No no, I'm just making the game descriptions much more concise. Like for instance:
Quote from What it was like before
#1: GREAT CHASE
- Run and survive with your civilian
- Don't get killed by the ugly chicks
- As time progresses, more ugly chicks spawn
Quote from What it's like now
#1: GREAT CHASE
- Run away from Infested Kerrigans. They increase in numbers over time.
Originally, just about every game description had like 3 to four lines of instructions. Now they're only going to have one or two. Going to copy and paste them straight from the website.
Making them shorter also makes them more easily readable
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What about trigger comments? Do you have any? If you do, could you get rid of those or are they too important to your organization?
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Well some of my trigger comments are important for my organization. I have ones which categorize each mini-game by number. But what I'm going to do is group them by four. So rather than having four comments saying "MG 1", "MG 2", "MG 3", and "MG 4" I'll have all four of them "MG1-4" and so on. Space wise this wouldn't do too much but it'll save 96 string counts
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1)Observer Dodge
Each player has either a zergling or wraith. (MA's choice) They have to race past observers going in random directions. If they touch them they die. Very popular Asian map.
2)Frogger Race->One of the earliest examples of a popular map. Used to be very popular on B.net years ago. However many lines of units you want with small gaps in between for lings to run through. Reavers for an easly begginning line. Tanks for intermediate. Players race through the horizontal gaps to the finish.
3)Larva Dodge-> Classic minigame on a small scale. You can use smaller terrain and fewer larva if it makes it easier to make. Even at SMALL levels it can take a good amount of time to accomplish
4)Beacon Knockout-> Very classic Minigame from the original Mario Party map. Bring a crystal from the middle to remove opponents x amount of times. Your choice of the amount of times. Perhaps the crystals are an issue?
5)Cages-> Zerglings have to run past small or large cages filled with units. (MA's choice) Ultralisks and Archons are recommended. However, Zealots, Dark Templars, and even lurkers could be fun. I have seen flags used as walls.
6)Circular bound (Sort of Like minigames in the Mario Party VideoGame) Can do Clockwise or counter clockwise. Last man standing. You see a level and then do it.
7)Dodge the lurkers. Mario Party original repeat verbatim.
8)Infested Run (Marines racing against infesteds that are chasing you)(Marines can stim) You do not know how awesome this is until you have tried the minigame/map. Fun factor.
9)Red Light-Green Light Race (Zlings race on a pathway with sunkens on either side. The majority of time it is a creepcolony, however every few seconds(2-4) it will morph into a sunken colony. First to the end wins. You must burrow to not be killed. There should be 4-6 sunkens, w/ 2 on each side. They should be appropriately spaced out. This one is superior.
Even if these are not incorporated, thank you for incorporating other people's ideas into your map. Also, thank you for the features of the map. They contribute for replayability. The more features the better xD.
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I agree that a classic Obs dodge and Larva dodge would be a good atachment to this map as mini games.
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Now that you have finished mini game party what will you do now!??
psst. say you are going to Disney Land
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in the Probe Rape mini game probes can attack eachother.
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oh. Oh hey unholy urine i played this with you recently lol
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Easily the greatest map I've ever played. I can only imagine the amount of triggers and testing that went into this one (yikes)... great job
and on a side note, i just got a new sc name and havent been able to find the bumper balls map so if anyone could send me a dl of it that'd be awesome
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Not sure if this has been mentioned, but when you pick, say game 45-60 [example], and choose random it chooses the all-around random. It'd be cool if when you picked Random while it displayed mini-games 45-60, it would pick a random one just through those.
And also i re-mention the Pylon Bomberz idea
Each player has a Probe. Pylons are labeled bombs. Build them everywhere. When you're ready, make a nexus. This will thus "Detonate" all pylons in the arena, a small explosion for each. Killing all probes and other pylons along the way. I think it would be easily implemented, and fun too o-o
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And, with this I am retiring from Starcraft Map Making.
... but, if you guys find any bugs, glitches, concerns or whatever for this map PLEASE LET ME KNOW ASAP so I can fix it!
He's retiring from map-making. I'd assume that means he isn't making any more maps or add anymore to this one; only fix glitches.
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No.. he's adding some of my ideas...
read a bit before of the post about the Duel option and Challenge Modes...
He's probly too busy right now tho..
and to Polkamann's idea... building pylons and detonating them seems fine... except that building a nexus would need lots of space.. if u imagine pylons everywhere.. where can you build a nexus? :S...
So in essense you need the big arena.. now there's a problem of how one can just steer clear of any pylons...
I don't think it'd work as well as you'd think... :C
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My suggestion is to make a 256 mini-game party map, or add the already suggested mini-games to the map as "Bonus games" that can be unlocked if a special "code" is activated by the mini-game selector (Zergling) or someone hit a X quantity of points.
A kind of "Defence" mini-game could be fun, like a Turret def map or Cannon def...
Like MA says: GG n00b
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For that probe bomber idea, why not make it so you can kill pylons with probe to make room for nexus?
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New bug found:
Trace The Wrait
If the wrait is too near from the limits of the arena, it can spawn the flag on the wall, thus creating an "impossible to create unit" error and the flag not being showed :S
Also, try to fix the fact that we can copy others in The Memory Game (units appear at the bottom of the map)?
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New glitch i found:
I dont remember the mini game name but, its the one where everyone has a ghost and a civ and u use ghosts to atack air white units to make them go to enemy civs, if they touch civs, civs die. Sometimes the white air units wont budge even if atacked rapidly, they just sit there and the mini game cant end unless ppl suicide and move theire civs to the white air units themselves, i havnt noticed what may be cousing this bug.
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That has already been said a long long time ago
(by me actually)...
I think he knows how to fix it... i think.
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Yea i do have a way to get around most of these glitches. That one with bumper balls however seems to be an internal flaw which I can't seem to figure out, but with games like lurker dance I will create a detection system to detect whether the units glitched up or not.
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