Staredit Network > Forums > SC1 Map Production > Topic: Mini-Game Party
Mini-Game Party
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Sep 2 2007, 7:11 am
By: MillenniumArmy
Pages: < 1 « 9 10 11 12 1319 >
 

Jul 25 2008, 1:32 am 49281358723941702706 Post #201



Great work MilleniumArmy! If I can help you with anything whatsoever mesage me. I can spend several hours if you need it. Also, thx for the credit. xD.



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Jul 25 2008, 4:23 am mY_dOg_caN_mOO Post #202



You should come to clan xbc@uswest sometime



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Jul 25 2008, 5:50 pm Vi3t-X Post #203



Quote from mY_dOg_caN_mOO
You should come to clan xbc@uswest sometime
"USeast > USwest (for I go on USeast)"

Anyways, after looking at the map again:

Chess, LOL.
Capture the Flag. :omfg:
Airplanes, woooooo.
--- Each player is designated a wraith/scout.
--- Comp spawns random air units.
--- Avoid Units and other Player's planes (Or Suicide) :omfg:
------ LOL PERAL HARBOUR
Basketball :bleh:
TEH MOOSE
--- Find Moose in a pile of Reavers and bring your unit close to him ^^
--- Find Moose in a pile of Haluc Mooses and Eat Moose Alive. Choose. Lulz
Bomberman (Self Explanitory)
Infest the Command Center
--- 6 players, 3 ccs (1 for 2 players).
--- Infest it the quickest, AND KEEP THEM ALIVE (lolhard).
--- Spawn some sort of unit, and an invince wraith. :omfg:
Can You Do 12.5 Trix? (Self Explanitory, and lulz)


Oh noes. All of them are bad ideas. I has phailed...



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Jul 25 2008, 8:59 pm Ashamed Post #204

Hear me Raor!!

Wow this looks like a lot! Make sure it isn't too much i love mini game maps!! ><! is there a place where i can get the demo i wanna see how this map is doing! :wtfage:



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Jul 25 2008, 10:27 pm 49281358723941702706 Post #205



DEMOv3 as requested.



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Jul 25 2008, 11:09 pm Ahli Post #206

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

are there some games where you need to have your unit die first?

my idea would be having a turret which reallies every few trigger cycles for one trigger cycle so that it will stop aiming at a unit.
the players have to try to be closer to the missile turret than the others, but maybe not totally on it (doesnt shot then with some units like observer, or?).
first who has no unit left, wins.
for more difficulty you can order some neutral observers over the turret which causes other air units floating away (makes it harder) and the best would be, if there are multiple arenas at the same spot.




Jul 25 2008, 11:35 pm Hug A Zergling Post #207



They all sound good, except for "Probe Rape"

Post has been edited 2 time(s), last time on Jul 26 2008, 3:59 am by Hug A Zergling.



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Jul 26 2008, 3:37 am zB-C-yamico96 Post #208



God when I saw this thread again with all the *Done* I was like "Zomg"
You get a lot of things done MA! Props to you!. Whisper me whenever you need a tester, Im like almost always on :D



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Jul 26 2008, 2:29 pm Vi3t-X Post #209



Like he said, he tests things every 16 games or so. Often he'll just get random people in Op SeN, so uh... yea...

Sidenote: LoL I found you.



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Jul 26 2008, 4:49 pm MillenniumArmy Post #210



I get random ppl to test every now and then, usually it happens very very late at night. However, I tend to avoid southern asian people. I don't know, they are a little weird sometimes



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Jul 27 2008, 11:53 pm 49281358723941702706 Post #211



Did you say you would stop releasing demos? A new version sounds extremely fun. :(



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Jul 28 2008, 12:44 am Vi3t-X Post #212



MA always pokes fun at me.



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Jul 29 2008, 6:24 am Lakai Post #213



Ive played this map a few times and I think its amazing how your fitting so many different types of minigames into one map. I cant wait for the finished version :)



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Jul 30 2008, 5:14 am MillenniumArmy Post #214



#89 Infested Blast credit to gamma
So there will be 3 rounds of this. Everyone has an Infested Terran and there will be many SCVs roaming around in the arena. Your goal is to kill as many scvs as you can. SCVs will replenish each round, but the later you blast your infested terran, the less likely it would be for you to kill as much. Whoever has the most kills after 3 rounds wins.

