Bound 2 BurnMade by: Jello-JigglersProgress:Terrain:---Bounds: DONE
---Choose Area: DONE
---"Please Wait": DONE
---Defend Areas: DONE
---Unit Purchase Areas: DONE
---Alchemy: DONE
---Mini Games: DONE
Pre-placed:---Bounds: N/A
---Choose Area: DONE
---"Please Wait": N/A
---Defend Areas: DONE
---Unit Purchase Areas: DONE (with minor adjustments)
---Alchemy: DONE
---Mini Games: DONE
Triggers:---Bounds:
------Levels: IN PROGRESS (93% Only 3 more)
------Bound Turns: DONE
------Location Sets: IN PROGRESS (25%)
------Skip Absent Players: DONE
------Skip Choiceless Players: DONE
------End Win/Lose/Time: DONE
------Finish: DONE
---Defend:
------Levels: IN PROGRESS (20%)
------Ensure No-Stick: DONE
------Player(s) Not Present: DONE
------Leak/Win: DONE
------Finish: DONE
---Unit Transports:
------To Upper: DONE
------To Lower: DONE
------To Alchemy: DONE
------Can't Place There: DONE
---Choose Bounding Difficulty:
------Show Choice: DONE
------"Keep Going Up": IN PROGRESS (50%)
------Choose Level: DONE
------Level Locked: DONE
------Center View: DONE
------Initial Display: DONE
------Finish: DONE
---Choose Bounding Lives:
------Center View: DONE
------Initial Display: DONE
------Choose 1-5: DONE
------Absent/No Choice: DONE
---Mini Games:
------Prize Minerals: DONE
------Finish Puzzle: DONE
------Puzzles 1-5: DONE
------Completion Bonus: NOT STARTED
Mission Objectives / Briefing:---Progress: NOT STARTED
Unit Stats / Pricing / Balencing---Progress: IN PROGRESS (15%)
Map Ideas: Overall Concept:
---4 players bound to earn money to defend against enemies. Players get to choose which difficulty they bound at. Players can also play minigames.
Choose Bounding Difficulty:
---Each player decides which bounding difficulty they want to bound at(1-10). Higher bounding difficulty = higher payout for completion
Choose Bounding Lives:
---Player 1 chooses how many extra lives each player gets to bound with(1-5). If Player 1 isn't present, it is preset to 3 extra bounding lives.
Randomize Bounding Levels:
---Once a player has selected the bounding difficulty they want to attempt, and it's their turn to bound, triggers randomly select 1 of 3 possible levels for the player to complete.
Alchemy:
---Each player can transport units to a specific location, and build a nexus to attempt to combine units into stronger units. Each combination costs 10 minerals, but successful combinations create powerful units that can only be attained via alchemy.
Mini Games:
---Optional(P.1 selects at beginning of game), progressing through these games provides extra minerals and possibly special units to defend with. Players can work on these games if they have extra time between the bounding and defending stage.
Screen Shots:
Post has been edited 17 time(s), last time on Jun 5 2009, 9:08 pm by Jello-Jigglers.
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Change Log:
As of May 16 --- Nearly finished the mini games / moving some things around and changing some preplaced units / skip intro & skip minigames is priority now.
As of May 18 --- Finished intro skip and minigames skip. Now adding intro, basic alchemy, and balancing unit damages and healths.
As of May 19 --- Finished Vote / finished basic alchemy / fixed defending levels 1-5 / Worked on balancing unit damages and healths.
As of May 20 --- Adjusted some unit stats and prices / fixed some terrain flaws for functionality / Colored & aligned in-game texts.
As of May 21 --- Added more Defending levels / Adjusted unit pricing / Adjusted bounding bonuses.
As of May 26 --- Pigy_G revamped almost all the terrain for aesthetics / Unit balancing and pricing adjusted / Working on adding all defense levels.
As of May 27 --- Many fine-tune adjustments: location sizes, terrain, unit placements, trigger orders, etc.
As of May 29 --- Fixed beacon cloaking / fixed Puzzle 2 to an actual puzzle, not just a way point game / Matched all terrain to Pigy_G's outline
As of June 1 --- Colored and doubled all unit names / Currently fixing all bounds from dev 1 speed to zergling speed / adding 1 bound per difficulty level.
Post has been edited 10 time(s), last time on Jun 1 2009, 10:54 pm by Jello-Jigglers.
