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The Architect
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May 31 2012, 11:49 am
By: Oh_Man
Pages: < 1 3 4 5
 

Dec 15 2016, 3:50 pm ScOULaris Post #81



Quote from The donwano
I must say I am impressed with this map. I know, I haven't been on StarCraft for over 5 years (Since EUD's showed up) but this is great. Nice work. To me this isn't even StarCraft anymore. It's something entirely different. Entirely better. I'm glad you put in the many years of work into this.
It's the best Starcraft RPG map ever made. Now if only Oh_Man could put the v1.0 stamp on it and call it "done" after all these years. ^^



None.

Dec 15 2016, 10:49 pm Oh_Man Post #82

Find Me On Discord (Brood War UMS Community & Staredit Network)

Thank you for the kind words. :3 You may be interested to know this map uses no EUDs.

I promise I am still working towards v1.0. One more week of work, then I have three weeks annual leave. I hope to spend that time productively on the map.

Post has been edited 1 time(s), last time on Dec 16 2016, 3:19 am by Oh_Man.




Dec 16 2016, 1:45 pm The donwano Post #83

36 Styles of Danger

No EUD's? Weird, I figured that would be the case with how my download is stuck at 12 every time I am the host of the map. Nobody can download it off me in a lobby on B.Net.




I'm not here to bring the MF'n ruckus anymore

Dec 16 2016, 2:39 pm Oh_Man Post #84

Find Me On Discord (Brood War UMS Community & Staredit Network)

That's just an indicator of large file size.

Bnet seems to be very slow at downloading. If you want to play multiplayer your best bet is to direct people to download the map external from bnet.

Post has been edited 1 time(s), last time on Dec 19 2016, 6:42 am by Oh_Man.




Dec 28 2016, 4:24 am Swampfox Post #85



Umm, so I got stuck at the wagon as well, even though I downloaded from your latest link. I'll write up some of my notes I took along the way anyway. It seems like I played an unfinished map with the stuff I encountered... please pardon this post if I somehow managed to play an old version of the map. The current "finished" version is 47,738kb correct?


I'll first go through a few bugs with some screenshots attached:

borrow -> burrow


Shimmering Vest vitality differs in the examine/equip view and the compare view



When finishing up dialogue with the mage, and your crew sets off to confront the imposter at the mercenary post, the crew exits the artisan guild within the cutscene, and the view centers onto the engineering bay. My character was still inside the artisan guild though, and I had to exit manually. It seems as though you intended to move the characters outside of the guild after the cutscene.

This cave was kinda odd in that if I was too close, I wouldn't enter


I stopped leveling up at level 6


Now some other stuff:

I played through as a rogue, and it seemed like most of the spells were kinda useless other than the infested terran one. Honestly, the game didn't seem to reward me much for leveling up. I still felt as useless against the torrents of enemies at level 6 as I did at level 1. Countless times I couldn't manage to push in further from the entrance of the enemy area, even during daytime. I managed to reach level 6 before I had even finished the rift objective because I was constantly hunkered down trying to kill the throngs of enemies at the entrance. On top of that the game kept throwing in more difficult enemies into the same area which was very defeating, as you didn't feel like you were progressing at all.

I also had like 12k gold before I got to the part with the wagon.

I feel like some of this has to do with playing through on singleplayer, and I'll definitely have to give this another go with at least another player. And to hopefully play through the rest of the map lol.



Bugs and balance aside, great fucking job! Every single system is oozing with professionalism. I look forward to the finished product (even if you've already made it and I played the wrong version)!



None.

Dec 28 2016, 11:26 am Oh_Man Post #86

Find Me On Discord (Brood War UMS Community & Staredit Network)

Hey man, many thanks for playing and pointing out those errors. I never noticed the borrow/burrow thing. :P But the rest I believe are fixed. You'll have to explain what happened at the wagon, because I believe the version you played can be played to completion, so you must have encountered some sort of bug.

I would recommend holding off on playing again until mid-January, when I will be releasing another version of the map. I was hoping to finish by then but it will probably just be another beta version for now. This has many improvements including level cap increased to 10, revamped spells, balanced wilderness population and money, as well as a wider variety of things to spend your money on.

Quote
My character was still inside the artisan guild though, and I had to exit manually.
I've never personally seen this, so I'd have to try and replicate it first myself before I could try and fix it. But what I do know is player units are ordered with triggers. If a player spams their unit to move in the other direction, something like this could happen, and there's really not much I can do to fix it, but it's also a minor issue so I wouldn't really be minded to fix it either. If you didn't manually move the player character like this though then I'm not sure how that happened.