#90 Knock Out
This game is a combination of 19# Cannons and #9 Blown away. You have a hydralisk. Morph it into a lurker to shoot a scourge at your circling aimer. When your opponents touch your scourge, they will be dragged or "blown" outwards for a brief moment in time. However the more often they're hit, the further and further they will be "pushed" outwards. And if you touch the outer rim of the arena (the brown part) then you will be "knocked out" and eliminated. Last man alive wins.

#91 Probe Rape
Just like "Evil Gangsters" from my mini-bound games. So you have a Probe, and evil archons will be coming after you. Your objective is simple: Run. You have 3 lives. If you lose all three of them you are out. These archons will frequently change targets so you must be careful at all times. And as time progresses, more archons spawn.

#92 Don't move
Yea, don't move. You are placed in a small 4x4 square and you are under no circumstances to leave that square. Enemy units will be spawning and roaming around and you are to NOT touch them either. So the challenge to this game is to struggle around in a really confined space with your opponents and dodge units. Last man standing wins

#93 Bombing Zone
DT's will be traveling around and will draw fire from scourges. Once a scourge makes contact, it creates a big explosion and then leaves behind a roaming reaver. You are to avoid: scourges, reavers, and the big explosions created. Failure to do so will result in selling your soul to me. Last man standing wins

#94 Bounce
A Scourge will defy all laws of physics and bounce arbitrarily off the walls of the arena. You are to touch this scourge for points. And when it touches you, it will once again bounce away in a random direction too. I made it so that as soon as you touch this scourge, you cannot touch the scourge again for 2 seconds. First person to touch the scourge 5 times wins.

#95 Maze Race
Yes, a Maze map. You are to make your way to the end of the maze. It's not a real maze with only one correct path, as there are plenty of ways to make it to the end. Simple as that. Warning, if you travel off the given pathway, you will die and respawn 10 seconds later. First to make it to the end wins

#96 Target
Scourges will be launched at you, but are not homing. So they will only aim towards wherever your current position was at that instant. And the scourges will stay there. You are to dodge these scourges. And as time elapses, the are will be filled with scourges, so you eventually will have to die. Last man standing wins.



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Jul 31 2008, 12:54 pm USS Cane Post #215



I played the 64 games demo and i gotta say trough out the many years im playing starcraft and as a map maker myself, this is one of the best maps in SC i played, good job. Also can you tell me when is the next version coming out and how many are there at this moment?
Respect.



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Jul 31 2008, 2:53 pm MillenniumArmy Post #216



No more demos, Today I am finishing up my last final exam, so after that I will be working on this map mad hard.

Final version will have at least 128 games. Hopefully it should come out within the next 2 weeks or so



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Jul 31 2008, 7:02 pm USS Cane Post #217



Thats good to hear.
I just want you to know i appritiate your work as an artist map maker and hell i know how long it takes to do 2000 triggers, keep it up and good luck on final ver.



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Jul 31 2008, 9:51 pm 49281358723941702706 Post #218



What kind of features are you gonna have?
Ex: Play All, Specific Types, 1-32, 33-64, 65-96, 97-128, MA's Favorites, Evens, Odds, etc.?
or Majority Vote, Turns to vote

P.S.-> You may not want to release the final version till you test the hell out of it. This is because of no demos.

Post has been edited 1 time(s), last time on Jul 31 2008, 10:05 pm by Gamma.



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Jul 31 2008, 9:58 pm Falkoner Post #219



Omgosh, almost 100 minigames, are you doing 128 just because switch randomization is easier for it, or what?

I just can't wait to see the finished version where there's some menus to select options, instead of just random games.



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Aug 1 2008, 12:15 am MillenniumArmy Post #220



Quote from Gamma
What kind of features are you gonna have?
Ex: Play All, Specific Types, 1-32, 33-64, 65-96, 97-128, MA's Favorites, Evens, Odds, etc.?
or Majority Vote, Turns to vote

P.S.-> You may not want to release the final version till you test the hell out of it. This is because of no demos.
First, to pick how many games to win. The choices will be 6, 9, 12, or 15 games
And between each game, people will simply take turns picking a game. That, or they can just do a random one. You have 30 seconds to choose before you automatically do random.
Quote from Falkoner
Omgosh, almost 100 minigames, are you doing 128 just because switch randomization is easier for it, or what?

I just can't wait to see the finished version where there's some menus to select options, instead of just random games.
Yea, 128 is good switch randomization. Technically I could go over that without having to change much
But 128 is already pushing it. My string count is at 904/1024 and i've used 78% of my string space and I've got at least 30 more games to go. Every game uses at least 3 string counts and the string space also depends on the briefing and other ingame text that i need.



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