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Jog 2: Warp
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Filename: Jog_2_Warp.scx
Filesize: 347.68KB

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File Information
General
Uploaded on:Aug 12 2018, 2:17 am
Uploaded by:Roy
Author:Not Given.
Downloads:115

Map-Data
Tileset:Space
Dimension:128x128

Forces
Joggers
Human (Protoss)
Human (Protoss)
Human (Protoss)
Human (Protoss)
Human (Protoss)
Human (Protoss)
Made By: Roy
Computer (Terran)
Clan xBc
Computer (Terran)
Force 4

Map-Statistics
Units:1271
Triggers:139
Locations:115
Strings:65
File Description
Jog 2: Warp

Jog 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. It is tangential to the
Dash series, except that it is catered to a more casual or beginner-friendly player base.

Jog: Warp is the second of the series. It explores the idea of teleportation and how it can
be used to aid the player, but also be used to hinder or even destroy a player. It also has
inventive ways of using warping mechanics on hazards, as well as classic obstacles.


Features found in this version include:

  • Ability to view tutorial before starting
  • Mazes and other hazards
  • Revive and retry systems
  • Power-ups to affect the playable area

Enjoy, and best of luck.

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[07:10 am]
sraw531 -- ungh, looks like im going to have to do a binary count off for death messages, they aren't properly being displayed to everybody :(
[04:22 am]
sraw531 -- maybe I should just test what happens if you teleport(move) the command centers to a location off the map every cycle while they are flying.
[04:22 am]
sraw531 -- if you do a for each loop, then youd likely have deselection issues, if you dont youd likely have issues with non-prebuilt command centers
[04:21 am]
sraw531 -- UndeadStar
UndeadStar shouted: @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
That might work for one command center, but it wouldn't work for multiple. If you were to do it for multiple youd need 1-2 locations for each, and thats not easy.
[03:30 am]
UndeadStar -- @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
[2020-9-22. : 12:08 pm]
IlyaSnopchenko -- sraw531
sraw531 shouted: is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
Funny that it was just what I did when trying to prevent flying buildings from flying... though that was still through iscript/AICE - set the flingy speed to 0 after each liftoff (as it's reset to a hardcoded value each time the building lifts off)
[2020-9-22. : 5:01 am]
Oh_Man -- https://youtu.be/eG9lTgu0R-M This guy must have got sued by like 5 different companies. 🤣
[2020-9-22. : 1:00 am]
sraw531 -- is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
[2020-9-22. : 12:50 am]
sraw531 -- surprisingly easy to change all the hero marines into normal marines, and vice versa, across the map though.
[2020-9-22. : 12:10 am]
sraw531 -- really hate when SCMdraft replaces deaths with " Memory(17, At least, 1);", makes it so I can't do mass replace for triggers when it changes to memory type :(
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