Player 1 & Player 5 - Team 1
Player 2 & Player 6 - Team 2
Player 3 & Player 7 - Team 3
Player 4 & Player 8 - Team 4
I have 8 starting locations, with two units that each player starts with. The players on each team spawn adjacent to each other such that they share 'base' entrances (this isn't a melee map), with each team being on a separate corner of the map.
So going clockwise starting from the top-left corner of the map I have Team 1, Team 2, Team 3, and then finally Team 4.
The setup in the editor follows this flow:
Start Locations 001 through 008 going clockwise around the map starting at the top-left corner,
In the menu item "Map => Player Properties" I have defined these player/start location mappings:
Map => Player Properties
Player 1 => 001
Player 2 => 003
Player 3 => 005
Player 4 => 007
Player 5 => 002
Player 6 => 004
Player 7 => 006
Player 8 => 008
The reason player 1 & player 2 aren't on 'team 1' is so that as players get added to the map the game would (hopefully) add players/AI controllers to new teams first, before doubling up teams. In this manner, without the lobby host needing to change anything, a game with a total of 3 players would automatically start out as a 1v1v1, and not a 2v1 matchup (Since the added players would be players 1, 2, and 3 respectively - they start out on different teams). Players would then (theoretically) be able to shift teams as desired, so that instead of a 1v1v1v1, a group could have the option of doubling up to make a 2v2 matchup.
When I define these, it's a good thing to note that when you start up the game your camera does *not* start at your defined "Start location". I have to use an initialization trigger that immediately pans the camera to your start location.... So these properties appear to do absolutely nothing so far.
So... I have the player => Start Location properties setup, now I go to define the teams:
It's a bit of a mindnumb to read - but it's pretty simple. Each starting location is paired off to make the 4 'teams' allies with each other...
This in and of itself appears to do exactly what the Players property setup does - absolutely nothing. If I start a game the lobby shows up as some nonsense 5v3 team makeup or something equally nonsensical (More on this later - attempted work-around and failure to get it to do what I want).
When I start up a game with 4 players in "Team 1" (of the maximum 5), and 1 player in "Team 2" (in the lobby), Then I end up with myself at position 001, and an ally at each of the other team start locations - with an enemy at my adjacent starting location 002 (Which absolutely goes against the ally definition I just put into the editor).
So now we go into the next bit...
Map => Team Placement (Advanced)
Team 1 (Start 001 & 002) => (Linked Enemy Teams 2, 3, and 4)
Team 2 (Start 003 & 004) => (Linked Enemy Teams 1, 3, and 4)
Team 3 (Start 005 & 006) => (Linked Enemy Teams 1, 2, and 4)
Team 4 (Start 007 & 008) => (Linked Enemy Teams 1, 2, and 3)
Again...we get more of "this map property does absolutely nothing". I don't see the point of these properties if they don't affect anything after you start the game! They don't affect what's shown in the lobby, and they *certainly* don't affect who's paired against who at which start locations on the map. The previous scenario does not change, and these do not affect my in-game alliances. It appears to be solely defined by the game lobby, or triggers.
So some forum searchery came up with a potential solution...Which is game variants, so let's try that! (You can tell by my excitement that the end result still just doesn't quite cut it)
Map => Game Variants
This is more of a step-by-step process, so we'll go with that:
On the left pane titled "Variants:" click Add
Game Type Tab
"Category" => "Other"
Mode => "Other"
Max Team Size => "2"
Attributes Tab
(Game) Game Speed => "Faster", Locked = true
(Game) Locked Alliances => "Yes", Locked = true
(Game) Teams => "4 Teams", Locked => true
(Player) Team [4 Teams] =>
Player 1 => Team 1 [1], Locked => false
Player 2 => Team 2 [1], Locked => false
Player 3 => Team 3 [1], Locked => false
Player 4 => Team 4 [1], Locked => false
Player 5 => Team 1 [2], Locked => false
Player 6 => Team 2 [2], Locked => false
Player 7 => Team 3 [2], Locked => false
Player 8 => Team 4 [2], Locked => false
The rest of the "Attributes" I left at their default values.
