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Zelda Online Project, Map Project

Creator: OxY_CoTToN
Time: Jul 20 2008, 4:06 am

Post #1     OxY_CoTToN Jul 20 2008, 4:06 am

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-Update-
Recently I have been getting back into map making since my "absence" to starcraft. And I'm picking up on an old map project I had been working on, Zelda - Shadows of Time. The map is based off Zelda Ocarina of Time from the Nintendo 64. I have sensed moved to a new Mapping crew(Intact Productions) from (Blåck Sheep Productions), and I'm looking for members. If you would like to join, PM me (Oxy_Cotton@USeast) or leave a comment below. The map is largely based off the Nintendo game but due to starcraft's location limit has things settled to a limited RPG. This map will also help go to the multi player competitive version maps that will be released shortly after.

-Well I've taken your opinions into consideration, we're revamping the entire combat system(Thanks to Zergling[SK]). We'll be adding rolls, dodges, blocks, totally remodeling the system starting from scratch. The enemies will now block your attack and I have 4 dedicated members (Zergling[SK], Zell., Mog AkA Moogle, and Gongsunzan-wr) helping to bring you the most realistic Zelda experience to SC.

Questions, Comments, Concerns
-Nuar92@hotmail.com

If you have any questions, suggestions please state them, feedback is welcome. And if you would like to participate in the map project please comment/PM me.
Attachments:
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SCScrnShot_071908_234852.pcx (315.12 kb)
39 hits.
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SCScrnShot_071908_234821.pcx (324.35 kb)
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This post was edited 1 times, last edit by OxY_CoTToN: Jul 24 2008, 8:07 pm.
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Post #2     Zell. Jul 20 2008, 6:59 am

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Explain the dodge/block system?
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Post #3     OxY_CoTToN Jul 20 2008, 7:15 am

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Zell :D
Well using a death counter, when you enter combat you become invincible for about a second, thus acting like a block or a dodge.
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Post #4     O)ShizTheresABear Jul 22 2008, 9:58 pm

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Quote from OxY_CoTToN
Zell :D
Well using a death counter, when you enter combat you become invincible for about a second, thus acting like a block or a dodge.
And afterwards?
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Post #5     OxY_CoTToN Jul 23 2008, 8:46 pm

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-Updated as of July 23,08-
I've been toying with the multi player competitive map for awhile. Soon be a public beta soon :D
-Gerudo Desert for the first map, I will make more maps/stages if this gets popular
-Selectable Skills, Instead of selecting a hero with set skills I've allow one hero(Link) with 10 skills to choose, though you'll only be able to pick four(Fifth is "Charge Attack", everyone will have this.) this should allow players to make their own "build" hopefully this will make a unique playing experience.
-Ripped sounds straight from Ocarina of Time, this makes things all the more real :P

-I've ran into some trouble, since I'm a terrainer and not a triggerist I'm kind of struggling with the "Skill effects and damages" I'd really appreciate some help if anyone is willing.

Feedback would be helpful.
Attachments:
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SCScrnShot_072308_164923.pcx (342.31 kb)
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SCScrnShot_072308_164949.pcx (343.75 kb)
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This post was edited 2 times, last edit by OxY_CoTToN: Jul 24 2008, 8:08 pm.
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Post #6     stickynote Jul 23 2008, 8:59 pm

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What's a korean wait?
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Post #7     OxY_CoTToN Jul 23 2008, 9:07 pm

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Er, you make a unit kill another unit/building(Usually in an isolated area) once the unit is dead it springs an effect.
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Post #8     Fwop_ Jul 23 2008, 9:35 pm

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Wouldn't a death counter be better? It doesn't take up space on the map, and it's easily manageable.
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Post #9     Mafia.ClansAreForGays Jul 23 2008, 11:10 pm

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I've never heard of koreans typically using this either.
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Post #10     stickynote Jul 23 2008, 11:17 pm

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That's not really practical. . . Using deathcounts is much more manageable, you can rename the unused units, and you can set it to a more specific length of time.
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Post #11     Zell. Aug 2 2008, 12:10 am

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this project is great the map is awsome, im busy with a map ATM or i'd help
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Post #12     Blueling Aug 2 2008, 2:08 am

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I am currently revamping the battle system. I'll try to explain it as best I can in this post. There are about 5 options within in the system.
1) Attack - Hero is susceptible to enemies attack, making the player's unit vulnerable. However, You will be able to attack enemy units.
2) Defend - Hero raises shield and is able to block incoming attacks, making the player's unit invulnerable. However, you will be unable to attack enemy units and your unit will be slowed.
3) Dodge - Hero rolls towards a random location dodging all incoming attacks. Now this is the most confusing option within the system, and depending on when used could save you, or get you killed. The enemies have 3 stages; Neutral, Ready, and Attack. If you dodge an enemy while they are in the ready stage you perform a successful dodge. A successful dodge makes your unit invulnerable, yet you can also attack. If a dodge is performed when an enemy near you is in the neutral or attacking stage you perform unsuccessful dodge. An unsuccessful dodge will cause your unit to stumble, making him slow, vulnerable, and unable to attack.
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Post #13     emptyy Aug 2 2008, 9:39 am

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Lmao ok i get attack and defend...
the dodge system is pretty intense tho
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Post #14     Zell. Aug 2 2008, 11:00 pm

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Tits Ling, are you ben?
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Post #15     Blueling Aug 3 2008, 12:38 am

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It's a possibility :D
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