them. But if it's one of those people who leave because they can't figure stuff out, then it's probably best that they aren't ruining the game experience for the rest of the players.

Now, that's really only for maps that don't require most or all of the players to be participating. If you have a map that's complicated and requires all the players to stay and understand how to play, I've often found that the best way is to include detailed instructions in the briefing, as well as a trigger-activated help menu in-game that is basically a shorter version of the briefing. You will occasionally get the idiots who won't bother reading either, and don't bother staying to learn to play as well, but there's really not much you can do about that besides making the map simpler.



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Sep 26 2007, 5:45 am AntiSleep Post #82



Making the map simpler may not help, there is a limit to what you can teach in a single game. Even for a relatively simple game like spawn d, the best players can write several pages of strategy.



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Sep 26 2007, 5:49 am AntiSleep Post #83



That does not mean noobs cannot enjoy it, it depends on who is playing.



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Sep 28 2007, 5:50 pm Fisty Post #84



Just another idea (I havent read anything apart from first post): Ease players into it the same way all RTS ease players into using units: by giving them the ability one by one (and/or make a scenario where you need them)



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Sep 28 2007, 8:50 pm Mabrutha Post #85



Have in game messages



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Sep 29 2007, 7:35 am Fisty Post #86



I doubt you even read anything...it was stated that ingame messages ddnt work.



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[02:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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