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The Hunt v2, v2.0

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Creator: Tuxlar
Time: Dec 3 2011, 6:33 pm

Post #1     Tuxlar Dec 3 2011, 6:33 pm

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Hunter:
  1. Hunt and kill your Prey before they escape.
  2. Attune to your environment to detect tell-tale sounds that betray your Prey's whereabouts.
  3. Stalk and intimidate your Prey to deny them of their wit.
  4. Modify the environment to flush your Prey from safety and privacy.
  5. No second chances!

Prey:
  1. Find a way to escape.
  2. Interact with your environment to keep distance between yourself and your Hunter.
  3. Manage your three most important resources to stay alive: Health, Sanity, and Time.
  4. Explore to find the tools you need to progress.
  5. Master the art of mixing compounds to solve problems.
  6. No second chances!




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Changelogs







Download v2.0
Trigedit (commented) triggers available by request.
This post was edited 17 times, last edit by Tuxedo-Templar: Jan 17 2012, 11:25 pm.

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Post #2     Oh_Man Dec 3 2011, 6:37 pm

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During initialising rocks there was a unit unplaceable error.

Will play properly when I get a second person to come donuts. -.-

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Post #3     Tuxlar Dec 3 2011, 6:43 pm

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Quote from Oh_Man
During initialising rocks there was a unit unplaceable error.

Will play properly when I get a second person to come donuts. -.-
This happens rarely, but it won't break the game.

Fixing it requires making me do work. You wouldn't want me to do any of that, now would you? :massimo:

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Post #4     FatalException Dec 3 2011, 8:19 pm

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So you made a Starcraft version of Amnesia? Sounds pretty cool. >.>

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Post #5     Tuxlar Dec 3 2011, 8:30 pm

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Quote from FatalException
So you made a Starcraft version of Amnesia? Sounds pretty cool. >.>
Well that was the initial experiment, though it's a lot different with an actual human opponent involved. Try it out and tell me what you think!

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Post #6     Bar Refaeli Dec 5 2011, 1:32 am

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Farewell, fair cruelty.
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My mom approved of this map. And good thing too! She keeps limiting all the SC maps I'm allowed to play. :( I guess I'll have to try this map when I have the friends/time.

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Post #7     ClansAreForGays Dec 5 2011, 2:24 am

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New Tux map. My default response: play it and spread it as much as I can.

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Post #8     payne Dec 5 2011, 3:52 am

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Addicted to SEN Games -Add more!-
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I personally dislike the map. :bye1:

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Post #9     Tuxlar Dec 5 2011, 5:45 am

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Quote from payne
I personally dislike the map. :bye1:
You might want to at least try the release version before saying that.

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Post #10     Tuxlar Dec 5 2011, 9:00 pm

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v1.1b is up.

v1.1b changelog:
  1. Added an optional spectator slot.
  2. Each player's respective information (Prey's mixtures, Hunter's abilities) are available by moving their shuttles.
  3. Hunter generates gas/mana a bit quicker.
  4. Hunter's Cry ability reduced to 10 gas (previously 15).
  5. Gate Switch Locator has higher sensitivity.
This post was edited 2 times, last edit by Tuxedo-Templar: Dec 11 2011, 1:35 pm.

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Post #11     Pr0nogo Dec 5 2011, 9:02 pm

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lol. Me and Jim_Ranyor were literally just playing this.

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Post #12     Jim_Raynor Dec 5 2011, 11:50 pm

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Tux, here's a bit of a review, from memory (and v1):

In the first game, I played as Prey. I'm stupid, though, and just combined random stuff together instead of actually following the combustion rules, but eh. Also, sometimes when using the pick up system I had a bit of trouble - it seems you have to stand in just the right spot to get it to work.

Second game, I was predator. Some of the abilities were weird, and the cry (?) ability seems to do nothing but make a loud noise.

Overall it was pretty fun, but I noticed it was rather rare that the predator and prey were in the same place at the same time. I can't tell if you intended that.

You might also want to consider increasing the health - each game ended pretty quickly after we found each other.

Good job on the mechanics! I liked the pickup and door system.

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Where the wind blows, and where the shouts of battle are carried by shrieks and gusts, you will find solace. Eventually.
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Post #13     Tuxlar Dec 6 2011, 1:13 am

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Quote from Jim_Raynor
Tux, here's a bit of a review, from memory (and v1):

In the first game, I played as Prey. I'm stupid, though, and just combined random stuff together instead of actually following the combustion rules, but eh. Also, sometimes when using the pick up system I had a bit of trouble - it seems you have to stand in just the right spot to get it to work.
I think I can improve this. I'll try to come up with some ideas.

