Staredit Network > Forums > SC1 Map Production > Topic: Time Down
Time Down
Jul 31 2008, 5:28 pm
By: Kaias
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Aug 31 2008, 1:00 am Kaias Post #61



I've spent the better part of today working on this map. Not on new stuff but polishing up already added content and changing around the aesthetic stuff on some of the spells, trying for what works best. I've also been fixing up some bugs involving Counter which has been proving rather obnoxious. I managed to squelch a few but I have to admit I'm currently stuck on a glitch where in a specific circumstance a spell fails to reactivate properly after being countered and rewound past the countering and resumes before undoing creation.

Other than that it's working properly.

I realize that it seems I have a new bug every time I update, but most of my problems root from inaccurate copying rather than poor design.



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Aug 31 2008, 9:25 pm Kaias Post #62



Quote from Kaias
I've spent the better part of today working on this map. Not on new stuff but polishing up already added content and changing around the aesthetic stuff on some of the spells, trying for what works best. I've also been fixing up some bugs involving Counter which has been proving rather obnoxious. I managed to squelch a few but I have to admit I'm currently stuck on a glitch where in a specific circumstance a spell fails to reactivate properly after being countered and rewound past the countering and resumes before undoing creation.

Other than that it's working properly.

I realize that it seems I have a new bug every time I update, but most of my problems root from inaccurate copying rather than poor design.
And that bug is fixed finally



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Sep 1 2008, 11:32 pm Kaias Post #63



Main post updated.

I should note that during the 'Time Down' spell, time doesn't technically progress at all. In accordance with that, everything that happens within this time that time doesn't move will happen instantaneously when rewound.

And I uploaded a couple of screen shots (Playing solo)

Post has been edited 1 time(s), last time on Sep 1 2008, 11:38 pm by Kaias.



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Sep 6 2008, 2:39 pm ClansAreForGays Post #64



How's it going?




Sep 29 2008, 5:36 am Kaias Post #65



I made a ton of progress. I'll update tomorrow afternoon.
With some luck by the end of tomorrow I will have an alpha version ready as well.



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Sep 29 2008, 11:48 am Vi3t-X Post #66



- Interested -



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Sep 30 2008, 3:56 am Kaias Post #67



Update:
Time down spell Revamped
Meltdown glitch taken care of
Fixed Counter bug
Triggered in death
Finished all health values
Fixed major casting recentering bug

And most importantly triggered map for 2 players

Investigating:
Time down spell bug (Edit: Fixed)
Movement bug for player 2 (Edit: Fixed)

Finally:
I'm up for spell suggestions within my location limit, since I'm dropping blind and infravision

And if you have any questions about the mechanics of something feel free to inquire.
Essentially, this map is pretty far as far as progression goes.

Edit: I'm going to get this sucker done, I'm completely determined.

Post has been edited 3 time(s), last time on Sep 30 2008, 5:27 am by Kaias.



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Sep 30 2008, 4:15 am UnholyUrine Post #68



I am MUCH more interested in how you decided to trigger the 10 seconds thing.

Knowing that you didn't use EUD's (Cause it's just an extra set of conditions.. u can't bring back the past with EUD's [if it does.. we'd be rich!])

Did you use burrowed units that gets continually centered under the hero every seconds for 10 seconds? So basically 10 different burrowed units?.. That's the only way I can see the solution... Plz tell me if that's correct =)


Overall nice concept.. However, the spells.. ehhh i don't know.. I see two very good "Time" concept.. but IMO, the rest don't really have anything to do with time.. Rewording your spell names would definately give your arena a better overall effect...
Basically.. Take out Meltdown.. Take out Storm Snare... Take out Energy Ring.. Take out Counter
change name to "Dimension Cleft" .. "Time Stasis" ... "Pause Field" .. and "Energy Reversal"

also change effects accordingly..
and you got urself a Good theme.. and if you nail the gameplay.. a Great Game.



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Sep 30 2008, 4:23 am Kaias Post #69



I used a ton of location saving techniques in every aspect of the map except in the movement field (well, I did there as well but I was more relaxed). Essentially, I wanted to ensure it was as robust as possible and forked over 60 locations into it.



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Sep 30 2008, 4:25 am UnholyUrine Post #70



Be more specific >:C or i will be forced to DL ur map
and Osmap it if i have to ( i don't even have that program ) :stfu:



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Sep 30 2008, 4:31 am Kaias Post #71



Quote from UnholyUrine
Be more specific >:C or i will be forced to DL ur map
and Osmap it if i have to ( i don't even have that program ) :stfu:
Hah, you can't download it, I haven't uploaded it. There are only two people that have seen this map.
And it isn't protected so you wouldn't have to worry about it.

I used 10 locations per person, one for each second for 10 seconds (6 players) and I cycle through, simple as that.

Edit
Also I agree with you that some of the names need to be more fit for the theme. I'll change where I deem appropriate provided I can come up with a better name.

Edit
I just fixed both of the aforementioned bugs.

Post has been edited 3 time(s), last time on Sep 30 2008, 5:26 am by Kaias.



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Oct 13 2008, 9:16 pm Kaias Post #72



I had a mapping drought but now I'm back full fledged with this entire week off. I'll have a massive update soon enough.

I'm not abandoning this map.



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Oct 17 2008, 12:26 am Kaias Post #73



Main Post Update:
Spells Dropped:
Infravision, Blind, Stasis, Energy Ring

New Spells:
Void Anchor, Evocation, Veil, Rift Bind, Abrasion

- Added minimum range for Rendshot while Time Down spell is active
- Made counter personal (can't counter own spells)
- Counter now returns energy for successful counters
- Fixed Threshold bug
- Changed death to reflect after all damage taken that trigger loop
- Added character specific magic armor
- Fixed a million other bugs



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Mar 27 2009, 11:17 pm Kaias Post #74



http://www.staredit.net/topic/6469/
I put out an Alpha Version some time ago



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Mar 28 2009, 12:13 am Positively Post #75



Yay :]
Looks great. So trying this :D



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Mar 28 2009, 5:11 am Ryan Post #76



It's nice to see this thing making progress.



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Mar 29 2009, 10:38 pm payne Post #77

:payne:

You said you wouldn't work on it for a while xD
Glad to see you did, tho :)



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