Hi,
Here's soem desing notes for the included special forces scm for anybody
interested in the design aspects of the map.

This is a 192x192 three player map, with one computer oponent.  I don't
know how good the actual map is, I was mostly after several effects. The main
idea behind the map is to make it possible to actually build and use
more sophisticated structures than allowed by a typical melee game, but
to keep the same sort of format.  I have given each race one additional
structure.
        Terrans-Ion Cannon, and goliath that spots similiarly to a ghost.
                The ion cannon kills all units, friend or foe, ground or air
                within a certain blast radius, including possibly the
                targeting unit if you let them get too close.  It costs gas
                to operate and takes over a minute to recharge between blasts.  
        Protos-Temple, with a free 'super' dark templar.  New dark templars
                are created when regular high templars pray at the temple.
                This is a free process.
        Zerg-Overmind, with free infested kerrigan.  Infested terrans pop
                out periodically afterwards.  These cost money and control,
                so this has a downside.

There are also two fun little specials which I have added to the map.  The
first is a mercenary called the Jailor, who for a price will help you by
not only roasting your enemies, but placing them in a prison.  The second
is there are always 4 players initially on the map, reguardless of how
many humans there are.  I.e., if a human isn't available for a starting
location, a computer takes his place.  This is typical of melee games, but
not automatic in use map settings games (by the way, use map settings.)

For scm designers, here's how I did it.  This is in words so you can
read it...if you want trigger language look at the map.

I designed the new structures to be as easy to expand to other maps as
possible.  Each player gets a universal set of triggers (all but the first
and last five triggers on player 1 for example...the first trigger is
disabled and creates test units, the last five are for the Jailor).  The build
triggers are also saved and enclosed.  To work in a new map, the triggers
can just be loaded and copied to each player.  Also, a start location and a
special build location for each player and 1 ion cannon rage, and ion cannon
blast area location are needed.  Then go through and set the locations up for
each trigger on each player.  Look at my map to see what goes where.  (Of
course if you use these ideas, it would be nice if my name was somewhere.)

Initially, the triggers test to see which race you are (by looking for nexus
etc.)  It then creates the appropriate powerup for your race.  Bringing
this powerup to the special build location creates your structure, and
possibly an initial special unit depending on your race.  Of course
this checks resources and subtracts them.  (A note, there seems to be a bug
in the powerups.  If you manage to get an opponents powerup to your base,
you can build his special, but the powerup will not destruct if someone else
owns it sometimes.  This causes the computer to leave the powerup on top of
the new structure, and can lead to other errors in the triggers.)  The terran
and protoss can then bring goliaths and templars to the new structure for
upgrades.  For the ion cannon, the ion cannon range location centers on the
upgraded goliath.  If any enemy's enter this location, another location
is centered on them, and they are killed.  The trigger effects all units,
so if the enemies get too close to the goliath, it dies as well.  This is
intentional, but of course could be set to only kill foes.  Then a timer
goes off (and is displayed), waiting for the cannon to recharge.  The
overmind simply has a timer attached to it that occasionally creates infested
terrans.

To make the jailor, I created a rescuable race and unit.  The triggers
dealing with the jailor are the last five shared by players 1-3. When you
first rescue him, a
message is displayed.  The message is actually displayed upon entering
a location, since rescuing a unit doesn't set off the player controls
1 or more specific unit trigger.  The message prompts you to go to a beacon
depending on your decision.  Player brings jailor to location sets either
switch 1 or two, depending on which beacon you bring him to.  If you say no,
the jailor disapears, and an enemy firebat appears.  Due to trigger
bugs dealing with heros, the enemy hero firebat doesn't attack, so he
is a regular firebat, just invincible.  (of course some trigger solutions
to the hero bug have been reported, but reruning ai scripts late in the
game can be bad for computer players, and I didn't want a new player, since
he is dependent on dropships and such)  If go the the yes location,
the resources are subtracted, and a location begins to follow the Jailor.
Any enemy units entering this location are moved to the jail location, which
is in a ring of mountains and has no exit other than airlifting.  Of course
you can just load the jailor in a dropship, and use him without his special
powers, but most people can't help but go for a beacon.  There is one bug.
The initial message on entering the jailors location sometimes doesn't go
off, and sometimes repeats forever, even though there is no preserve trigger.
I don't know if this is my fault or not.

Finally, players 5 and 8 have some interesting triggers.  They are started
with 1 useless building each (so they don't immediately recieve defeat...there
are workarounds, but I didn't bother.)  The triggers for these players check
to see if player 2 and 3 exist.  If they do not, they create typical melee
start bases in there place.  They also give a few units to the remaining
human players after a while.  This is so the human players aren't overrun
by the ai which is agressive in the early game.  

Thanks for watching.
mail comments, requests, questions, suggestions to kristian@ou.edu


