Staredit Network > Forums > SC1 Map Showcase > Topic: Eternal Death
Eternal Death
Jan 21 2012, 7:29 am
By: TF-  

Jan 21 2012, 7:29 am TF- Post #1

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Type: RPG
Players: 1-3 (singleplayer recommended)
Map Size: 256x256
Tileset: Installation




Plot

A large research facility trapped all its personnel deep underground after an incident in the upper levels made escape impossible, with no rescue arriving for reasons unknown.
In the coming years, the survivors face increasing difficulties as the facility breaks down at an accelerating rate and something few even knew about started making its way up from the lower levels.
The latest development is the facility's damaged reactor entering a cycle of dysfunction and periodically blasting the area with extremely high-powered ionizing radiation.

Several of the security personnel hope to deal with the facility's denizens and restore the reactor if they are to have any future.









System


1. Reactor

Every once in a while the reactor goes critical, changing the ambient sound and shortly after, instantly killing any living thing that isn't hiding.
To avoid it you must enter a protected area where you can't hear the reactor anymore.
NPCs and enemies have various reactions to these reactor blowouts, like Zerg who abandon fights and burrow out of sight.

2. Interiors

The main purpose of interiors is avoiding reactor blowouts, but not all interiors are safe, some are exposed to the reactor through gaping holes through which you can hear the reactor.
A safe interior will always play its own ambient.
Some are entered by Using an entrance while others can be simply walked into.
You can find random items, enemies and rarely vehicles on your first visit in them.

Don't leave behind items or vehicles in interiors as they will be lost.


3. Randomization

Most interiors are randomized when the map begins, which means:
- safe/unsafe shelters are rearranged each time
- merchants and computer terminals can be located in different places

Items and vehicles are also randomized, some important tools might be found when searching interiors or they might need to be traded from merchants, nevertheless the map is always winnable.



Classes

1. Marine: good average class, has stim
2. Firebat: increased HP and armor, strong splash but vulnerable to infested terrans and rows of gun turrets, stim
3. Ghost: advanced option, can cloak (except against gun turrets and mines) but is vulnerable and very slow without stim, can pass through tight spots in terrain to uncover secrets
4. Pioneer: expert option, focused on vehicles, similar to the Ghost but cannot use energy and has less damage and range, you also cannot use the Engineering Bay for Infantry upgrades, on the other hand you start with an Effraction Tool and 1 gas for vehicle upgrades
5. Medic: expert option, mostly for multiplayer, has lots of HP but it can only attack from inside a vehicle, can blind and heal

The Marine and Firebat are recommended as starter classes since their stim helps them get to shelter if a reactor blowout is coming, you have no such option as the other classes other than finding a Vulture vehicle to ride in.


Tools


1. Consumables

Medpack - restore health of your main unit
Repair Pack - restore health of the vehicle you're riding in
Energy Pack - restore energy of Medic or Ghost
Spidermine - can be placed with the Minelayer tool

2. Tools

Hack Tool - can hack nearby gun turrets to gain control of them, when hacking blue text is scrolling down the screen and you must stay still or the hack will be cancelled
Effraction Tool - enter and exit vehicles with it, vehicles must be neutral
Minelayer Tool - place spidermines you've disarmed or acquired from sellers, blows up both enemies and some debris barriers

3. Vehicles

SCV - reasonably fast and durable but weak attack, can repair with minerals, unaffected by mines
Vulture - fast but vulnerable, not for fighting, unaffected by mines
Goliath - powerful but slow, good kite micro, only weakness is it lacks siege capability
Tank - slowest but has no fear of fortifications, watch out for blowouts while riding this slow vehicle




Interface


1. Starport

The Starport's basic functions are:

a) Wraith: Use
Generic action, enter interiors that have entrances, disarm spidermines, pick up items, talk to NPCs, etc.

b) Dropship: Look
Provides hints in some spots.

c) Science Vessel: Use Tool
Lets you use any special tools you've acquired.

d) Battlecruiser: Heal
Uses a Medpack if you're not driving a vehicle and a Repair Pack if you are.

e) Valkyrie: Energy
Uses an Energy Pack.



2. Dark Archon

Use his Mind Control on the neutral gun turrets to verify various notes that will appear in his area (keycodes, minimap locations etc)



3. Engineering Bay / Armory

You can use upgrade points (gas) to boost your weapons and armor here, get upgrade points from the Engineer in the starting area


Basic Guide

Move carefully from shelter to shelter, gather all items you can find and sell the ones you don't use at the Bar or at the random merchants, generally avoid fights unless cornered, save often.
Check the large map image in the archive.


Multiplayer Guide

When an entrance or the Tram are used, all players get moved.
Don't hug walls when using entrances, alternatively you can hug walls but always let the player with the biggest radius use entrances first.
Don't let Player 1 die.
You can still save and resume even in multiplayer, use this function often as it doesn't break anything in the game.



Walkthru (spoilers)



:fear:

DL: http://www.mediafire.com/file/tb7vcetq7td0cip/EternalDeathFinal.zip



Post has been edited 32 time(s), last time on May 10 2018, 12:55 pm by TF-.



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Jan 21 2012, 3:38 pm Rye123 Post #2



interesting sounding...but i cant seem to play it no-ahh who am i kidding, my parents aren't allowing me to play :(((

Post has been edited 1 time(s), last time on Jan 21 2012, 4:07 pm by Mini Moose 2707. Reason: Please don't quote the entire topic post for no reason when



None.

Jan 21 2012, 6:01 pm rayNimagi Post #3



Reminds me of Fallout...



Win by luck, lose by skill.

Jan 26 2012, 10:31 pm payne Post #4

:payne:

You should let newb players know they should use the Starport.
I had no idea what to do until I came to read more properly your thread. I thought you used the Starport only for class selection.