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Ok, I understand there isn't a really big draw to this map seeing as many have moved on from the bounding scene, but I would appreciate feedback. Any feedback at all lol.
Hopefully this map can be added to the great bounding maps and semi-revive the bounding genre.
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Maybe if you posted a beta?
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This will probably end up being fun and entertaining, but there really isn't much to say without playing the game in a map like a bound. I generally don't play bounds not because they are too simple or old but because I'm terrible at them; but from the looks of everything in your main post it promises to be better than any boundesque map I've ever played.
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Maybe if you posted a beta?
Uh ok I can get that up tonight.
And kaias, when I was imagining / developing this map, I was directing it toward your audience. I think there are too many bounds out there full of ridiculous levels and 150 lives. In this, you get only a small number of tries for easy to medium level bounds. I hope you like it.
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The whole thing seemed a bit confusing even with the intro, hopefully that's just because its a demo, but it seemed like you expected people to memorize the instructions you gave them in the intro, It was hard to tell where stuff was. The terrain was ugly and confusing aswell. You can make good terrain, i've seen this in the terrain section. No offense though, you have no idea what your doing when it comes to bounding terrain (you shouldnt use different heights in the obstacles, it messes up pathing) and decoration, in bounding these days it's all about the quality of the obstacles and the general atmosphere, name stacking, unit hp animations and all that good stuff. If you want I can redo the terrain for you, I can do bounding terrain pretty well, aswell as use a overlapping generator to do your strings. Also, in bounding you use a regular zergling, not a devouring one. So if you based your obstacles on a faster zergling then you may want to redo them if you want bounders to like your map, because its customary in 90% of bounds to use a regular speed zergling. The please wait menu was pretty chessey too. It also seems like your limiting yourself with only ground units available. It's a bit lame that after I purchase units and send them to the defending area that I can no longer combine them, it'd be cool if you could teleport back to the building area to send them to another side, it'd also be nice if there was a sell or cashback option. You can use kill [Men] instead of all uinits so the buildings dont die. The explosions themself seem a bit boring, it's always overlords. If you aren't going to combine an air and a ground unit explosions at least do something different than overlords once in awhile. Not to mention for mini games you can just use wav points and multi task while the overlord moves on its own and memorize the puzzles.. It'd be better if you had some more randomization in it. I think I might have got to a part in the 2nd puzzle where I couldnt continue, reset button would be nice. It might be cool if you could gain back chances somehow or got a boost of them after X levels. I think it'd be better if you randomized like 3-5 different obstacles per difficulty too.
I hope you know that this is all
Constructive criticism and I only want to help you. Good luck.
Post has been edited 1 time(s), last time on May 23 2009, 5:33 pm by Pigy_G.
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The whole thing seemed a bit confusing even with the intro, hopefully that's just because its a demo, but it seemed like you expected people to memorize the instructions you gave them in the intro, It was hard to tell where stuff was. The terrain was ugly and confusing aswell. You can make good terrain, i've seen this in the terrain section. No offense though, you have no idea what your doing when it comes to bounding terrain (you shouldnt use different heights in the obstacles, it messes up pathing) and decoration, in bounding these days it's all about the quality of the obstacles and the general atmosphere, name stacking, unit hp animations and all that good stuff. If you want I can redo the terrain for you, I can do bounding terrain pretty well, aswell as use a overlapping generator to do your strings. Also, in bounding you use a regular zergling, not a devouring one. So if you based your obstacles on a faster zergling then you may want to redo them if you want bounders to like your map, because its customary in 90% of bounds to use a regular speed zergling. The please wait menu was pretty chessey too. It also seems like your limiting yourself with only ground units available. It's a bit lame that after I purchase units and send them to the defending area that I can no longer combine them, it'd be cool if you could teleport back to the building area to send them to another side, it'd also be nice if there was a sell or cashback option. You can use kill [Men] instead of all uinits so the buildings dont die. The explosions themself seem a bit boring, it's always overlords. If you aren't going to combine an air and a ground unit explosions at least do something different than overlords once in awhile. Not to mention for mini games you can just use wav points and multi task while the overlord moves on its own and memorize the puzzles.. It'd be better if you had some more randomization in it. I think I might have got to a part in the 2nd puzzle where I couldnt continue, reset button would be nice. It might be cool if you could gain back chances somehow or got a boost of them after X levels. I think it'd be better if you randomized like 3-5 different obstacles per difficulty too.