Awesome...now when I go to make the map, I fully expect to have 4 teams of 2 players each in the game lobby. Well...on first inspection, nope, didn't work! On closer inspection I can choose "Other" from the category dropdown within the game lobby. There should be a way of making "Other" the only, and default option...Why would I ever want that 5v3 setup to show up? Maybe there is a way, I just couldn't figure it out.
Regardless, when I choose "Category => Other", I get 4 teams, with 2 players each! Perfect, that's just what I wanted! Now, let me add a couple of players...Oh, crap.. They aren't adding in the order I had expected them to. I'm in the first slot, the first person I add is in the "second slot" (Which, theoretically, is where player 5 should go), the third person in the game ends up in player 2's designated location, etc.
It's adding them straight down the list, instead of round-robin style...Whatever, I can work around that.
For testing purposes, I'm going to make a 2v1 game. Myself and a player in team 1, and a loner in team 2 by himself. Let's see what happens...
What the what, My ally and I are on OPPOSITE sides of the entire map. And he got labelled as "Player 3" somehow (He's in the second slot, where player 5 would theoretically be. Where did player 3 come from??). Our opponent (Who's in the third slot in the lobby, where 'player 2' should be) is labelled as "Player 2", *and* in the correct location.
I tried making a 2v2 also (using teams 1 and 2) and all 4 players ended up on different corners - but the alliances were set up as they looked in the lobby.
What the *heck* is going on, and why is this not working >.<
I can't make any sense out of this either. I've been trying to set up the game variant properties for four hours now without success, playing around with the Teams and Teams [Premade] settings. This is downright frustrating!
I did figure out you can right-click the game variant and "set as default", though there's no way to get rid of the unmodifiable and broken "Custom" mode, which doesn't show up on the variants window.
I can't figure out any way to properly set up teams. Has ANYONE figured this out?
I wanted to lock my infection map to be FFA in lobbies... seems to have worked by just looking at default Melee FFA and then changing it to be Other for my case.
FFA is one thing... but I guess there's no way to detect what teams people are on yet. I haven't seen any positive information on the subject, and nothing I tried worked either.
However, there IS a cumbersome workaround: checking a player's race is easy, and on my map the two teams are different races. So it worked to just ensure at the lobby everyone of one race is on one team. Still, this is a horrible solution.
Bump for more info, I've got a 3v3v3v3 Map going and I'm having an extremely difficult time getting the player position in the lobby to correspond to the team that player is expecting to be on
What happens now:
Player 1 Joins slot 1 of team 1
Another Player Joins slot 1 of team 2
Game is launched...The other player becomes player 2 which is paired in the same team as 1,2 and 3
I've been having roughly the same problem. I have a simple team 1 vs team 2 map, 4 players max. The problem is that if someone joins, and he is in what you would think is the player 5 slot, he's actually player #2, which of course screws with my triggers and makes the game unplayable. Anybody have any advice?
Game Variants gives me nothing no matter how I configure it. Start locations + player set ups have no configurable options for me since this isn't a melee map. Seems like it's impossible to have a SC1 style team map.
Okay.. so I was looking aroudn in the editor and I found out that you have to create your own map type. Once you choose your teams and information you need to right click on the newly created type and set to Default. I also notcied that by default there is two custom types one which you make and the other which you cannot control. If anyone knows how to delete the other that would be great!(:
I am currently testing a way to fix this massive issue that's flying about and I think i may have found a solution but i have to reconfigure the hole map to test it out which may take a bit, the fix involves setting Player 1 to 1 yes ok now Player 2 will be 5 instead of 2 and then player 3 will be 3, player 4 = 6.
This system Is the best i can come up with as a workaround for the massive issue affecting makers atm, but sadly it is just for 2 teams, However maybe you can take the idea and see if it can be applied to more then 2 teams, Im sure it could be.
I don't understand, can you explain your solution a little more please? Is it possible to have the players select their team in the lobby (meaning if they go team 2 they will be allied with everyone who also is in team 2 in the lobby)?
So if you lock player colors in properties and in variables, will you be able to access the actual positions the players where in before the game shuffles the slots upwards?
