Game-mode (triggered) maps

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Stratego (dev)
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Joined: Fri Apr 25, 2014 9:28 pm

Game-mode (triggered) maps

Post by Stratego (dev) »

Gamemodes:

Creating a gamemode isn't all that different. There are two kinds of gamemodes you can create. A map specific gamemode or a general gamemode.

Map Specific Gamemodes:

These are advance maps (similar to campaign) designed for multiplayer. Players can only play your gamemode through your map.

Please ensure your map is both fun and fair to play.

Some example gamemode maps could be
- Supply/Reinforcements: Players move their transport/hero unit back and forth preset towns/buildings to get supplies.
- Capture the towns: Players have to take and hold town A, B and C for X turns.
- Zone control: Units within the zone (near an object/decor) get bluffed every turn or two.

TIP: On map submission, you can request the dev to lock the nation of players and or races on your map.

General Gamemodes

General gamemodes too require consideration for balance in multiplayer and the triggers used must not call on an pre-existing selected object. Unlike map specific gamemodes, general gamemodes must be able to load on any skirmish map. A trigger selected on a town or unit at 13/24 will not run as every map starts empty and varies from size to size.

Recommended starting CONDs to use are
- Player1's turn nr1 has started
- Game Has Started

Tip: Conditional/Effect Area
- When a condition or effect requests an Area0/0 to X/Y, ensure you long tap the X/Y to get "to bot-right". This ensures no matter the size of the map the gamemode is running on, the range of the cond/effect covers entire map.

#### Accommodating all Players
When running effects on gamemodes, ensure that -2 (PlayerNr) is set to all players. Players vary per map setting and this can cause big problems for your gamemode logic.

For instance,
Using the eff: Message Flavour fading / Message Chat to send a message "Gamemode_Introductory_Text" to all players at the beginning of the game. (Also helpful for debugging!)

Advanced: The turn order sequence is LastPlayer, Neutral (-1), Player1, Player 2, Player 3... LastPlayer, Neutral (-1). Neutral player is useful if you want effects running during a non player's turn. For questions about the turn order and increment, ask the dev on discord.

Optional Guide

Scenario Gamemode: Production building spawn for all players at the start of the game.
Issue: Only spawned towns adjacent water have harbours/shipyards (can only spawn on water).
Solution:
- Ensure map artefact Player TC to shore is placed (found under all units)
- Spawn Factory A next to town, then Factory B next to town/Factory_A, then Factory C next to town/Factory_A/Factory_B...
- Spawn several bridges set on the factories and town. These will spawn only on water.
- Spawn your harbour/shipyard last. Set spawn near town/factories/bridges.

Your gamemode now have an very high likelihood of spawning all players with all factories including harbour/shipyard.
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