Staredit Network > Starcraft I Database > File: Dash 7 REVAMPED

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Dash 7 REVAMPED
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Filename: Dash_7_REVAMPED.scx
Filesize: 424.82KB

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File Information
General
Uploaded on:Aug 12 2018, 1:49 am
Uploaded by:Roy
Author:Not Given.
Downloads:95

Map-Data
Tileset:Twilight
Dimension:192x256

Forces
Dashers
Human (Terran)
Human (Zerg)
Human (Protoss)
Human (Terran)
Human (Zerg)
Human (Protoss)
(USWest) Made by: Roy
Computer (Terran)
Clan xBc
Computer (Zerg)
Force 4

Map-Statistics
Units:867
Triggers:343
Locations:170
Strings:312
File Description


Dash 7

If at first you don't succeed, Dash again.

Dash is an auto-scroller game that involves controlling an individual Zergling. The goal is
to remain on the screen and avoid any obstacles you may come across. Through trial and error,
learn how to safely navigate through mazes and solve puzzles under a strict time constraint!

Dash 7 is the seventh of the series. This is the first (and only) Dash map designed with retry
attempts for failing. There are six rows that are randomly selected from, and upon completing them
all, players move on to the final row. Each time you play the game is a new experience!


Features found in this version include:
 
  • Mazes and other hazards
  • Randomized row orders
  • Seven total rows to Dash through
  • Dastardly Interceptors
  • No cooperation required (though it helps!)

Enjoy, and best of luck.

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Comments
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[04:56 pm]
RdeRenato -- If someone can help me, it will make me very happy xd
[04:55 pm]
RdeRenato -- they are right. I don't know how to describe my level but it is difficult for two things: 1. crazy enemies 2. multiple defensive points
[11:01 am]
Sie_Sayoka -- both because of low skill and population on west
[11:01 am]
Sie_Sayoka -- tbh a lot of the korean maps are impossible to play with pubs
[2020-3-31. : 5:14 am]
jjf28 -- forcing players to be quicker means they'll have to multi-task more/up the APMs and use less safe approaches or have gotten the approaches down to an art so they can perform them quickly without much time to think
[2020-3-31. : 5:10 am]
jjf28 -- I'd say best way to increase difficulty is to make the enemy units behave smarter, followed by forcing humans to move quicker (timers, or some mechanism forcing them forward), followed by beefing numbers/stats
[2020-3-31. : 3:39 am]
jjf28 -- a huge part of special forces is game knowledge, mapping out the spawn timings, what triggers different traps, what units combine into others, they're definitely not intended to be friendly games
[2020-3-30. : 11:07 pm]
lil-Inferno -- RdeRenato
RdeRenato shouted: people, how do you do to verify a super difficult level if you play bad? :(
get someone better than you to play it
[2020-3-30. : 10:16 pm]
MTiger156 -- Sadly, I've often seen the exact opposite happen. "Special Forces" maps typically try to kill the entire team within the first 60 seconds... try to stay away from that approach.
[2020-3-30. : 10:05 pm]
MTiger156 -- ahh... philosophy of Difficulty. There is no single answer for "how much is enough?". That should be left to the players, thus I highly recommend multiple Difficulty Modes for PvE maps.
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