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Multiple map "sections" as "levels" ?

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This is just speculation. I'm practically a virgin of the WE.

I'm making a map that is going to have different "levels" (6 to be exact) and I want to have those 6 levels to be in completely different sections of the map where the camera is either unable to leave that section, or the rest of the area is a solid black.

Also, if possible, making the minimap work on ONLY the current section. That would be the pinnacle of my dream.

Basically you start on "Level 1" and when that level is completed, everyone spawns in "Level 2" which has a separate tileset, etc. but I don't want there to be any "Sneak-Peak" of what is to come. if the minimap only displayed the current "level" that aspect of the map would be picture perfect.

The only thing I've really done in WE is Terrain and some simple object editing, but nothing as complicated as this.

Also, if there is a topic about this already, please point me to it. I could not find it, though I probably have the wrong keywords in the search :p

I apologize for the long thread and the possible reiteration, but I have found that providing as much info as possible up-front is the quickest way to a solution (And reiteration tends to reduce confusion levels!) ^^

Thanks in advance,
~Vizel
 
Umm.. just make regions for all the levels.. and at the start do this..

  • Events
    • Map initialization
  • Conditions
  • Actions
    • Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Visibility across (region for level 1)
Do that for all the players.. then when you reach level 2..

  • Events
    • A unit enters region (end of level 1)
  • Conditions
    • Unit of type of (triggering unit) equal to (unit that should pass the first level)
  • Actions
    • Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Black mask across (region for level 1)
    • Visibility - Create an initially Disabled visibility modifier for Player 1 (red) emitting visibility across (region for level 2)
and do that for all players.. there's probably an easier way but thats all i can think of on short notice that doesnt involve integers
 
Level 12
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you can also place sight blockers around the regions so the players can't see whats in the next area, you can find them in doodads-> blockers

PS: Welcome to the Hive

That sounds much simpler. And I imagine that would save me space on the map in between zones as well, right? I will try this after I get some sleep.


Chief-Oblivion: I'm a complete bonehead when it comes to triggers, though just by reading it it makes perfect sense, thank you :D This will help me in the future, I know. *screenshot*

Also, thank you very much for the welcome ^^
 
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Action - Set camera bounds

Sorry to say, but with me you are gonna have to be a little more specific. As I said, I know next to nothing about triggers especially.

By the way, this just came to me. When using the Sight Blockers, how do I make it change with the level? Probably with the second part of the trigger that Chief-Oblivion posted, right?

I apologize again for my ignorance. I've done more concept mapping than I have actually making any map.
 
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That's really not necessary.

Furthermore, I figured out how to section the map how I wanted it (Step 1, yay! ^^), and have decided to finish the terrain before I mess with the camera too much. Reason being, I want to be able to see how it works while knowing there is something to see. That probably doesn't make much sense, but hell, everybody says I make no bloody sense. (But I promise there's a method to my madness!)

I'll edit this post after trying your suggestions, guys. Thank you again.
 
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