I wish I could add something other than my own frustrations to the discussion, but I can't say anything positive about the way Blizzard has this set up. I'm having the hardest time even playtesting the map I'm putting together since I only have one person available to help me test it and I haven't for the life of me been able to put him and i on separate teams. Perhaps more trial and error is the answer, but if anyone knows how to do something as simple as that, please post it! It's a small start, but I think it'd probably turn out to be somewhat helpful to the overall discussion.
Has anyone found a decent way of fixing this problem yet? Because I've been at it on and off for a few days now and I'm completely out of ideas on how to set up the teams properly... :(
Ok so this is what i did to fix the lobby teams not being easy to work with in the triggers. Basicly, clear all player properties of starting locations, change to random, and use triggers. Game varrients should be used only to show the amount of teams, like 2v2 or 3v3.Then player 1 is host and who ever joins can be moved around as freely as they would like. This is my solution for a 2v2 to make a player group the 2 players that were allied in the lobby. then always This is a Shared starting point. Hope this helps anyone...
2 global player group variables
Team 1
Team 2
Start of Game
Events
Game - Map initialization
Local Variables
currentPlater = 1 <Integer>
Conditions
Actions
General - For each integer currentPlater from 1 to (Number of players in (All players)) with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player currentPlater is giving player 1 Non-aggression) == true
Then
Player Group - Add player currentPlater to Team 1
Else
Player Group - Add player currentPlater to Team 2
Player - Make all players in Team 1 treat each other as Ally With Shared Vision
Player - Make all players in Team 2 treat each other as Ally With Shared Vision
Camera - Pan the camera for player (Player 1 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 2 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 1 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 2 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Here's my map team setup:
I have 4 teams, with 2 players on each team:
Player 1 & Player 5 - Team 1
Player 2 & Player 6 - Team 2
Player 3 & Player 7 - Team 3
Player 4 & Player 8 - Team 4
I have 8 starting locations, with two units that each player starts with. The players on each team spawn adjacent to each other such that they share 'base' entrances (this isn't a melee map), with each team being on a separate corner of the map.
So going clockwise starting from the top-left corner of the map I have Team 1, Team 2, Team 3, and then finally Team 4.
The setup in the editor follows this flow:
Start Locations 001 through 008 going clockwise around the map starting at the top-left corner,
In the menu item "Map => Player Properties" I have defined these player/start location mappings:
Map => Player Properties
Player 1 => 001
Player 2 => 003
Player 3 => 005
Player 4 => 007
Player 5 => 002
Player 6 => 004
Player 7 => 006
Player 8 => 008
The reason player 1 & player 2 aren't on 'team 1' is so that as players get added to the map the game would (hopefully) add players/AI controllers to new teams first, before doubling up teams. In this manner, without the lobby host needing to change anything, a game with a total of 3 players would automatically start out as a 1v1v1, and not a 2v1 matchup (Since the added players would be players 1, 2, and 3 respectively - they start out on different teams). Players would then (theoretically) be able to shift teams as desired, so that instead of a 1v1v1v1, a group could have the option of doubling up to make a 2v2 matchup.
When I define these, it's a good thing to note that when you start up the game your camera does *not* start at your defined "Start location". I have to use an initialization trigger that immediately pans the camera to your start location.... So these properties appear to do absolutely nothing so far.
So... I have the player => Start Location properties setup, now I go to define the teams:
Map => Team Placement (Basic)
Start Location 001 (p1) => (Linked Allies 002)
Start Location 002 (p5) => (Linked Allies 001)
Start Location 003 (p2) => (Linked Allies 004)
Start Location 004 (p6) => (Linked Allies 003)
Start Location 005 (p3) => (Linked Allies 006)
Start Location 006 (p7) => (Linked Allies 005)
Start Location 007 (p4) => (Linked Allies 008)
Start Location 008 (p8) => (Linked Allies 007)
It's a bit of a mindnumb to read - but it's pretty simple. Each starting location is paired off to make the 4 'teams' allies with each other...
