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Astrogears Mk II
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Creator: Tuxedo-Templar
Time: Jan 17 2008, 5:18 am
 payne Mar 23 2008, 5:29 pm Post #61
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I'll send 200 mins to the guy that'll see my 200th profile view!
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Oh well... here it is :P :
For now, you can only use the propulsor once your Gear is lifted...
What about a propulsor while your Gear is landed?! The unit over it shall be the slowest air unit so that the ground propulsor is slower than the air one (talking of the Gear's position).
Disadvantages: I see none!
Features:
- Slow movment, but faster than normal speed of the Gear when not using zergling-propulsor
- Kills all NPCs and Gear Masters that touches it, including allies (the Gear pass over those... so they die )
- Can even kill the zergling-propulsor (how the player could revive it: land his Gear in a safe zone, unload his GM and ''repair'' it propulsor... average time: 20 sec)
- Of course, the ground-propulsor (not the zergling one) could also get killed, but this one, with any physical damage (NPCs, GM, Bits, etc...) and you wouldn't be able to repair it
- It can kills NPCs, but what about the structures/buildings? Well... since those are some huge things, I'd say that the Gear shall simply get destroyed (so a way to use that type of propulsor against your ennemies: using the Ovie to surround a Gear using it of ground barricades!)
- Obviously, moving on the ground is hard for such a large structure (talking of the Gear), so the friction would suck up energy AND hp

So... what do you guys think of it?
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 Tuxedo-Templar Mar 23 2008, 9:03 pm Post #62
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Replies to that on warbox. Short answer is probably going to be a no.

Even the teleport function Gears can do with Rift consume is fairly high on the tech tree and draws 4000 energy. There shouldn't be an innate Gear function overlapping with that.
 Tuxedo-Templar Mar 28 2008, 12:22 pm Post #63
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http://www.warbox.us/viewtopic.php?p=1363#p1363

Short version: Debugging's a bitch, probably won't have it ready by map night, progress starting to get back on track nevertheless.

Sorry again for the delays.
 Tuxedo-Templar Mar 29 2008, 9:09 am Post #64
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- Mk II Beta 1e -

Nothing new. Just bug fixes. LOTS of them.
 Oo.LoveLess.oO Mar 29 2008, 10:31 am Post #65
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...Ham?
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Quote from Tuxedo-Templar- Mk II Beta 1e -

Nothing new. Just bug fixes. LOTS of them.

Let the testing to make sure they really are fixed this time... ...begin! o.o
 Tuxedo-Templar Mar 31 2008, 2:27 am Post #66
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http://www.warbox.us/viewtopic.php?f=7&t=51&p=1377#p1377

Getting thar. Slow but sure. Gonna take a break after beta 2, though.
 Falkoner Mar 31 2008, 2:45 am Post #67
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Taking StarCraft Map Making to the Limit!
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Did you fix all the bugs with infesting and dying and stuff?
 Tuxedo-Templar Mar 31 2008, 2:48 am Post #68
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Think so. Have a look at beta 1e to make sure.
 Falkoner Mar 31 2008, 3:17 am Post #69
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Taking StarCraft Map Making to the Limit!
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I think I'll test it tomorrow, but I might only have time on Tuesday, we'll see :P I wish I was as devoted to my maps as you are, I can't get myself to work on them for very long.
 Tuxedo-Templar Mar 31 2008, 3:35 am Post #70
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Well hold off on any real testing until beta 2. I was just saying if you wanted to know if those bugs were fixed or not, check out beta 1e.
  isolatedpurity Apr 3 2008, 6:03 am Post #71
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and she's STILL hawt
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1e?! since when ;o
falk? ;o
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Things to know: The squeaky wheel gets the grease
Working on: Forums & polls. Should be done tonight.
Next in line: DLDB tools for dldb managers, Message center, Mod night...
 Tuxedo-Templar Apr 3 2008, 4:08 pm Post #72
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4-3-08 Update
Short version: Map is finally starting to yield, beta 2 might be ready by tomorrow. Maybe.

Sorry for the extreme lack of updates and such lately. It's this ridiculously long phase of tweaks, fixes, and small stuff that turns into big stuff that's drawn it all on for so long. Such is the price for doing it right.


All that will be missing from Beta 2 is the tutorial and settings. I think that's enough to go on, but I do want to at least get that tutorial before I take that as my stopping point. Therefore I'll probably end up going to Beta 3 before I take a breather.


Meanwhile, I'm trying to figure out what potential there is with the Rift Runner so I don't run into any surprise exploits later. I also want to see if the current Core settings are acceptable, since I haven't much touched on them since Mk I.

Feedback appreciated.
 Tuxedo-Templar Apr 4 2008, 6:04 pm Post #73
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Beta 2. Thar. Finally.

Help me make sure it isn't still bugged up the arse. I want to make it official soon.
 [Dark_Marine] Apr 4 2008, 6:22 pm Post #74
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Rawr~
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;o I should come test
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(user posted image)
 Tuxedo-Templar Apr 4 2008, 7:57 pm Post #75
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Argh. Fuckin'...

Guys I forgot to remove some of the debug crap I added. Hold on, I'll get beta2b soon...
 [Dark_Marine] Apr 4 2008, 8:06 pm Post #76
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Rawr~
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Yay >:D.
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(user posted image)
 Tuxedo-Templar Apr 4 2008, 9:09 pm Post #77
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Beta 2b!


Hurrah! Ok, let's try it out for map night! :D
 Tuxedo-Templar Apr 4 2008, 10:28 pm Post #78
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Ok, I'm gonna take a break from AG for a while now. Gotta go werk on sum other stuffs.


Tell me what you think of what I've made so far.
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