I hope you know that this is all Constructive criticism and I only want to help you. Good luck.
OK. So ya I get where you're coming from on most everything. The intro will be WAY more in depth for the actual thing, and for the first 3 rounds it will be giving instructions / hints. I'll switch the bounder to zergling, and match the bounds for the speed. For me, I prefer overlords as explosions, and ground units can mess with bounder movement so I try to avoid them. I guess I meant for it to be uniform like you noticed. I'll change up the terrain, cause I noticed the pathing problems. I'm planning on changing up the second puzzle. Did you complete the other puzzles? You got stuck on the second puzzle?? How? I'm going to add about 40-50 defending levels, and I'll consider adding more randomization to the bounds(from 3 to at least 4 if not 5). Maybe I'll ask you to double the unit names and text. Do you do briefings? Oh and I set it up so the buildings in bounds to explode. Other than aesthetics, does that affect anything important?
Thanks for your help. Seriously, its good to know what to work on.
Edit: I forgot to address some things:
You can send your units back to alchemy, if you drop them on the path with the drop ship (I chose this method cause I didn't have 8 spare locations)
And alchemy ultimately upgrades your ground units to air units (or it will once i'm completed) (Lurks go to muts)
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By terrain, I didnt just mean the actual obstacles themselves, not to be too harsh but I found all of it quite ugly and sometimes infunctional.
You got stuck on the second puzzle?? How?
I killed all 4 drones and my overlord couldnt move and my ling couldnt get past the little terrain wall.
Did you think about allowing a Sell or Cash Back option for unit purchases?
Maybe I'll ask you to double the unit names and text. Do you do briefings?
Sure I can lap the stuff, I can try breifing, I think I could do a good one.
I can also help with terrain if you want, I think I could do a good job on the terrain.
Hope you like all that feedback XD
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I killed all 4 drones and my overlord couldnt move and my ling couldnt get past the little terrain wall.
Haha well you aren't supposed to kill the drones silly. I'd tell you how to beat it but that would ruin the puzzle
Did you think about allowing a Sell or Cash Back option for unit purchases?
I thought about it, but wasn't sure if it would fit. I suppose I could make the "alchemy" area a "sell" area also, by building separate buildings?
Sure I can lap the stuff, I can try breifing, I think I could do a good one.
I can also help with terrain if you want, I think I could do a good job on the terrain.
Hope you like all that feedback XD
By terrain, I didnt just mean the actual obstacles themselves, not to be too harsh but I found all of it quite ugly and sometimes infunctional.
Alright sounds great. You can use the demo map to alter terrain and double the text and unit names, and I'll copy the triggers from my current build. Sound ok? Oh and I'll give you credit of coarse.
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Okay, I'll get started right now.
I just realized how tight you are on locations, I scrapped two for you but I used 1, you'll see why. I don't see a reason to have the locations on the scvs, if you arent using them I'd recommend deleting them.
Post has been edited 1 time(s), last time on May 24 2009, 4:16 pm by Pigy_G.
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Ok so with the changes I am making and the suggestions given, I'm probably going to push the release date back. If there are any more suggestions let me know asap so I can get them on my list of things to do. Thanks.
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Maybe I'll ask you to double the unit names and text.
This automatically stack unit names and display text. You can also add colors and it does not screw up the stacking. It has never failed me yet.
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Maybe I'll ask you to double the unit names and text.
This automatically stack unit names and display text. You can also add colors and it does not screw up the stacking. It has never failed me yet.
Thanks, hey could you try the demo out and tell me what you think??
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Okay I realized how incredibly tedious and lame doing a semi decent breifing is, it's like overlapping without a generator. So I'm gonna bail out on that front, if you need anything else just hollar.
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Okay I realized how incredibly tedious and lame doing a semi decent breifing is, it's like overlapping without a generator. So I'm gonna bail out on that front, if you need anything else just hollar.
Haha alright. Thanks for your help. Ps, the units were missing because you accidentally used high jungle, not just jungle, I changed it to the same tile but for jungle. Looks the same, but no misses now
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you like the terrain then? also clear your message inbox.
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you like the terrain then? also clear your message inbox.
Ya I think it looks lots better. Oh whoops, its cleared now.
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