This in and of itself appears to do exactly what the Players property setup does - absolutely nothing. If I start a game the lobby shows up as some nonsense 5v3 team makeup or something equally nonsensical (More on this later - attempted work-around and failure to get it to do what I want).
When I start up a game with 4 players in "Team 1" (of the maximum 5), and 1 player in "Team 2" (in the lobby), Then I end up with myself at position 001, and an ally at each of the other team start locations - with an enemy at my adjacent starting location 002 (Which absolutely goes against the ally definition I just put into the editor).
So now we go into the next bit...
Map => Team Placement (Advanced)
Team 1 (Start 001 & 002) => (Linked Enemy Teams 2, 3, and 4)
Team 2 (Start 003 & 004) => (Linked Enemy Teams 1, 3, and 4)
Team 3 (Start 005 & 006) => (Linked Enemy Teams 1, 2, and 4)
Team 4 (Start 007 & 008) => (Linked Enemy Teams 1, 2, and 3)
Again...we get more of "this map property does absolutely nothing". I don't see the point of these properties if they don't affect anything after you start the game! They don't affect what's shown in the lobby, and they *certainly* don't affect who's paired against who at which start locations on the map. The previous scenario does not change, and these do not affect my in-game alliances. It appears to be solely defined by the game lobby, or triggers.
So some forum searchery came up with a potential solution...Which is game variants, so let's try that! (You can tell by my excitement that the end result still just doesn't quite cut it)
Map => Game Variants
This is more of a step-by-step process, so we'll go with that:
Player 1 => Team 1 [1], Locked => false
Player 2 => Team 2 [1], Locked => false
Player 3 => Team 3 [1], Locked => false
Player 4 => Team 4 [1], Locked => false
Player 5 => Team 1 [2], Locked => false
Player 6 => Team 2 [2], Locked => false
Player 7 => Team 3 [2], Locked => false
Player 8 => Team 4 [2], Locked => false
The rest of the "Attributes" I left at their default values.
Awesome...now when I go to make the map, I fully expect to have 4 teams of 2 players each in the game lobby. Well...on first inspection, nope, didn't work! On closer inspection I can choose "Other" from the category dropdown within the game lobby. There should be a way of making "Other" the only, and default option...Why would I ever want that 5v3 setup to show up? Maybe there is a way, I just couldn't figure it out.
Regardless, when I choose "Category => Other", I get 4 teams, with 2 players each! Perfect, that's just what I wanted! Now, let me add a couple of players...Oh, crap.. They aren't adding in the order I had expected them to. I'm in the first slot, the first person I add is in the "second slot" (Which, theoretically, is where player 5 should go), the third person in the game ends up in player 2's designated location, etc.
It's adding them straight down the list, instead of round-robin style...Whatever, I can work around that.
For testing purposes, I'm going to make a 2v1 game. Myself and a player in team 1, and a loner in team 2 by himself. Let's see what happens...
What the what, My ally and I are on OPPOSITE sides of the entire map. And he got labelled as "Player 3" somehow (He's in the second slot, where player 5 would theoretically be. Where did player 3 come from??). Our opponent (Who's in the third slot in the lobby, where 'player 2' should be) is labelled as "Player 2", *and* in the correct location.
I tried making a 2v2 also (using teams 1 and 2) and all 4 players ended up on different corners - but the alliances were set up as they looked in the lobby.
What the *heck* is going on, and why is this not working >.<
I can't make any sense out of this either. I've been trying to set up the game variant properties for four hours now without success, playing around with the Teams and Teams [Premade] settings. This is downright frustrating!
I did figure out you can right-click the game variant and "set as default", though there's no way to get rid of the unmodifiable and broken "Custom" mode, which doesn't show up on the variants window.
I can't figure out any way to properly set up teams. Has ANYONE figured this out?
bump for wtf
@kozm0naut: Go
I wanted to lock my infection map to be FFA in lobbies... seems to have worked by just looking at default Melee FFA and then changing it to be Other for my case.
FFA is one thing... but I guess there's no way to detect what teams people are on yet. I haven't seen any positive information on the subject, and nothing I tried worked either.
