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Cat and Mice Winter Maze
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Filename: Cat and Mice Wintermaze5.0.scx
Filesize: 101.19KB

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File Information
General
Uploaded on:Jul 5 2019, 7:57 pm
Uploaded by:Cerorec
Author:Wizzmarine aka Cerorec
Downloads:44

Map-Data
Tileset:Ice World
Dimension:96x128

Forces
Mice
Human (Protoss)
Human (Protoss)
Human (Protoss)
Human (Protoss)
Human (Protoss)
Human (Protoss)
Cats
Human (Zerg)
Human (Zerg)
Force 3
Force 4

Map-Statistics
Units:1328
Triggers:439
Locations:97
Strings:577
File Description
Map Description:
If you are a Mice destroy the Cats!
If you are a Cat destroy the Mices!
Map Created By Wizzmarine
Map Fixed by Rrandd
Version 5.0 - August, 2011

Info:
Created by: Wizzmarine aka Cerorec aka Rrandd
Version (Latest): 5.0
Version Date (Latest): August, 2011 (Map modified to finalize in 6/21/2017)
Previous Versions Download (2.3 to 4.8): http://www.mediafire.com/file/taey4531h23jbb1/CnM+Winter+Maze.7z

My Story:
This is my first ever Cat n Mouse map made from scratch. Yep, Cerorec = Wizzmarine = Rrandd. I was rrandd before cerorec in 2007. Sometime in mid or late 2009, I decided to create a brand new CnM map from scratch inspired from CnM Winter by TrueShakatis, and so CnM Winter Maze version 1.0 was born. Unfortunately I lost versions 1.0 to 2.2, but I kept versions 2.3 to 5.0. Hosted my CnM Winter Maze from 2009-2010-2011 mostly. I tried to balance the map as much as possible, and so I think right now it's quite balanced and playable. At first I thought the name "Winter Maze" was never taken, but I was wrong. I didn't have a large CnM map database back then so I didn't think there were a lot of other CnM versions, but I took the chance, and I was wrong. The name is taken... Oh well. It is a tradition to name your Cat n Mouse map a name that's not taken already, kinda like bound maps.

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[12:06 am]
lifebot -- join RPG @ US WEST
[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.
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