Okay. I know how to set up primary victory conditions. But I'm having trouble figuring out how to make a given victory condition optional/secondary. Like, for example, on the campaign maps, you might have to kill a Brutalisk to get a Zerg research point, or you might have to destroy the Protoss' three Doom Fleets or whatever they were called. And if at all possible, I want to give different races different victory conditions.
The basic premise of the map is that there's this volcanic moon called Erebus. The Terrans are interested in it for its abundant rich resource deposits, similar to Redstone. However, there is also a McGuffin of some sort (nature currently undecided) hidden somewhere in the same maze of ancient lava tunnels in which the mineral and gas deposits are found. The Zerg have come to Erebus to capture the McGuffin for their own purposes. Meanwhile, the Protoss are trying to stop the Zerg from getting the McGuffin for fear of what it might empower them to do. The Terrans don't know what the Protoss and the Zerg are after, but if they happen to find it first, they'll certainly take it.
So to boil it down, I want each race to have one primary victory condition and one secondary victory condition.
Terran Primary: Collect x quantity of both types of standard resource.
Terran Secondary: Find the McGuffin before anyone else does.
Protoss Primary: Find the McGuffin and destroy it so neither Terran nor Zerg can take it for their own uses.
Protoss Secondary: Destroy the Zerg trying to find the McGuffin.
Zerg Primary: Find the McGuffin before the Protoss destroy it or the Terrans steal it.
Zerg Secondary: Destroy the Protoss trying to stop them.
However, the map will have more than three starting locations and I want to leave the assignment of race random. So you could conceivably have three Terran players competing for the resources, leaving the last player, who happens to be Zerg, to sneak around looking for the artifact.
Also, is there still no way to link two maps? I want the map I'm working on right now to be the smaller 'upper level' to a larger level beneath it (it's a subterranean volcanic maze of old semi-active lava tunnels.) The larger map is the one on which the above victory conditions will be applied (if there's a way to do that, of course.) The current map is a more simple melee map, but I'll be scattering clues throughout it that something more is going on than straight up combat. For example, I'm going to create a hole in the ground with a ramp leading downward. If there's no way to link two maps then obviously it won't go anywhere, but I'll have a text popup which says, "This hole seems to open onto another section of the lava tunnels, much larger than this one. What could be down there...?"
Like I said, I already know how to create primary victory conditions. What I'm having trouble with is making different victory conditions for each race, and creating secondary (as opposed to primary) victory conditions.
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Okay. I know how to set up primary victory conditions. But I'm having trouble figuring out how to make a given victory condition optional/secondary. Like, for example, on the campaign maps, you might have to kill a Brutalisk to get a Zerg research point, or you might have to destroy the Protoss' three Doom Fleets or whatever they were called. And if at all possible, I want to give different races different victory conditions.
The basic premise of the map is that there's this volcanic moon called Erebus. The Terrans are interested in it for its abundant rich resource deposits, similar to Redstone. However, there is also a McGuffin of some sort (nature currently undecided) hidden somewhere in the same maze of ancient lava tunnels in which the mineral and gas deposits are found. The Zerg have come to Erebus to capture the McGuffin for their own purposes. Meanwhile, the Protoss are trying to stop the Zerg from getting the McGuffin for fear of what it might empower them to do. The Terrans don't know what the Protoss and the Zerg are after, but if they happen to find it first, they'll certainly take it.
So to boil it down, I want each race to have one primary victory condition and one secondary victory condition.
Terran Primary: Collect x quantity of both types of standard resource. Terran Secondary: Find the McGuffin before anyone else does.
Protoss Primary: Find the McGuffin and destroy it so neither Terran nor Zerg can take it for their own uses. Protoss Secondary: Destroy the Zerg trying to find the McGuffin.
Zerg Primary: Find the McGuffin before the Protoss destroy it or the Terrans steal it. Zerg Secondary: Destroy the Protoss trying to stop them.
However, the map will have more than three starting locations and I want to leave the assignment of race random. So you could conceivably have three Terran players competing for the resources, leaving the last player, who happens to be Zerg, to sneak around looking for the artifact.
Also, is there still no way to link two maps? I want the map I'm working on right now to be the smaller 'upper level' to a larger level beneath it (it's a subterranean volcanic maze of old semi-active lava tunnels.) The larger map is the one on which the above victory conditions will be applied (if there's a way to do that, of course.) The current map is a more simple melee map, but I'll be scattering clues throughout it that something more is going on than straight up combat. For example, I'm going to create a hole in the ground with a ramp leading downward. If there's no way to link two maps then obviously it won't go anywhere, but I'll have a text popup which says, "This hole seems to open onto another section of the lava tunnels, much larger than this one. What could be down there...?"
Like I said, I already know how to create primary victory conditions. What I'm having trouble with is making different victory conditions for each race, and creating secondary (as opposed to primary) victory conditions.