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
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Aug 2 2008, 5:51 pm 49281358723941702706 Post #221



A couple of suggestions.

On the Pacman minigame could you make it so the Archon is a bunch of cloaked Wraiths centered on a 2x2 location instead? It would kind of make it more impressive with the effect. If possible???? (This minigame was extremely fun, IMO)

On the Recruit & Fight minigame, could you add a few medics, zealots, a couple of goons, and a couple of vultures? (Also, possibly reavers & archons) It would contribute to more micro. (This minigame was extremely fun, IMO.)



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Aug 2 2008, 5:53 pm Falkoner Post #222



Hmmm, you're getting close, and making the game selection system might take some strings, you think you're going to make it? Maybe if we could get SI to fix SCM Draft so it can actually go over 1024 without bugging up it won't be a problem..



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Aug 2 2008, 6:25 pm MillenniumArmy Post #223



#97 Platforms
This is a cheezier version of Falling Tiles. However, the platforms are "reavers" and they will be wandering around. Don't worry, there's plenty of reavers around for you to travel safely on. And so like in falling tiles, you have a corsair. Cast a disruption web to kill reavers. Now there is no island sinkings, but there will be no need for them as first: the platforms will be moving around and second: every 7 seconds or so, one reaver on the map will die. Last person alive wins

#98 Back and Forth
Yes, back and forth like you'd do krayzee's wife... jk. No actually, this is somewhat like a race. You must travel to the opposite end of the arena and then head back to your spawn. Each successful trip earns you 1 point. Sounds simple enough, but to be the fastest, you have to time yourself perfectly. Oh and as a small twist, i've added some invisible wandering DTs who might obstruct your way. First to complete the back and forth process 5 times wins

#99 Burrow and run
Somewhat like red light green light. You have a zergling and you are to make your way to the top of the map while enemy units will be flying in the opposite direction. To prevent yourself from getting killed, you have to burrow. Once the coast is clear, then you may unburrow and proceed forward. If you die, you will respawn in 5 seconds but considering that this is a race, 5 seconds will mean alot. First to make it to the end wins

#100 Energy Conservation
Has anyone played that pokemon stadium mini-game where you have a metapod or kakuna and you must harden yourself against falling rocks? Well, this is exactly like that game. You have a tank and various air units will be flying at you. To protect yourself, you have to siege right before the units touches you. However, when you are sieged, it will deteriorate your HP, so you have to siege only at the last possible moment. Don't worry about unsieging, because the map will automatically do that for you. If you fail to siege on time, you will lose a significant chuck of your HP. Last person alive wins



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Aug 2 2008, 6:26 pm Falkoner Post #224



YES YES! 100 minigames finished! So sweet! Keep it up, and this map'll be done in 2 weeks!



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Aug 2 2008, 6:31 pm MillenniumArmy Post #225



Quote from Gamma
A couple of suggestions.

On the Pacman minigame could you make it so the Archon is a bunch of cloaked Wraiths centered on a 2x2 location instead? It would kind of make it more impressive with the effect. If possible???? (This minigame was extremely fun, IMO)

On the Recruit & Fight minigame, could you add a few medics, zealots, a couple of goons, and a couple of vultures? (Also, possibly reavers & archons) It would contribute to more micro. (This minigame was extremely fun, IMO.)
That pacman-ish game, I'm gonna have more "badguys" spawn so I don't think I can do something like that.
As for the recruit & fight game, the purpose isn't really about Micro (my ghost at the end was lying about this ;D). This game focuses more on just MCing as many good and strong units as you can. I will have other mini-games which focus on micro.

Quote from Falkoner
Hmmm, you're getting close, and making the game selection system might take some strings, you think you're going to make it? Maybe if we could get SI to fix SCM Draft so it can actually go over 1024 without bugging up it won't be a problem..
Wait, so SCM draft bugs when the string count goes over 1024? I thought only string space mattered.



None.