Did you play/finish the side quest that the boy in the tree gives you? That is a fully completed side quest as well. Maybe you didn't see it.

Post has been edited 1 time(s), last time on Dec 28 2016, 11:56 am by Oh_Man.




Dec 28 2016, 3:14 pm Swampfox Post #87



I played through most of the side quest I believe, I just couldn't figure out how to deal with the one monolith with the hallucinations.



None.

Dec 28 2016, 3:24 pm Oh_Man Post #88

Find Me On Discord (Brood War UMS Community & Staredit Network)

Yeah, I added a line of text on that monolith to make the puzzle a bit more obvious. You need to bring them each an item: Health Herb, Ether and Everburn Lure.




Apr 9 2017, 3:19 am theskinsurf Post #89



just stopping in to say I played a bit of this with 2 friends the other day and it was amazing. really inspiring to see how you've made these simple tools conform to all the systems you wanted to implement.



Current project: Star Rogue
Other projects: Triumvirate Defense, Skirmish Islands

Apr 9 2017, 10:51 pm Oh_Man Post #90

Find Me On Discord (Brood War UMS Community & Staredit Network)

Quote from theskinsurf
just stopping in to say I played a bit of this with 2 friends the other day and it was amazing. really inspiring to see how you've made these simple tools conform to all the systems you wanted to implement.
Thank you for playing. :)

I will be trying to release a final ver before the remaster - so stay tuned!

EDIT: Added a status update to page 1.

Post has been edited 1 time(s), last time on Apr 19 2017, 3:09 am by Oh_Man.




Jun 24 2017, 11:41 pm pigy__G Post #91



hope you're still working on this beast



None.

Jul 16 2017, 12:47 pm Oh_Man Post #92

Find Me On Discord (Brood War UMS Community & Staredit Network)



I am happy to announce that The Architect RPG will be releasing 5 AUGUST 2017!

Now, I want to show you all the improvements I've been making to the map over the past many months:


WHAT LURKS BELOW
A new side quest featuring puzzle rooms, removed-player-vision effects, a run and gun sequence and a boss battle, all wrapped within a Lovecraftian setting.

IMAGES


SPELL MASTERY
Unlocked at level 5, players can now upgrade their spells at the Artisans Guild.

IMAGES


REVAMPED ITEM SYSTEM
Items now have a much bigger impact on gameplay. New legendaries and set piece bonuses to collect!

IMAGES



BUT WAIT, THERE'S MORE
  • Level cap increased from 6 to 10.
  • Three new spells, one for each class: Earthquake, Twisted Mind, Seeker Shot.
  • Revamped gambling system.
  • Item comparison options added to the Crafting and General Store menus.
  • Revamped transmutation system at the Wizard.
  • The Utility Belt now indicates whether or not you have a consumable.
  • Mercenary gear can be purchased at the Mercenary Camp.
  • Day/night changed from 50/50 to 60/40. Improved gold and item find while it's night-time. High risk, high reward!
  • Verius' mana system has now been tweaked so that his mana climbs faster the more enemies surround him.
  • Level 10 rewards for the Dexterity, Essence and Fortitude attributes. Wield two-handed items in one hand when you reach 10 Dex!
  • Wilderness drop rates have been improved so you can now find items much more frequently. Let the loot grind commence!
  • The wilderness monster population has been lowered due to complaints about it being too much of a cluster-f*ck.
  • Several spells have been reworked to be more meaningful choices for the player.
  • Death penalties per level, eventually punishing EXP as well as gold.
  • Innumerable balance tweaks, bug fixes and minor improvements across the board.


MY IN-DEPTH THOUGHTS
Prepare yourself for a wall of text, as here I'll explain more fully about the changes made to the map.

CHANGES EXPLAINED


RANDOM SCREENSHOTS



LASTLY, A LOOK BACK AT THE PAST
As a final note, I decided to open up some old copies of my maps to see how far I've come:
# of triggers:
2010 (Hells Awakening) - 2847
2012 (Hells Awakening) - 7323
2014 - 22,924
2015 - 28,190
2016 - 30,228
Today - 41,764

What a journey!

Thanks to everyone who has supported me along the way. Thanks especially to the testers and the folks at UMS Assistance for their 24/7 mapping assistance. I hope you enjoy the finished product!


Post has been edited 2 time(s), last time on Jul 16 2017, 1:13 pm by Oh_Man.




Jul 26 2017, 8:59 am payne Post #93

:payne:

Sweet jesus, you are my hero.




