Staredit Network > Forums > SC1 Map Showcase > Topic: Fireball
Fireball
May 1 2010, 2:08 am
By: Roy  

May 1 2010, 2:08 am Roy Post #1

An artist's depiction of an Extended Unit Death

I had a goal to make a short little game that captured the fun aspect of Dodgeball without the severe limitations to directional fire. Also something annoying was the constant deselection when picking up or dropping a ball. I worked and worked and ended up with Cannonball... Not the product I had envisioned, I started from scratch and thought of many different implementations of firing. The most versatile and convenient option ended up being the detection of a unit's direction. After much work I finally completed the new game.

Fireball

Concept:

Each player owns one Zergling. The beginning of the game allows for different game styles: Teams, Free For All, and Tournament. The same basic goal applies to each mode: Eliminate all opposing forces. Teams can be chosen randomly, or based on join order from the game lobby (Force 1 vs Force 2).



Gameplay:

The controls to this game are simple to understand, but difficult to master. To fire in a given direction, simply burrow your Zergling. The Zergling will automatically unburrow as an explosive projectile flies off in the direction it was previously facing. Point and shoot, except you must point by moving the Zergling to face the direction you want. You can shoot in 16 different directions (one for each sprite rotation for a Zerg Zergling).

Team Mode
The game is divided upon two sides. The players on the left must try to kill those on the right, and vice versa. Once all players are dead on one side, everyone is revived and another round starts. The team to win 3 rounds wins the game. The left side's fireballs are orange, while the right side has blue fire. A successful hit is represented by a red explosion.

Free For All
The divider in the middle is removed, and players are able to roam around the entire stage. Rather than a 1-hit-kill system, each player starts with 10 HP, and it drains as they are hit. A hit can vary in damage, going from 1 to 6 in a single shot, based on how direct the shot is and if the player is dumb enough to run along with the explosion. All players have orange fireballs, but a successful hit is represented by a hallucinated explosion (blue).

Tournament
The stage is divided in half, like in teams. Each player starts with 2 lives. The game randomly selects two players and puts them at either side to fight it out. The losing player loses a life, and both players are taken off the stage for the next pair to play. This process continues until only one player is remaining. The player on the left side has an orange projectile, while the right player has a blue one.



Miscellaneous:

I would like to thank the following people:
- Suicidal Insanity for ScmDraft 2, especially its support for EUDs
- yoonkwun for this topic (Saved me time calculating my 16-direction system)
- O)FaRTy1billion for TinyMap2, MapSketch, and EUDTrig
- Adzz for testing and feedback.
- Leon-037 for testing and feedback.



Version History:

Final:
- Added Queen Explosion when hit, Hallucination for FFA hit
- Corrected alliance status for all game types

1.2:
- Included secondary leaderboard for kills on Team VS
- Tournament Randomization

1.1:
- Corrected firing bug with player 3 if shooting at the very edge towards the wall

1.0:
- 4 Game types
- EUD burrowing
- EUD Unit Direction
- Location Grid

Download: http://www.staredit.net/sc1db/file/2191/

Post has been edited 5 time(s), last time on Dec 1 2023, 1:47 am by Roy. Reason: Fixing link to download




May 1 2010, 2:17 am stickynote Post #2



Awesome map. Can't play it right now, but I will.



None.

May 1 2010, 3:06 am Cinolt Post #3



Interesting to see another map using unit direction detection for aiming, it's probably the only one I've seen except FRAGS and a few maps I made.

I tried to make something similar a while back except using corsairs on a 112x112 arena with walls and everything. But I was doing it the hard non-EUD way, so I gave up on it. That was before I found the EUDs for it though.

Anyways good map, I'm a fan of any map that uses location grids. I'd play it if I could host :)

Post has been edited 1 time(s), last time on May 1 2010, 3:41 am by yoonkwun.



None.

May 11 2010, 3:01 pm Leon-037 Post #4



Woo Roy another pro map and glad you fixed the suggestion for randomize in Tourney. I'll play and host as much as I can.

Quote
- Leon-037 because he'd hate me if I didn't mention he helped test a bit.

D: Lies, I did help test plenty anyways :hurr:



None.

May 15 2010, 6:43 pm Roy Post #5

An artist's depiction of an Extended Unit Death

Quote from Leon-037
D: Lies, I did help test plenty anyways :hurr:
Yes. Yes you did.

A couple bugs that I've been told or shown:
- In Team mode, if both sides are eliminated at the exact same time, the game breaks.
- In Team mode, if one person burrows another person over the wall, he can get on the other side and becomes the other team's player.

Seeing how the first is an extremely rare occurrence and the second is just hilarious, I have no real intention of updating the map.




Dec 9 2017, 8:18 am m.0.n.3.y Post #6



Roy 7 years later, and now that EUDs are back this is one of my favorite all time maps!!!

It's like Dodgeball Allstart Tourney but wayyy better!

Thanks for making this man :D



None.

Dec 9 2017, 8:40 am m.0.n.3.y Post #7



Question, could you edit it so that instead of having to RM you just select the game mode again?



None.

Nov 29 2023, 10:18 pm m.0.n.3.y Post #8



@Roy the game drops you when it loads, can you fix?



None.

Dec 1 2023, 1:40 am Roy Post #9

An artist's depiction of an Extended Unit Death

Quote from m.0.n.3.y
@Roy the game drops you when it loads, can you fix?
Unfortunately as the last version released is labeled "Final", I am legally unable to update the map.

I don't remember which EUDs I used for this map and which ones would potentially be causing the desync. I see in my version history that I have them for unit facing direction and burrow detection. If the burrow detection is what's causing the issue, that could be replaced with a non-EUD detection method. If the facing direction is what's causing the issue, the whole concept would have to be revisited to figure out the aiming mechanic.

Ultimately it would probably make more sense to rewrite the game from scratch. We don't need to use a location grid now that we can move locations with EUDs. That would cut down significantly on the amount of locations/triggers needed.

If you have the time, why not try to make your own version? It's a simple concept at its core, and I don't mind if others want to build variations of this game.




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