Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Random Difficulty in Bound?
Random Difficulty in Bound?
Dec 6 2007, 1:59 am
By: Fawkes  

Dec 6 2007, 1:59 am Fawkes Post #1



Okay, so I'm making a bound that will have two difficulties: Normal, and Crazy. However, I thought of adding in a unique twist; a random difficulty where a mix you get a random mix of obstacles from normal or crazy. As in like, obstacles 1 and 2 could be from normal, but then 3 could be from crazy. How would I do this? I know you can randomize switches, but I've never done it before so I'm not sure how I would go about doing this.



None.

Dec 6 2007, 2:05 am Citrinate Post #2



You randomize by using the "Set Switch" command and selecting random for the switch you want to randomize. This will randomly set the switch to "set" or "clear".



None.

Dec 6 2007, 4:14 am Falkoner Post #3



http://Falkoner.CoW.GooglePages.com/Death_Counts.html

Death counts will work to randomize, just pick the difficulty of the next bound after they finish the last bound depending on what death it's on.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
Please log in to shout.


Members Online: Moose, Roy