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Active: 32173 users

Howto: Make microwars map

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8882
Profile Blog Joined December 2003
2718 Posts
Last Edited: 2008-04-30 16:25:44
April 30 2008 13:14 GMT
#1
There are few ways of creating microcontrol maps:

The typical maps, consist of a number of rounds that always start in a linear way (e.g. round 28 is always after round 27). Such maps usually utilize a Custom Scoreboard to keep track of the number of rounds already played. Basically, if any player wins the round, the scoreboard is increased by 1. Consequently, other triggers fire when the scoreboard reaches an exact number – e.g. “scoreboard is 2” -> create 6marines for player1 and 2 lurkers for player2. Scoreboard is 3: 6marines for player2 and 2 lurkers for player1…
If you want to make such a map, I recommend you to copy the triggers from a simple map such as MicroWars136kbsound.scm (can be found in my pack). Starforge even allows you to copy+paste the triggers.

The “pick round type” maps, start with a selector unit (e.g. scv) and allow the player(s) to pick the type of battles they want. Basically move the scv near the zealots and vultures and you will have 1 (or more) TvP battles. Move the scv somewhere else (e.g. near hydras and HTs) and you will have ZvP battles etc.
Such maps require more complicated triggers – I will describe a basic loop in this article.

There are also “other” maps – basically the sky is the limit.

***
Warrior Madness has requested me to help him make a map, where player1 will select the desired type of battle(s) at the start of each game.
He did not mention 2 things:
Should the players play both types of battles each time – if round1 is lurkers vs marines – should both player 1 and player 2 cotrol the lurkers, or only player1.
What about additional rounds – does selecting “TvZ” mean only 1 single round, or 5 different types of battles (e.g. mnm vs lurker, mnm vs ling etc.) This actually complicates the triggers.


************
Here is the pseudo-algorythm telling you how to build a basic “level selection” microwars map.
It uses some switches, as I like them, because they are quite clear for me. You just have to remember to reset them when needed.
What are switches? If switch "electricity" is set – the bulb will emit light. If it is cleared, it will not. Note that a combination of two switches A and B, gives you 4 combinations already (S-set, C – clear: SS, SC, CS, CC)
I like switches, they make everything clear, but I think some of them could be deleted – I just put them, to be sure that hypper triggers will work ok.
What are hyper triggers?:
http://www.starcraft.org/maps/MappingFAQ/TriggeringTricksFAQ/16

**********
So what to do to create the map..:

1. Create a map in the editor. Or get LT/luna etc.
2. Delete the triggers from the map.
3. Set up the player settings.
-I advice you to get 4 forces, force1- player1, force2-player2, force3-observers (and players 3-7), force4 –computer –player8

-Force 3 gets vision from players 1/2 (so that the invisible wrights controlled by human players can be seen by the observers).
-Player 8 might have map revealers placed all over the map and give the vision to all players, or just for the obs. -Alternatively you can reveal the fog of war in the editor, or give vision for a moment after the start of each round. Personally I don’t like maps with vision turned on all the time, it’s like microwars for maphackers..

4. The first trigger – it’s purpose is to “reset everything” when the game starts.

condition:
always

actions:
-set switch "selection" to set (this switch means that the player is selecting units, not fighting)
-set switch "battle1 to clear" (this means that we are not having the first type of battle to take place – player1 mnm, player2 lurker)
-set switch "battle2 to clear"" (this means that we are not having the second type of battle to take place – player2 mnm, player1 lurker)
-set switch "transition" to clear (not to fuck up the hyper triggers)
-spawning1 to set (basically, can the units be spawned or not? this is used so that the -units are not spawned 10 times which might be caused by hyper triggers)
-spawning2 to set (as above, might be not needed, read below)

5. The following trigger is used to spawn the selector unit somewhere on the map, as well as some neutral units controlled by the computer – so that the player knows what type of battle does he choose with his selector.

Conditions:
selection is set
spawning1 is set

actions:
create scv (or whatever) for player1 at location scv_spawning_point (you have to draw this location on the map of course, it can have a different name)
create (say) 2 lurkers and 4 marines for neutral comp player8 at "battle_type_lurker_mnm", so the player1 knows what is he choosing
[create 5 other unit combinations at other locations e.g. 2 zealots and 3 vultures at battle_type_vulture_zealot
4scourge and 2 corsair at “battle_type_scourge_cors”
etc]

The last two actions in the trigger are to be:
-clear spawning1 switch (so that the hypper trigger does not spawn us the above mentioned units 20 times)
-preserve trigger (basically, make the trigger work again, in the future).

