Staredit Network > Forums > SC1 Map Showcase > Topic: Mïcrö Böünd v²·°°
Mïcrö Böünd v²·°°
May 8 2008, 10:56 pm
By: Brontobyte  
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Do you like it?
Answer Votes Percentage % Voters
Yes 4
 
80%
None.
No 1
 
20%
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May 8 2008, 10:56 pm Brontobyte Post #1



Micro Bound v2

INTRODUCTION:

To start off, the game play is simple. All you have to do is navigate your bounder through obstacles but, the only difference is in this bound, you have to hit checkpoints. The obstacles are set up so that each of the four players has an equal chance and equal number of checkpoints on each area. You simply have to move your bounder over the " blue explosions ". You may also note that the " blue explosions " still kill you, granted that you are underneath them when they go off. The " red explosions " always kill you, granted that you are underneath them when they go off.

HOW DID YOU DO IT?

For those of you who are curious, its a simple concept. All I did was set up a system of triggers that when a switch is set, a unit gets placed underneath its corresponding location. EX: Switch 1-1 Set, then I would place a Zerg Drone that is burrowed underneath the location 1-1. So on and so forth. In the trigger syntax this is called the " marker ". Then I would have two sets for each explosions. (red and blue) If the unit was their, the explosion would be blue, if the unit was not their, the explosion would be red. The next part is when the unit is removed. This also was a simple task to configure. All I did was when a unit (bounder) moves over top of the specific location, the unit was removed. I thought it would be cool to add a sound for this, so I did. :D

WHY ARE THEY...?

If you open the map in an editor, (open source) you may notice that the locations are smaller then the actual normal grid is. I had to do this because the Terran SCV's and Protoss Probe's were picking up the Khalis Crystals and this would obviously mess up the blockade. Now you might ask yourself why this has anything to do with worker units picking up units. Well, heres your answer. I had to disable each and everyone of the Khalis Crystals for each individual obstacle. This is done by a series of triggers that would just always disable the Khalis Crystal in each location. I also have it to turn on shared vision for player 1 (the owner of the Khalis Crystals) This is because of sprite creation when you disable units without turning on and then off the vision, but I digress. The locations appeared to " touch " more then one of the Khalis Crystals and they would not disable. I fixed this by making the grid two pixels smaller on each side. Plus it kind of looks cool. :P

At the end of each level you die. This is set in place because if you spam click to get to somewhere and you win the level, you are most likely going to move again into the obstacle. This is a bad thing. At the end of each level you die and then get 1 life added to your set. This counter acts you dieing. :D

GAME INFORMATION:

-Levels: 10
-Difficulty: Gradually increases from Easy -> Medium -> Hard (or so its supposed to :rolleyes:)

ODDS AND ENDS:

Credits:
-Created by: Brontobyte@USEast
-Clan Dyne Production
-Tested By: Clan Dyne
-Started: May 1st , 2008
-Finished: May 7th , 2008

Post has been edited 1 time(s), last time on May 8 2008, 11:19 pm by Brontobyte.



None.

May 9 2008, 12:44 am Jello-Jigglers Post #2



Glitched the first time i played it..... I took screens if you wanna see what happened.

http://i230.photobucket.com/albums/ee21/Jello-Jigglers/3-1.png
http://i230.photobucket.com/albums/ee21/Jello-Jigglers/3-2.png

Unless if i'm missing the point, there's nothing you can do... And none of the explosions were killing me so ya, i hope you fix that. Otherwise I really liked it:)


EDIT:

Oh also I couldn't play the original version you posted cause the map size so i just changed to to 64x64 and unchecked "Attempt boarder smoothing" and then it worked fine :)



None.

May 9 2008, 11:11 am Brontobyte Post #3



I probably should of added the fact that you have to play another game before you play this one. :) I had that same problem, I don't know what I did wrong...



None.

May 9 2008, 12:41 pm Jello-Jigglers Post #4



I played it again and then got to level 8 and it glitched... i think when your guy dies and beats the level at the exact same time the triggers get screwy. That seems to be the case w/ me both times. But this map is hecka fun otherwise :) a little too much checkerboard effect, i wish there was more strategy in some of the levels.