Aug 2 2008, 6:50 pm KrayZee Post #226



Quote from MillenniumArmy
#97 Platforms
This is a cheezier version of Falling Tiles. However, the platforms are "reavers" and they will be wandering around. Don't worry, there's plenty of reavers around for you to travel safely on. And so like in falling tiles, you have a corsair. Cast a disruption web to kill reavers. Now there is no island sinkings, but there will be no need for them as first: the platforms will be moving around and second: every 7 seconds or so, one reaver on the map will die. Last person alive wins
Like other mini games, they have exclusive terrain that isn't recycled to another mini game. Couldn't that happen to Falling Tiles?
Quote from MillenniumArmy
#98 Back and Forth
Yes, back and forth like you'd do krayzee's wife...
:flamer:



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Aug 2 2008, 7:11 pm MillenniumArmy Post #227



There's no more space or locations to make a new arena. That was one of the biggest challenges when trying to come up with 64 more mini-games because originally this was designed for the first 64 games. This cheezy ver of falling tiles won't need its own arena, u'll c what i mean when you play it.



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Aug 2 2008, 7:42 pm Falkoner Post #228



Quote
Wait, so SCM draft bugs when the string count goes over 1024? I thought only string space mattered.

Yeah, there were a few topics in UMS Assistance about it, but yeah, it's been bugging up whenever people hit 1024, so you better bug SI about that before you get there.



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Aug 3 2008, 12:42 am MillenniumArmy Post #229



Oh damn. Well actually I can do something about the string count; i'll just delete the strings of some no longer needed locations or comments. The string space is something i have less control over...



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Aug 3 2008, 7:23 pm MillenniumArmy Post #230



#101 Hungry Hungry Ultras credit to yamico
Your ultralisk is hungry and his health is deteriorating. He may fade from this world really soon. However, when you kill or "eat" civilians, it will replenish your health.. only by a little. Now don't eat too much or too fast because your hp cannot go past 100%; eat only when you need too. A+left click to kill the civilians. Eventually there will be none left, so you must outlast your opponents. Last man standing wins

#102 Memory Game
Each round, you will be a given a sequence of units. You are to memorize the order in which they were presented and build them in order with your barracks. You have 10 lives, and each "wrong" unit will cost you 1 life. The sequence starts off easy with only 3 units, but each proceeding round will have 1 more unit in its sequence, so it naturally gets harder and harder each round. Last person with at least 1 life left wins.

#103 Human Go round
You are a Lurker and many human units will be circling around you. You are to kill them using a+left click for points. Each unit is worth different points, so you have to be selective in your killings. Civilians are worth 1 point, Marines are 2 points, and hot chicks are 5. However ugly chicks LOSE you 2 points. You have 1 minute to do your killings, and whoever racks up the most points wins.

#104 Bomb the zergling
The arena is filled with wandering civilians, but somewhere out there, there is a zergling. You have a dropship with a "bomb" unit inside. You are to find this zergling and bomb him by unloading your unit from the dropship. There are no consequences for bombing civilians, but you only earn points when you bomb a zergling. First to do this 2 times wins.



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Aug 3 2008, 10:16 pm Falkoner Post #231



I like the Hungry Hungry Ultralisks one, very original!



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Aug 4 2008, 1:33 am 49281358723941702706 Post #232



Note to all: Now is the time to submit your last minute ideas before he finishes the map.

To MA: I think the following 3 minigames would strongly contribute to the popularity of your map.

1) Frogger Race-> Old school nostalgic classic type minigame. Used to be very popular on B.net years ago. There should be around 10 to a dozen lines of the same unit with small openings for a zling. Reavers & Tanks are a must have.
2)Larva Dodge-> Super fun minigame that is classic. You can use smaller terrain and fewer larva if it makes it easier to make.
3)Beacon Knockout->From Mario Pary map where you knock out allies by bringing a crystal to their beacons "x" times. Very fun & nostalgic minigame. (Maybe this might have the potential of glitching the game? The other crystal game did.)

Also, to be considered->
4)A race that involves being the first to run past flame wall traps (cloaked if possible) attacking burrowed infested terrans. NuclearRabbit had this in Cloaked Bound 3.

P.S.-> Your map is truly epic. Wow, 128 minigames. It is a gift how much everyone has contributed ideas, and how much effort you put into this map. The selection feature is extremely impressive for the final version.

One final request-> Is there any way, if it isn't horribly inconvient, to add a feature where the first to win x amount of points on a random minigames for tournament/competition style games. I think you said minigame selection would alternate every turn? It would suck if you were playing a competition against a pro bounder who picked a bound minigame every time.

Glitch: On Probe Rape the pylons will stay on later minigames. So you will have to add triggers if you want to keep them.