However, there IS a cumbersome workaround: checking a player's race is easy, and on my map the two teams are different races. So it worked to just ensure at the lobby everyone of one race is on one team. Still, this is a horrible solution.
Bump for more info, I've got a 3v3v3v3 Map going and I'm having an extremely difficult time getting the player position in the lobby to correspond to the team that player is expecting to be on
What happens now:
Player 1 Joins slot 1 of team 1
Another Player Joins slot 1 of team 2 Game is launched...The other player becomes player 2 which is paired in the same team as 1,2 and 3
I've been having roughly the same problem. I have a simple team 1 vs team 2 map, 4 players max. The problem is that if someone joins, and he is in what you would think is the player 5 slot, he's actually player #2, which of course screws with my triggers and makes the game unplayable. Anybody have any advice?
Game Variants gives me nothing no matter how I configure it. Start locations + player set ups have no configurable options for me since this isn't a melee map. Seems like it's impossible to have a SC1 style team map.
I've had the same header uploading when uploading, but it seems rather random.
Try changing your Loading image, not sure if this helps or not but it might.
This thread helped me to get the lobby to look correct. However I don't know if its placing people on the correct teams.
http://forums.battle.net/thread.html?topicId=25026566171&postId=250240046070&sid=5000#6
Okay.. so I was looking aroudn in the editor and I found out that you have to create your own map type. Once you choose your teams and information you need to right click on the newly created type and set to Default. I also notcied that by default there is two custom types one which you make and the other which you cannot control. If anyone knows how to delete the other that would be great!(:
I am currently testing a way to fix this massive issue that's flying about and I think i may have found a solution but i have to reconfigure the hole map to test it out which may take a bit, the fix involves setting Player 1 to 1 yes ok now Player 2 will be 5 instead of 2 and then player 3 will be 3, player 4 = 6.
This system Is the best i can come up with as a workaround for the massive issue affecting makers atm, but sadly it is just for 2 teams, However maybe you can take the idea and see if it can be applied to more then 2 teams, Im sure it could be.
I don't understand, can you explain your solution a little more please? Is it possible to have the players select their team in the lobby (meaning if they go team 2 they will be allied with everyone who also is in team 2 in the lobby)?
Yep, im really interested in that, too.
So if you lock player colors in properties and in variables, will you be able to access the actual positions the players where in before the game shuffles the slots upwards?
I cant figure this out either.
I wish I could add something other than my own frustrations to the discussion, but I can't say anything positive about the way Blizzard has this set up. I'm having the hardest time even playtesting the map I'm putting together since I only have one person available to help me test it and I haven't for the life of me been able to put him and i on separate teams. Perhaps more trial and error is the answer, but if anyone knows how to do something as simple as that, please post it! It's a small start, but I think it'd probably turn out to be somewhat helpful to the overall discussion.
Maybe a blue can help us out but I can't post on the bnet forums
Has anyone found a decent way of fixing this problem yet? Because I've been at it on and off for a few days now and I'm completely out of ideas on how to set up the teams properly... :(
Ok so this is what i did to fix the lobby teams not being easy to work with in the triggers. Basicly, clear all player properties of starting locations, change to random, and use triggers. Game varrients should be used only to show the amount of teams, like 2v2 or 3v3.Then player 1 is host and who ever joins can be moved around as freely as they would like. This is my solution for a 2v2 to make a player group the 2 players that were allied in the lobby. then always This is a Shared starting point. Hope this helps anyone...
2 global player group variables
Team 1
Team 2
Start of Game
Events
Game - Map initialization
Local Variables
currentPlater = 1 <Integer>
Conditions
Actions
General - For each integer currentPlater from 1 to (Number of players in (All players)) with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player currentPlater is giving player 1 Non-aggression) == true
Then
Player Group - Add player currentPlater to Team 1
Else
Player Group - Add player currentPlater to Team 2
Player - Make all players in Team 1 treat each other as Ally With Shared Vision
Player - Make all players in Team 2 treat each other as Ally With Shared Vision
Camera - Pan the camera for player (Player 1 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 2 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 1 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 2 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
This helps a lot. I need to test but it is what im looking for :)