Jul 26 2017, 5:19 pm martosss Post #94



Hey, very nice RPG ... here's some feedback for you.

1. It would be nice if you could skip the tutorial, I watched it 10 times already ... and I played RPGs before, so I know how shuttles and spells work

2. there is a bug with the pylon not appearing in the beginning... so I can't set spells ... and can't use teleport .. and it's re ... but I haven't tried long enough to figure why it happens.

3. The shop makes the game crash ... I played with 2 others ... game crashed almost every 2nd time that I enter the engineering bay shop and stay there a little longer. Tried turning off sounds .. still crashed ... or my friends crashed...

4. If we load a game where we were 3 ppl but we are only 2, we can't continue quests. Reason - one dropped and we want to continue further .. we load the last save ... doesn't work, because then we were 3!

5. Inventory:
- would be nice if next to compare option for items there is an option to equip the new one(if it is better). Now I have to go back, unequip old and equip new.
- Also would be nice if I could equip the new item and it will automatically unequip the currently equipped item.
- Also there is weight limit for consumables, but not for equipable or crafting items? I find that strange ...

6. When we reached the 1st boss(reaver) ... we all died ... and we couldn't go back to the boss ... we tried going to the castle, but there wasn't a firebat ... and we couldn't enter.

7. as said earlier ... lvl 6 limit? :S I can kill the enemies from the first area, but I don't know for further on.

I will probably try to play it a coupld more times and if I reach further I'll add more feedback :)
The crashing is really annoying, though, we have to save every 2-3 min and load every 10-15.



None.

Jul 27 2017, 2:32 pm Oh_Man Post #95

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Thanks for the feedback. It helps a lot!

Quote from martosss
1. It would be nice if you could skip the tutorial, I watched it 10 times already ... and I played RPGs before, so I know how shuttles and spells work
Wow, 10 times? Impressive. Look, originally I didn't think to include an intro-skip because the intro itself has story elements. I mean, presumably if you're wanting to skip the intro at this point you would also want to skip the initial conversation with Lord Targeus as well, right? So you can get straight into combat?

This will take a bit of work to implement, but I will look at adding a skip tutorial option inside the Settings menu in the Journal post-launch.

I could also trial adding an ability to skip dialogue by interacting with the shuttle. I mean, if you are just playing for gameplay purposes and have heard the storyline a dozen times that's what you would want, right?

Quote from martosss
2. there is a bug with the pylon not appearing in the beginning... so I can't set spells ... and can't use teleport .. and it's re ... but I haven't tried long enough to figure why it happens.
There was a bug where you couldn't assign spells while inside shops? If that's the one you're talking about that has been fixed.

Quote from martosss
3. The shop makes the game crash ... I played with 2 others ... game crashed almost every 2nd time that I enter the engineering bay shop and stay there a little longer. Tried turning off sounds .. still crashed ... or my friends crashed...
The crashing is really annoying, though, we have to save every 2-3 min and load every 10-15.
Ever since 1.18 Starcraft has become an unstable crashy piece of sh*t from what I can tell. Previously on version 1.6 the only time the game would crash was from something specific, such as selecting a neutral Flag powerup or looking at an invalid sprite. Now it just crashes for no bloody reason. You reload save, keep playing, and it doesn't crash again until some other random time for no damn reason.

Not really sure there's much I can do. If the remaster has made it so something specific in my map is causing the crash then it would be like finding a needle in a haystack as (1) I'm 40k triggers deep now and (2) it's intermittent random crashing, not crashing due to a specific event.

Hopefully it goes away when remaster comes out? If it's really annoying I recommend using the older 1.6 version of SC where there are no crashes.

As for General Store crash, I must thank you. I have found out this certain line of dialogue:
""\t\x004If Ø ± to ß, then Å must be þ to ÿ, or else\r\n\t\x004the Ø of ç/£ wouldn't... Oh to hell with it!""
from the wizard was causing the crash. In previous SC those characters displayed fine. Now, it looks like the update no longer accepts those characters and the game crashes when it tries to display them! I will fix this immediately.

Quote from martosss
4. If we load a game where we were 3 ppl but we are only 2, we can't continue quests. Reason - one dropped and we want to continue further .. we load the last save ... doesn't work, because then we were 3!
This has been fixed.

Quote from martosss
5. Inventory:
- would be nice if next to compare option for items there is an option to equip the new one(if it is better). Now I have to go back, unequip old and equip new.
- Also would be nice if I could equip the new item and it will automatically unequip the currently equipped item.
- Also there is weight limit for consumables, but not for equipable or crafting items? I find that strange ...
This would be a good feature to have but I didn't get around to implementing it due to the large amount of work required for what is essentially a convenience feature. The way my binary countoff system works makes implementing this difficult, but post-launch I may consider getting this feature into the game.

