Staredit Network > Starcraft I Database > File: Cats and Mice - Heroes v.03F0.2

Sunken Treasure
(Reload)
Cats and Mice - Heroes v.03F0.2
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Filename: Cats and Mice - Heroes v.03Fv.02.scx
Filesize: 105.91KB

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File Information
General
Uploaded on:Jul 5 2019, 8:54 pm
Uploaded by:Cerorec
Author:Not Given.
Downloads:46

Map-Data
Tileset:Jungle
Dimension:128x128

Forces
Mice
Human (Protoss)
Human (Protoss)
Human (Protoss)
Human (Protoss)
Human (Protoss)
Cats
Human (Zerg)
Human (Zerg)
God - Created by: SkyVongola
Human (Terran)
Force 4

Map-Statistics
Units:636
Triggers:348
Locations:182
Strings:731
File Description
Map Description:
The fierce battle of Cat and Mice continues onto the new chapter with 'Cats and Mice - Heroes.'
- Created by: SkyVongola
- v.03Fixedv.02 by: Cerorec (7/13/2020)

Info:
Originally Created by: SkyVongola
Fixed by: Cerorec
Version (Previous): v.01
Version Date (Previous): 7/16/2018
Version (Latest): v.02
Version Date (Latest): 7/13/2020

My Story:
I was on and playing Starcraft in June and July of 2013, yet I managed to miss this map... which supposedly was updated around the same time, June (previous version) and July of 2013 (v.03). Wow. Now I wonder how many awesome CnM maps did I miss in 2013, even though I have several cool ones from that year. It was not until 2017 I knew about this map through searching on the internet... in stormcoast-fortress site. The map was pretty good, and quite balanced, but it had a few bugs, which I decided to fix in 2018. Fixes only in my fixed edited map, no balance change made.

Update 7.14.2020: Fixed some more bugs. Fixed Jail Guards and fixed a Banning Area bug where a Player can bring 3 civilians to ban someone.

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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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