Staredit Network > Starcraft I Database > File: Jog 2: Warp

Sunken Treasure
(Reload)
Jog 2: Warp
Download
Filename: Jog_2_Warp.scx
Filesize: 347.68KB

Thumbnail

Rating
Not enough votes.
Log in to rate

File Information
General
Uploaded on:Aug 12 2018, 2:17 am
Uploaded by:Roy
Author:Not Given.
Downloads:90

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.

All Images

Comments
No comments yet.
[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
[05:14 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
[05:10 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.
Please log in to shout.


Members Online: Roy, seopro230rm