Quote from martosss
6. When we reached the 1st boss(reaver) ... we all died ... and we couldn't go back to the boss ... we tried going to the castle, but there wasn't a firebat ... and we couldn't enter.
This has been fixed. The Firebat doesn't respawn, but just interact at the throne room to restart the boss battle.

Quote from martosss
7. as said earlier ... lvl 6 limit? :S I can kill the enemies from the first area, but I don't know for further on.
Not sure if you read my big post above but as stated there level cap is being raised to 10. (5 August is release date for new version.)

Thanks again for playing and the feedback. If you could actually record your gameplay and upload to Youtube I would really love that as well because it helps me even more than just textual feedback.

My advice to you is hold off on playing again until 5 August. You will have a much greater experience I can promise you. :)




Jul 27 2017, 4:00 pm martosss Post #96



Thanks for the fast answer. Good to hear that most of those bugs have been fixed. I assume for 1.18 the crashes are due to Blizzard ... I got Network error, multiple game crashes... even had input lag in the beginning(mouse lags every 10-15 sec, even in single player - delete cache to fix that :-) )

I know the inventory will be a pain to fix, I just felt the need to say it hurts.

I will definitely wait for the full 5-August version, I hope it includes the whole map :) as for video, I'm not sure I'll do that, I can try though :)



None.

Jul 27 2017, 9:56 pm Stranger Post #97



Oh, wow, now that's impressive :omfg:
Damn, so much work, congrats :D
(holy s***, and that many triggers :w00t: )

I'm happy for having kept an eye on the map until it's official release !
It's a big moment ;)

Quote
As for General Store crash, I must thank you. I have found out this certain line of dialogue:
""\t\x004If Ø ± to ß, then Å must be þ to ÿ, or else\r\n\t\x004the Ø of ç/£ wouldn't... Oh to hell with it!""

Aww, crap, I liked that line though !

Well, it seems 1.18 came with some weird issues. I do hope it's only temporary and SC remastered will fix all of it, in a way we have a SC Remastered version at least as stable as the old 1.16.

Oh by the way, what about black colour ? I remember some creatures in The Architect turned black sometimes.
Did you adapt this as well, or did you just leave it without changes ?

Anyway, I'll play your map for sure in a month ;) It's a great RPG (one of the greatest) ! It's also incredible how far you made it go with such a limited game as SC :omfg:



None.

Jul 28 2017, 12:29 am Oh_Man Post #98

Find Me On Discord (Brood War UMS Community & Staredit Network)

Thanks Stranger.

Yeh I use brown in place of black for now. The devs say extended colours are gonna come back though so I will be keeping an eye out.




Aug 5 2017, 12:22 pm Oh_Man Post #99

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The Architect has finally released! Everyone go here.

Mods, please lock this thread.




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[10:57 pm]
lil-Inferno -- That's legit the only other map trailer I can think of, also by Tux
[10:56 pm]
lil-Inferno -- A&O Saga?
[08:44 pm]
youarenotworthy -- The trailer in question uses that exact music I linked. In fact, it's the main reason I remember it at all, because originally I was thinking it was a Matrix map, but I think it only used that music and that's why i thought that.
[08:43 pm]
youarenotworthy -- Thanks NudeRaider, I found that, it's not it.
[08:25 pm]
NudeRaider -- youarenotworthy
youarenotworthy shouted: If anyone remembers though, the map/trailer for his map used this music: "https://www.youtube.com/watch?v=oGzz_871RRs"
the music is not exactly the same, so I'm not sure if it's another piece entirely or just another version but maybe this is it? https://www.youtube.com/watch?v=k80m6oM1iK0 this would be the trailer to Tuxedo-Templar's Rush map.
[07:48 pm]
youarenotworthy -- If anyone remembers though, the map/trailer for his map used this music: "https://www.youtube.com/watch?v=oGzz_871RRs"
[07:46 pm]
youarenotworthy -- Thanks lil-inferno... I'm not sure if it was tuxedo templar. I remember his stuff being good too, but I can't find the trailer the guy made. I might be mistaken about his name. Either way, thanks. I'm gonna give up on trying to find it XD
[2020-5-28. : 6:40 pm]
Zycorax -- :wob:
[2020-5-28. : 12:51 pm]
KrayZee -- :wob:
[2020-5-28. : 3:06 am]
KlaSsicaL -- thank you
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