THIS MAP is suitable for SC:R, especially in graphics.
@ Genre - Horror, Adventure @ Suggested Players - 1-3 (not in single player) @ Map size - 26.4 MB
+ Intro +
You are Miles Upshur, an investigative reporter whose ambition is about to earn him an intimate tour of hell on earth. Always willing to risk digging into the stories no other journalist would dare investigate, you will seek out the dark secret at the heart of Mount Massive Asylum. Stay alive as long as you can, record everything. You are not a fighter; to navigate the horrors of Mount Massive Asylum and expose the truth, your only choices are to run, hide or die.
+ Screenshots +
Please contact me if any glitches or problems happen // Meoyap@gmail.com Thanks for play
Post has been edited 6 time(s), last time on Jan 29 2019, 11:26 am by Meoyap.
Find Me On Discord (Brood War UMS Community & Staredit Network)
Here is my gameplay video:
I have a couple of questions. * How did you hide in the unit card his rank, kills, armour and weapon stats? * How did you customise the UI to operate like Warcraft 3 almost with documents, interact button, flash light, etc.? * How did you modify vision dynamically without using medic blind? * How did you move the elevator?? It is composed of doodads which as far as I'm aware could never be moved in a game! * How did you have dead terran body sprites that stayed there forever? * How did you do the fade to black effect? (Fading in and out of black) * How did you restore fog of war? (This happens when the Archon charges me down the corridor at 20:05 it actually seems to make the screen go black again in certain explored parts. A similar effect happens when you meet Father Martin for the first time.) * How did you disable the save game feature? * How did you make selecting the eggs at the start of the game trigger display text message triggers? * When you select your difficulty it looks like you can move around a warping in protoss building. How did you manage that?? * When you access the security system the camera pans down and to the left. How did you achieve this effect, it seems too smooth to be locations? * How could the ghost walk on unwalkable terrain? (the "air vents") * How could I get inside the terran add-on as if it was like a bunker?
With that out of the way... my review of the game proper.
I have only seen Outlast on Youtube vaguely, haven't played it before, but nevertheless I recognised some of the characters and the night vision camera effect. I would not really consider this a game per se, however, it is more like a interactable cinematic. There isn't a huge amount of gameplay here, just a lot of walking and interacting and some light puzzle elements. I was way more impressed with all the new features (EUDs??) which was blowing my mind over and over as I realised everything SC was capable of. I also have to credit you on actually tackling the horror genre as a couple of the jump scares did get me and you set a good atmosphere up. The gameplay fed into this as well somewhat as you have to hide in the lockers from the monsters, but I think this mechanic wasn't executed properly as there wasn't a lot of hiding really in this game. Any time I got into the locker they already knew I was in the locker and smashed it until I came out and ran for it. It was more intense having to close doors behind me with something chasing me than using the locker system.
I was grateful for the respawn system as well, because dying and having to start the game again would have been extremely painful. I will also say as someone not having played the base game, I did not really understand what was happening in the storyline. You must have left out key info, or maybe that's just how the game is, because I don't really know anything about what is happening. What is happening in this place, why is it happening, what is the Archon thing, why is Chris Walker chasing me, why were those twins chasing me. The documents gave a little bit of flavour text but didn't really explain anything. At the end of the game basically all I understood was I had just gone through some sort of house of horrors and then I was possessed by a dark entity at the end for some reason. Also that entity killed Chris Walker for some reason. The Twins were probably the most intriguing characters for me, with their creepy dialogue fighting over which parts of me they were going to eat, and their odd politeness. But ultimately I didn't even have to fight them because I got up to the air vents and walked past them before they started moving.
In conclusion I felt this was a tech demo more than a fully fleshed out game. It was short but sweet but everything I did see left me very impressed and hungering for a more substantial experience. I hope part 2 is a much grander project putting all these impressive concepts into fully fleshed out levels.
Also I see this is a Korean port. Did you do the translations yourself? SEN has been looking for someone a long time to help us translate more Korean works of art into maps us English speakers can enjoy in our native language. I am curious to know what other great maps the Korean mapping community has on offer.
Post has been edited 1 time(s), last time on Jan 24 2019, 4:26 pm by Oh_Man.
lol, that's too many questions. Please let me know your Email address, then I'll send it to you using Google Translation. and I also thank you for reviewing my map! Your review will literally 'flesh out' OUTLAST Part2 project.
There's so many good maps in Korea. My map(OUTLAST) is just, for example, Yamcha in DragonBall-Z I'd like to show you guys excellent Korean maps, but it's hard to do the translations without permitting from original creator.
Post has been edited 1 time(s), last time on Jan 25 2019, 4:49 am by Meoyap.
This is incredible how "legalized" EUDs changed things that are possible now. I am eager to know how it is done as well. I am impressed how smooth the camera movement is. Is it the effect of super hyper triggers combined with single player game mode? What program do you use for triggering EUDs?
This is incredible how "legalized" EUDs changed things that are possible now. I am eager to know how it is done as well. I am impressed how smooth the camera movement is. Is it the effect of super hyper triggers combined with single player game mode? What program do you use for triggering EUDs?
TEP, EUD EDITOR, EudDraft are required to make these EUDs. It's kinda easy task so try to use those tools! All of them are uploaded.
I'm indeed off-time with modern tools, especially what comes to EUD. Partly because I didn't attempt serious mapping in a really long time. Partly because of the language barrier of those tools. Trying to stay afloat! Also, there been other EUD tools over time, and it's hard to tell which one is up to date and supported best.
Please tell, what is the reason to use all three tools? Is there something specific that each tool can do, and the other can't? Also there is no need for EUDEnabler for EudDraft now, works out of the box with SC:R, isn't it?
Please tell, what is the reason to use all three tools? Is there something specific that each tool can do, and the other can't? Also there is no need for EUDEnabler for EudDraft now, works out of the box with SC:R, isn't it?
Thanks!
First of all, TEP is basic trigger editor to use EUDs easily and EUD EDITOR
Second, EUDdraft is not essential part of making EUDs but it is needed to make advanced EUDs
and now SC:R doesn't require any external programs to activate EUDs, so you don't have to worry about programs like EUDEnabler etc.
Echo -- I was reading your sentence and I was like OH WOW ME TOO, but realized you were replying to something I said. I actually got into a car accident and tore both my ACL. I ended up going into auditing and now I'm working at a bank LOL