Staredit Network > Forums > SC1 Map Production > Topic: Tower of Dream - Need Someone to Help
Tower of Dream - Need Someone to Help
Oct 20 2011, 5:26 am
By: zzt  

Oct 20 2011, 5:26 am zzt Post #1



Hi SEN!

I'm zzt, a Korean mapper. This is the map I'm working on for the 2011 RPGs contest:

Videos



Screenshots


So.. basically, as you see in the screenshots or videos, this is a map that has a lot of puzzles as well as battles. In many cases, battles are puzzles - you have to choose carefully which one to kill first or where to fight.

This map has some very unique characteristics. For example, most of the enemies are just hallucinations, yet you're dealt damage from their attacks. Also, if you die during the game, the 'retry' system will automatically let you restart at the latest checkpoint you've reached. There are many other special things that weren't seen on other maps :)

I'm currently working on it. The tower is going to have about 20 stages, and stage 12 is completed a few days ago.

The problem is, I am Korean, and English is not my native tongue. I do some English, but that's imperfect and has some problems. So, I need a helper - someone who can help me translate my map. Can anybody help me? I really want to post my map in the 2011 RPG Contest.
It's simple, just fixing some of my broken (or roughly translated) English in the map - that's all.

Post has been edited 2 time(s), last time on Oct 20 2011, 5:35 am by zzt.



None.

Oct 20 2011, 10:04 am Jack Post #2

>be faceless void >mfw I have no face

I'm happy to do that for you; if you give me a text file of all the text you want fixed up.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 20 2011, 1:16 pm zzt Post #3



Quote from Jack
I'm happy to do that for you; if you give me a text file of all the text you want fixed up.

Thank you Jack! Glad you're helping me.
I'll send you the text when my translation is done.



None.

Oct 20 2011, 1:30 pm Pr0nogo Post #4



If it's not against the contest's rules, I can voice act your RPG (assuming the dialogue is up to snuff).




Oct 20 2011, 2:28 pm zzt Post #5



Quote from Pr0nogo
If it's not against the contest's rules, I can voice act your RPG (assuming the dialogue is up to snuff).

Really? Thanks a lot! I remember that there can be up to three people in a team (and of course up to one team can edit one map), but I'm not certain if that kind of assistance is considered 'helping as a teammate'.

OK, some things to know :

1. All dialogues are up to snuff. No problem. I think it's OK for even a 6-year-old kid. (though he'll get bored a lot)

2. Most characters don't have much to say. The main characters are :

Nefed - The player. He used to be a general long ago.
Unknown Voice - Master of the tower. He is a mysterical character. He can speak to Nefed without showing his real form. In fact, it's not certain if he's male.

They will take more than 80% of all dialogues.

There will be 3 female characters and about 5 other male characters. (But none of them have much to say.) Maybe you'll need some friends?

Post has been edited 1 time(s), last time on Oct 20 2011, 3:11 pm by zzt.



None.

Oct 20 2011, 6:58 pm Tempz Post #6



Reminds me of laybrinthos rpg and the other map one of the maps that won 2010 or 2009 contest.



None.

Oct 21 2011, 2:18 am Jack Post #7

>be faceless void >mfw I have no face

I watched your videos and I have to say I'm very interested in how you managed to get hallucinations to attack. I can think of a way to make normal units die like hallucinations but not how to have actual hallucinations deal damage.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 21 2011, 2:26 am Lanthanide Post #8



He answered this elsewhere on the forum. He used EUDs to detect when the units play their attack animation (they must be in range of your hero) and then deals damage to you that way, I think using EUD actions.

Here: http://www.staredit.net/305191/



None.

Oct 21 2011, 2:53 am Dem0n Post #9

ᕕ( ᐛ )ᕗ

You Korean mappers. Making a lot of us (me in particular) look like noobs. :massimo:




Oct 21 2011, 4:23 am Tempz Post #10



Yup South Korea is the heart of starcraft. Proud to be part asian.



None.

Oct 21 2011, 3:42 pm zzt Post #11



Quote from Lanthanide
He answered this elsewhere on the forum. He used EUDs to detect when the units play their attack animation (they must be in range of your hero) and then deals damage to you that way, I think using EUD actions.