Post has been edited 1 time(s), last time on Aug 4 2008, 2:57 pm by Gamma.



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Aug 4 2008, 8:06 pm MillenniumArmy Post #233



All 4 of those ideas have been mentioned already. Don't keep bringing them up when I've already said what I think or am going to do about each one.


As for the probe rape, I already told you guys that the pylons were a glitch, they never should've been available for the probes in that game; it ruins it. And more importantly, you are NOT to play this incomplete test version with ANYONE. There's a reason why I had only a handful of you to test these games with me; playing this game outside of my jurisdiction is essentially breaking the trust i have in you.



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Aug 4 2008, 8:40 pm 49281358723941702706 Post #234



This guy named MillenniumNavy tricked me.



None.

Aug 4 2008, 8:41 pm KrayZee Post #235



Quote from MillenniumArmy
#101 Hungry Hungry Ultras credit to yamico
Your ultralisk is hungry and his health is deteriorating. He may fade from this world really soon. However, when you kill or "eat" civilians, it will replenish your health.. only by a little. Now don't eat too much or too fast because your hp cannot go past 100%; eat only when you need too. A+left click to kill the civilians. Eventually there will be none left, so you must outlast your opponents. Last man standing wins
You should see "Hungry Hungry Fel'Hound" from WarCraft III.



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Aug 4 2008, 8:47 pm MillenniumArmy Post #236



I never played wc3, can you describe it to me? :P


and krayzee, if what gamma is telling me is true, please don't play this incomplete ver with anyone. It may be tempting, but just wait a little longer



None.

Aug 4 2008, 8:56 pm KrayZee Post #237



Quote from MillenniumArmy
I never played wc3, can you describe it to me? :P
http://www.epicwar.com/maps/61969/

Although the way it plays is very different. Everyone controls an Elf and you must stay away from the Felhound at all costs. Though touching it will not get you kill unless you possess the ball that will lure the Felhound to you and eat you up. Plus you must throw the ball to another Elf to make sure the Felhound does not kill you. If you do not possess the ball, you are safe no matter what until an opposing Elf player throws the ball to you. Remaining player wins. Some versions allows players to blink ability to evade the Felhound though.

I assume you can manipulate that into StarCraft with a dropship able to 'throw' to specific players.

Quote from MillenniumArmy
and krayzee, if what gamma is telling me is true, please don't play this incomplete ver with anyone. It may be tempting, but just wait a little longer
I haven't... unless he somehow downloaded it from you. If I'm going to play it, I just play it alone.



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Aug 4 2008, 9:07 pm KrayZee Post #238



Here's a video of what Hungry Hungry Felhounds play like...
http://www.youtube.com/watch?v=EghxcofjE3g&feature=related



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Aug 5 2008, 12:45 am 49281358723941702706 Post #239



After reading about the minigames in the 8 Mario Party's, I saw two that looked possible for SC.

Nevermind you already have one like this.
Quote
Track & Yield is a 4-player mini-game in Mario Party 7. The goal of the game is to run and jump over the hurdles on the conveyor belt. The conveyor belt starts to gain speed as time goes on. One tip to remember is to watch out for the electric hurdles. If a player touches one, they will be temporally frozen, and thus it may cost them the game. The last player standing wins. However, if the remaining players are eliminated at the same time, the game is a draw. But, if two or more players last the time limit (thirty seconds) then the remaining players win.
Maybe have something where players are forced to pylon jump units with the probes while thereselves and the units are sucked down to a blackhole. Maybe you could make the sucking effect slower by making burrowed units under the probe? Sound fun?
Ex:
Unit Unit Unit Unit Unit Unit
Different Unit,etc.
Probe, etc.
http://www.staredit.net/topic/4063/unread/#special


Quote
Lava or Leave 'Em is a mini-game found in Mario Party 8, where the 4 players get on to a platform in the middle of an ocean of lava, and a huge Podoboo is in the center. Over time, the Podoboo will divide in half, and the halves will do the same thing. The player that is left last, by avoiding the Podoboos and not falling off the platform is the victor. The player moves by holding the Wii Remote sideways and use the D-Pad to move, with the 2 button to jump.
Maybe do the same with your mist effect?

Post has been edited 1 time(s), last time on Aug 5 2008, 1:08 am by Gamma.



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Aug 5 2008, 5:45 am The_Effect Post #240

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