Please note, that the editor might tell you that you cant create all the units at the “battle_type” locations, because there is a limit of units that can be created in each trigger - so just create them using a 2nd trigger, but use the switch "spawning2" instead of spawning1. (if you still need more.. make another switch..)

6. This trigger works when player1 selects some type of battle with his selector - note that this trigger has to be repeated for each type of battle. After it fires, the battle starts.

conditions:
selection is set
player1 brings exactly 1 terran scv to "battle_type_lurker_mnm"

actions:
-remove the scv
-create x marines at "battlefield1" for player1
-create y lurkers at "battlefield2 for player2

[[ok, here is the first hard part, basically we need to alternate the battles between the players somehow - so that in first round player 1 controls the lurkers and p2 the marines and in the next round the opposite. I went the easiest route, but its not too elegant]

-create marines at "hidden_place1" for player8 (set them to invincible so that the players wont kill them)
-create lurkers at hidden_place2 for comp (make them invincible too)

-set battle1
-clear selection
-preserve trigger



7)Player 2 wins - player 1 has no units:

conditions:
-battle1 is set
-transition is clear
-selection is clear
-player1 commands exactly 0 units
-player 2 commands at least 1 any unit

actions:
-set transition
-remove all units for player2
-clear battle1
-set battle2
-clear transition
-preserve trigger


8)Player 1 wins - player 2 has no units
cond:
-battle1 is set
-transition is clear
-selection is clear
-player2 commands exactly 0 units
-player1 commands at least 1 any unit

actions:
-set transition
-remove all units for player1
-clear battle1
-set battle2
-clear transition
-preserve trigger


9) This trigger is used to alternate the battles - basically I divided each "level" into two rounds, "battle1" and "battle2".

cond:
-battle2 is set
-transition is clear
-selection is clear

action:
-set transition
-take the lurkers (or whatever, the opposite) from that hidden location (described in point 6) from the computer, set them to being mortal and give them to player1.
Do the same for player 2 (he gets mnms or whatever). Basically we do not know what units did the player receive. We just take them away from the computer and make them mortal.

clear transition
preserve trigger

10)Player 2 wins the 2nd batlte - player 1 has no units:
cond:
-battle2 is set
-transition is clear
-selection is clear
-player1 commands exactly 0 units
-player 2 commands at least 1 any unit

actions:
-set transition
-remove all units for player2
-clear battle2
-set selection
-set spawning1
-set spawning2
-clear transition
-preserve trigger


11) Player 1 wins the 2nd battle - player 2 has no units:

cond
-battle2 is set
-transition is clear
-selection is clear
-player2 commands exactly 0 units
-player 1 commands at least 1 any unit

actions:
-set transition
-remove all units for player1
-clear battle2
-set selection
-set spawning1
-set spawning2
-clear transition
-preserve trigger


12) Not necessary, but useful - hyper triggers - add them for player 8 (the comp)
http://www.starcraft.org/maps/MappingFAQ/TriggeringTricksFAQ/16



*****
I have returned
GTR
Profile Blog Joined September 2004
51419 Posts
April 30 2008 13:22 GMT
#2
how did i read this as howto: make microwave maps
Commentator
m0nr
Profile Joined November 2007
Australia25 Posts
Last Edited: 2008-04-30 13:45:07
April 30 2008 13:44 GMT
#3
On April 30 2008 22:22 GTR-2-Go wrote:
how did i read this as howto: make microwave maps

that's exactly how i read it.

it's like when people write multitask and i think they're talking about mutalisks :|

nice guide btw!
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
April 30 2008 14:03 GMT
#4
On April 30 2008 22:22 GTR-2-Go wrote:
how did i read this as howto: make microwave maps

Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
April 30 2008 14:31 GMT
#5
I thought it was howto: make microwave pizza

Nice guide!
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
Xeofreestyler
Profile Blog Joined June 2005
Belgium6768 Posts
April 30 2008 14:47 GMT
#6
Cool!
Graphics
HighTimes
Profile Blog Joined March 2008
Taiwan342 Posts
April 30 2008 15:17 GMT
#7
On April 30 2008 22:22 GTR-2-Go wrote:
how did i read this as howto: make microwave maps


I got that too, wtf?
http://www.youtube.com/watch?v=1gvD9G5uDfo
PePe QuiCoSE
Profile Blog Joined March 2006
Argentina1204 Posts
April 30 2008 15:39 GMT
#8
same here (name truncated helps at that)

5 stars, really good stuff. Will get it to some people who were into map making (it takes too much time, patience and creativity.. things i lack).
8882
Profile Blog Joined December 2003
2718 Posts
Last Edited: 2008-04-30 15:56:58
April 30 2008 15:53 GMT
#9
On May 01 2008 00:39 PePe QuiCoSE wrote:
same here (name truncated helps at that)

5 stars, really good stuff. Will get it to some people who were into map making (it takes too much time, patience and creativity.. things i lack).