None.

Jan 27 2012, 5:25 pm TF- Post #5

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Eh, c'mon, it's 5 seconds into the mission briefing that it tells you to hotkey the starport and how to use it. I might still put in a in-game tutorial and some other changes if this gets played a lot tho.



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Feb 8 2012, 1:39 am TF- Post #6

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Updated file again, multiplayer should be supported better now, just don't get player 1 killed and don't hug walls when using an entrance.



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Feb 19 2012, 6:55 am Caedo Post #7



I'm gonna give this one a try, I'll let you know when I beat it :).



None.

Mar 21 2012, 2:51 am Jack Post #8

>be faceless void >mfw I have no face

This is rather hard...I still haven't totally worked out which sound is the reactor about to blow, I wish the sounds were a little more obvious ;0



Red classic.

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

Mar 21 2012, 4:08 am TF- Post #9

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Update:

- added Danger indicator in the top left of the screen, displayed when the reactor is critical
- check inventory items quickly (Use Item Mode -> Cancel, meaning Science Vessel -> Valkyrie)
- new task to do, given in the Bar
- created shortcut to the Bar area, starts blocked by debris (needs spidermines and the Minelayer Tool)
- improved graphics



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Mar 21 2012, 4:34 am Azrael Post #10



Quote from TF-
- added Danger indicator in the top left of the screen, displayed when the reactor is critical

Just want to be sure, but is this feature deactivated inside safe areas? I hope so.




Mar 21 2012, 5:02 am TF- Post #11

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Quote from Azrael
Quote from TF-
- added Danger indicator in the top left of the screen, displayed when the reactor is critical

Just want to be sure, but is this feature deactivated inside safe areas? I hope so.

It isn't right now but I was considering that, I'll make a final decision later I think.



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Mar 21 2012, 5:19 am Jack Post #12

>be faceless void >mfw I have no face

Just so you know, for the judging I'll have to still use the older version, although I'll play the newer version when playing for fun.



Red classic.

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

Mar 21 2012, 5:37 am TF- Post #13

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Yeah, I keep updating this so more people can hack their way through since most seem to give up pretty early.



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Mar 21 2012, 6:01 am Azrael Post #14



Quote from TF-
It isn't right now but I was considering that, I'll make a final decision later I think.

I was just asking because, so far, my most memorable experience was entering an interior while the reactor wasn't going critical, and a minute later going outside without thinking too much about it. I started to leave but heard the critical sound going off, and when I turned around to run back inside, it was already too late :P

I think not knowing what is going on outside the interior adds to the atmosphere, and makes you more afraid of having to leave again.

People should probably save frequently anyways, and I found doing it right before stepping out of the interior to be the perfect time.




Mar 22 2012, 9:59 am TF- Post #15

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I made a mistake in the new quest so there's a new version already, also threw in an option at game start that disables warning text and the new danger indicator. This new option will help with the atmosphere but you'll want to save often if you're not familiar with all the dangerous areas yet.



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Apr 17 2012, 5:47 pm TF- Post #16

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Updated, loads of fixes and new paths where only the ghost can squeeze into.





What a boss



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Apr 17 2012, 5:58 pm UnholyUrine Post #17



Will try!! looks good!
I'm glad you're still updating it.



None.

Apr 17 2012, 11:27 pm Azrael Post #18



Quote from TF-
I made a mistake in the new quest so there's a new version already, also threw in an option at game start that disables warning text and the new danger indicator. This new option will help with the atmosphere but you'll want to save often if you're not familiar with all the dangerous areas yet.

I think the danger indicator is a good idea, because it is sometimes difficult to hear the warning (depending on your volume, I guess). Some people I played with found it impossible to hear. Having the indicator visible is definitely an improvement, I just question whether it should be functioning while in the safe areas. I thought the idea was that they are soundproof, and thus you can't tell what is going on outside of them. It's sort of scary, and makes you dread having to leave if you spend too long inside.

With the indicator being on during safe rooms, it seems like some of the atmosphere is lost. That's how the new version felt to me, at least.




Apr 18 2012, 12:21 am TF- Post #19

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Quote from UnholyUrine
Will try!! looks good!
I'm glad you're still updating it.

Thanks, you tried it before then? Let me know how far you got.

Quote from Azrael
Quote from TF-
I made a mistake in the new quest so there's a new version already, also threw in an option at game start that disables warning text and the new danger indicator. This new option will help with the atmosphere but you'll want to save often if you're not familiar with all the dangerous areas yet.

I think the danger indicator is a good idea, because it is sometimes difficult to hear the warning (depending on your volume, I guess). Some people I played with found it impossible to hear. Having the indicator visible is definitely an improvement, I just question whether it should be functioning while in the safe areas. I thought the idea was that they are soundproof, and thus you can't tell what is going on outside of them. It's sort of scary, and makes you dread having to leave if you spend too long inside.

With the indicator being on during safe rooms, it seems like some of the atmosphere is lost. That's how the new version felt to me, at least.

Yeah I agree, but this is a decent compromise I think, once you're familiar with the map you can choose "don't display warnings" and not have an indicator at all. I'm doing it this way because I feel people are turned off by a massive amount of deaths from blowouts. (since everyone knows how to micro around hydralisks and lings by now)



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Jan 31 2013, 9:03 pm TF- Post #20

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Map updated to 2.0, roughly everything is improved, gameplay, quests, atmosphere etc. but most notably there's two modes of play: a lenient 'normal mode' and a 'hardcore mode' that plays more like the old map.
Also if you run it with EUD Enabler on, the speed will always be set to Fastest in singleplayer.

A video tutorial is a distinct possibility.

Post has been edited 1 time(s), last time on Jan 31 2013, 9:19 pm by TF-.



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