None.

May 9 2008, 6:54 pm Brontobyte Post #5



I don't know what the problem could be. I have a remove blockade action before the new one is created. I have to have the bounder die so that it wont move into the new bound or mess up placement. I will check into it more later tonight... I kind of ran out of ideas for my bound. I had originally planed for 20 levels and then it was reduced to 10. It was hard for me to think of ideas that were not similar to the point that playing the game felt like repetition. Yeah I know most of the levels include only a two part bound, but it works, for now. I think that this is the end of the Micro Bound series, but you never know. O_o'



None.

May 9 2008, 11:28 pm Jello-Jigglers Post #6



Well i think you could have incorporated 3 and 4 steps, just to spice up the game. :) Shouldn't be too hard to add more levels right??? But over all you get 82/100. Nice work:)



None.

May 10 2008, 5:35 am Brontobyte Post #7



I am satisfied with it. :D I think the levels could of used 3-4 instead of 1-2 but I had a massive brain fart after level 3. It was really hard to think of new ones. I want to focus on finding a way around this bug. I'm not sure how it can be done but I'm pretty sure that I should add some amount of timing to the time where it removes the old blockade and from the time where it created the new one. :lightbulb:



None.

May 10 2008, 5:38 am Impersonation Post #8



I noticed this error as well. The only thing that I could think of to fix this is instead of having the "remove" in the same trigger that the "create" is, try placing it at the end of the win cycle triggers under player 1. I have not tested this but it would add a trivial amount of milliseconds to the time where the old blockade is removed and then a new blockade is created. If this doesn't work, try adding a new trigger for each of them, or try setting a switch when player 2 brings at least 1 blockade to location anywhere. Another trigger: player 2 brings exactly 0 blockade to location anywhere, clear the same switch. Then when the switch is cleared (by default on game start up) the new blockade will be created. :D [/brainblast]

Post has been edited 2 time(s), last time on May 18 2008, 7:00 pm by Impersonation.



None.

May 10 2008, 5:47 am Brontobyte Post #9



It sounds like a good idea. I will try the switch one first because it seems that this method would work better then the other one you mentioned. :D Thanks. I will also try to add/make levels better/easier to beat. As you play it, you may notice that most of the levels are on the same death counter value timing. 6 is the magic number. I didn't think it was too fast or too slow. Any feed back on this would be nice. :)

Speed 6 too fast? too slow?



None.

May 10 2008, 2:19 pm Jello-Jigglers Post #10



I think it should speed up throughout to make each level increasingly more difficult.:)



None.

May 10 2008, 5:47 pm Brontobyte Post #11



Quote from Jello-Jigglers
I think it should speed up throughout to make each level increasingly more difficult.:)

Did you ever get to level 10? It doesn't speed up that much. I was afraid that some people wouldn't be able to beat it if it went too much faster then it already does. :(



None.

May 10 2008, 6:07 pm Jello-Jigglers Post #12



I think the first levels should just slow down a bit cause the difficulty scale as of right now is like:

Level 1: 3.5
Level 2: 5.5
Level 3: 6
Level 4: 6
Level 5: 6.5
Level 6: 6.5
and then it levels off to 7

SO, if you could make it more like:

Level 1: 1
Level 2: 2
Level 3: 3
Level 4: 4
Level 5: 5
Level 6: 6
etc

I think that could be achieved by slowing down the first 5 levels, and then making the next levels 3 or 4 step levels with intermediate and expert bounding skills required. :)



None.

May 10 2008, 6:18 pm Brontobyte Post #13



Forget slowing them down, I will just move the levels around until they meet this criteria. :D That will be easier, but now I have a lot on my plate... This is going to have to wait for about 1/2 week. Word of advise: Work is not fun. :D



None.

May 10 2008, 7:10 pm Jello-Jigglers Post #14



Lol alright :) cool.



None.

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