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A new map, and who plays it

The player layout comes before the terrain.

3 min read

The first decision is not terrain, it is the player layout. Every trigger runs as somebody, so changing who is who later means revisiting all of them.

Player types
HumanA slot a person occupies. Left empty in the lobby, that slot simply is not in the game.
ComputerA slot the map owns - mobs, bosses, drops and neutral buildings live here.
RescuableNeutral, but handed over when a player interacts - used for units meant to be claimed.
NeutralOn nobody's side; mostly decorative units.
  1. 1Create the map and pick a size and tileset. If you need wide areas or several zones, 128×128 or larger is comfortable.
  2. 2In Map → Player Settings, set each slot's type.
  3. 3Split the forces. Putting every human in Force 1 lets one trigger address them all.
  4. 4Name the forces. The names show in the lobby, so they double as a place for team names or a line of guidance.
  5. 5Place each player's start location.

A common layout is humans on P1-P7 and the computer on P8: mobs, bosses and drops all belong to P8, so a trigger can address “the enemy” in one go. The same layout carries into EUD, where index 7 of the player loop is exactly that P8.

If you intend to write your own victory conditions, switch the default ones off. Otherwise a player who loses their units is defeated independently of your triggers and drops out of the game.

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