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Second game, I was predator. Some of the abilities were weird, and the cry (?) ability seems to do nothing but make a loud noise.
Not sure if you noticed, but the prey had a sanity meter (gas). Being within range of a hunter's cry knocks it down a bit.

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Overall it was pretty fun, but I noticed it was rather rare that the predator and prey were in the same place at the same time. I can't tell if you intended that.
I didn't make it extremely clear, but as the hunter you're meant to frequently use the Attune ability to pick up signs of nearby prey. I'd figure after a while of wandering players would catch on to that, but I guess I could clarify that a bit more.

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Good job on the mechanics! I liked the pickup and door system.
Thanks!

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Post #14     Tempz Dec 6 2011, 2:47 am

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Tux... its fun to have more players play. I've played these kinds of maps before and having as many players as you can really makes things more intense and more teamwork is involved. (that and more people will see your map)

2 players feels more tactical but people really appeal to the kind of over the top madness (just look at mass maps)

Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2)
Pm me for terrain requests (Jungle mostly)
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Post #15     Jim_Raynor Dec 6 2011, 3:45 am

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Oh, wow, didn't notice I was calling the hunter 'predator' all this time. :hurr:
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Not sure if you noticed, but the prey had a sanity meter (gas). Being within range of a hunter's cry knocks it down a bit.
No, I didn't notice that, even as prey. Maybe you should make it go down faster, or something?

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I didn't make it extremely clear, but as the hunter you're meant to frequently use the Attune ability to pick up signs of nearby prey. I'd figure after a while of wandering players would catch on to that, but I guess I could clarify that a bit more.
Aight, I'll try that next time.

Keep up the good work!

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Where the wind blows, and where the shouts of battle are carried by shrieks and gusts, you will find solace. Eventually.
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Post #16     Pr0nogo Dec 6 2011, 5:04 am

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Tempz, mass maps and the like are generally focused on mindless, single-centred gameplay. This is much more complex and deserves a smaller focus on mindlessness and a larger focus on individualism and creativity.

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Post #17     Tank_7 Dec 6 2011, 6:52 am

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Screw Mass and all people who play Mass. Dumbest crap there ever was.

Okay back to the topic. It's true that you walk around the map alone quite often, and the game is somewhat slow paced, and it has to be, for the Prey to be able to fool around with items and not always be in a panic. The Prey gameplay is particularly cool. I have to admit I find Hunter to be a bit simple at times. Attune is probably the most valueable ability, it is deep with strategy and educated guessing, both in where you use it and what you do after you use it.

As Prey I typically scout out door types on one half of the map first and prioritize if I need to build a Lube or find a Key for better exploration.
I also really try to cover my tracks, closing doors behind me to make the map look undisturbed.
I suppose leaving a door open somewhere on purpose might be a nice deception too.

Last time I got the Gate Locator the Hunter ate me, I think I should probably set up some "easy to get" heals before picking up the Gate Locator next time.

The Hunter role is not as fun I feel. It's not terrible but Prey really takes the cake. I find Corruption is rarely worth the cost, its better to just Attune and go after the mofo, and Cry until... well... he cries too from 0 sanity. In any case the Hunter has much less mind-game and thats the problem. The best it can do is try to locate any Gate Locator and maybe a Key and patrol those important items to prevent the Prey from escaping. Ofcourse if you see an opened door you go in and hope to find the Prey in there but there isn't much more intelligent play then that, and so I like being Prey more.

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Post #18     Tuxlar Dec 6 2011, 7:40 am

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The question then is what would improve the hunter?

For now, I'll just try out a few tweaks for v1.2 and see if there's an impact. I find that sometimes it's just a matter of simple, subtle things making all the difference, so I want to rule out a few of those, first.

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Post #19     Tank_7 Dec 6 2011, 5:13 pm

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Tux, I must complain that your map has the same problem any good map has. Noobs always leave. This map is basically hopeless in the public realm, but I look forward to playing it with friends, yourself included, and maybe i'll even try channel Op SEN see if anyone wants to.

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Post #20     UnholyUrine Dec 6 2011, 6:42 pm

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How on earth did you have time to make a map when Terraria just got released
(maybe it's cause it's broken for you too?)

Gotta check this out.

BEWARE!
I'm watching you.. (signature image) .. as you Pee
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Dem0n -- Yes.
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Devourer -- yes
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Xlil-InfernoDDD -- I'm about 99% sure.
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Xlil-InfernoDDD -- I want to say yes.
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sigsaucy -- i have a question i cant test right now, if you have a detector who doesn't have vision of a certain area (ex, a turret next to a cliff) and there is a cloaked unit on the other side of the cliff, if another unit comes on the otherside of the cliff that shares vision with the turret player (ex marine on other side of the cliff) will the turret detect the cloaked unit?
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