Anyone who is into map making can figure it out, since this is really, really basic. I wrote a PM to Warrior Madness, as he requested some basic trigger help and decided to publish it here.
It could be improved in at least two spots, to be more advanced (Kill scoreboards for rounds in each type of battle, which would allow more rounds per "game type" and would eliminate creation of the units for the computer on the map).
I have returned
RaGe
Profile Blog Joined July 2004
Belgium9947 Posts
April 30 2008 15:53 GMT
#10
definately 5 stars. this is a great idea for a post. Micro maps are generally a type of map that Melee players want to create, but they're often not experienced with triggers.
Moderatorsometimes I get intimidated by the size of my right testicle
Goosey
Profile Blog Joined September 2005
United States695 Posts
April 30 2008 16:00 GMT
#11
On May 01 2008 00:17 HighTimes wrote:
Show nested quote +
On April 30 2008 22:22 GTR-2-Go wrote:
how did i read this as howto: make microwave maps


I got that too, wtf?

Same here... Weird..

Back on topic though: Fantastic guide, thanks for taking the time to do this! I am sure it will help a lot of people.
#1 Shuttle Fan.
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
April 30 2008 16:34 GMT
#12
HEY!!

I wanna make an obs version of PYTHON with Microwars on the islands and stuff...

WHO WANTS TO WORK WITH ME!!?!?!

WHO?!?!?!
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
Schnake
Profile Joined September 2003
Germany2819 Posts
April 30 2008 17:44 GMT
#13
On April 30 2008 22:22 GTR-2-Go wrote:
how did i read this as howto: make microwave maps


lol me too! ^^
"Alán Shore" and "August Terran" @ LoL EUW - liquidparty
SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
April 30 2008 18:21 GMT
#14
I thought it was gonna be "Howto: Make microwave <insert food/dish here>"
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
XCetron
Profile Joined November 2006
5225 Posts
April 30 2008 18:22 GMT
#15
I thought it was how to make a microwave.
Physician *
Profile Blog Joined January 2004
United States4146 Posts
April 30 2008 18:46 GMT
#16
- great to see you posting again and still playing starcraft : )
"I have beheld the births of negative-suns and borne witness to the entropy of entire realities...."
DamageControL
Profile Blog Joined July 2007
United States4222 Posts
April 30 2008 18:46 GMT
#17
On May 01 2008 03:22 XCetron wrote:
I thought it was how to make a microwave.

LOL same....-.-;;
Liquid | SKT
paper
Profile Blog Joined September 2004
13196 Posts
April 30 2008 18:52 GMT
#18
On May 01 2008 03:46 DamageControL wrote:
Show nested quote +
On May 01 2008 03:22 XCetron wrote:
I thought it was how to make a microwave.

LOL same....-.-;;


lol ya
Hates Fun🤔
EsX_Raptor
Profile Blog Joined February 2008
United States2801 Posts
April 30 2008 18:58 GMT
#19
I literally read this as

mewtwo: make microwave map
Night[Mare
Profile Blog Joined December 2004
Mexico4793 Posts
April 30 2008 19:23 GMT
#20
On April 30 2008 22:22 GTR-2-Go wrote:
how did i read this as howto: make microwave maps

you're not alone man
Teamliquidian townie
8882
Profile Blog Joined December 2003
2718 Posts
Last Edited: 2008-04-30 21:14:32
April 30 2008 19:46 GMT
#21
Ok, here is a simple microwars map.
I changed my concept of the triggers a bit, but everything should be clear for you, because Ive added comments. There are quite a few switches and I wonder if 2 of them could not even be deleted - but I j left them just to be sure that hyper triggers dont mess up things.

To make your own map (e.g. luna), you need to create similar locations on it as in this map and then copy the triggers. Copy the triggers using starforge - as it allows you to copy/paste.
(Perhaps you will want to change the names of the locations to 1,2,3,4,5,6,7,8, to be able to copy them easier).

Then you just need to add more levels and balance the map
Of course this needs some polishing, e.g. you should put 2000 milisecond waits before units are created, so that a storm form a previous round does not affect the newly created units.
You can also add some sort of short term map revealers (e.g. dying overlords) after each round starts - or just place static map revealers (but they are like maphack).

map:
http://www.mediafire.com/?d5zfvjw9eqm
I hope it isnt bugged, because I have only tested it single player.
I have returned
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