I didn't use EUD actions to do that. (I personally dislike using extra programs like EUDAction Enabler or Mods.) I just had to make a bunch of EUD condition triggers.
These triggers will detect every enemy attack and deal damage to Nefed accordingly. Thus, if these enemies are real (and some enemy units actually are), Nefed will take both trigger-based damage and attack damage. Also, this damage dealing system allowed me to add a very, very unique feature. I'm not going to reveal it now, but I'm sure you'll be surprised as you see that.

Unfortunately, I'm afraid I can't finish this till 2011. In that case I'll have to submit an incomplete map, but I'll keep making it.

By the way, non-Korean maps have their own awesome characteristics! For example, you guys' terrains just make me sick. As you see, the reason most tiles are just rectangular is because I'm not good at editing isometrical terrains. Just magnificent.

Post has been edited 1 time(s), last time on Oct 21 2011, 3:48 pm by zzt.



None.

Oct 21 2011, 9:41 pm Tempz Post #12



When i buy back sc1 i can terrain for you as I am good at doing terrain but suck at triggering.

here is some of my work...








None.

Oct 22 2011, 3:35 am UnholyUrine Post #13



This reminds me of several Dungeon Escape maps:
http://www.staredit.net/topic/7868/
http://www.staredit.net/topic/7431/
http://www.staredit.net/topic/4130/

Phew, took me 5 minutes to find Dungeon Escape X.X

The biggest problem I see with dungeon crawling maps is that battles become really repetitive, to the point that even the interspersed puzzles don't break the monotony of the game..
While i can't speak for this map, since I haven't played it, I can say that I hope there'll be a lot of variations in enemies and battles.

Quote
When i buy back sc1 i can...

I need to as well :C.. I can definitely play your map and give more practical advice :C



None.

Oct 22 2011, 5:32 am zzt Post #14



Quote from Tempz
When i buy back sc1 i can terrain for you as I am good at doing terrain but suck at triggering.

Thank you, but fortunately I already have found a friend that can help me with terrain matters. (In fact, he did Stage 10 terrain).



Quote from UnholyUrine
The biggest problem I see with dungeon crawling maps is that battles become really repetitive, to the point that even the interspersed puzzles don't break the monotony of the game.. While i can't speak for this map, since I haven't played it, I can say that I hope there'll be a lot of variations in enemies and battles.

There will be a lot of variations between battles. For example, some battles will require you to carefully choose which unit to kill first or where to fight.
In fact, every battle beyond stage 4 will involve tricky movements like that.

Post has been edited 1 time(s), last time on Oct 22 2011, 5:43 am by zzt.



None.

Oct 24 2011, 11:12 pm Tempz Post #15



a lot of the problems i see with good maps like this is that they are usually too difficult or too easy. A difficulty switch would be nice.



None.

Oct 25 2011, 3:44 pm zzt Post #16



Quote from Tempz
a lot of the problems i see with good maps like this is that they are usually too difficult or too easy. A difficulty switch would be nice.

I actually thought of that, but then I realized adding difficulty switch is almost impossible for this map, especially since this has a lot of puzzles.

This map is generally somehow difficult, but the 'retrying' system will eventually help players find the answer to thier problems. (In fact, almost every tester eventually figured out the answer for most problems.) In one puzzle that I felt too difficult for many of the gamers, a hint will be given when the player failed ten times at there.



None.

Oct 25 2011, 5:05 pm Tempz Post #17



Hmm seems fair enough; having clues for puzzles are a great idea as well as the combat system you have. Umm just to be curious are there any bosses/ mini bosses in the game?

Post has been edited 1 time(s), last time on Oct 27 2011, 2:18 am by Tempz.



None.

Oct 27 2011, 3:34 pm zzt Post #18



Quote from Tempz
Umm just to be curious are there any bosses/ mini bosses in the game?

There will be 4 bosses in the game. Most bosses will require agility rather than intelligence. (though you still have to use your brain a little) I posted some videos on killing the second boss on Youtube. I don't recommend seeing it though, since it's gonna be a big spoiler.

I really wanted to put in more, but I ran out of puzzles to place between them. So, I used a different method - you will meet a different boss in the same place depending on your gameplay. Thus, there will be bosses you'll never get to meet in just one gameplay. Also, you'll face only 4 bosses, although there are 6+ bosses in the game actually. The way to meet unmet bosses will be explained after you finish the game.

Post has been edited 1 time(s), last time on Oct 27 2011, 11:03 pm by zzt.



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