Staredit Network > Forums > General StarCraft > Topic: Puzzle Compilation
Puzzle Compilation
Nov 26 2008, 12:14 am
By: payne
Pages: < 1 « 2 3 4 5 6 >
 

Jun 4 2009, 3:00 am payne Post #61

:payne:

Khaos, are you still working on it? It would love to see your realization (with Euryale ;P).

By the way, this has been updated! GO SEE THE NEW VERSION ADVERTISEMENT, THEY ARE IMPORTANT, SOME HAD BUGS!

If you support me, please vote a +1 Karma! It's like signing on a petition asking Moose to set this as a sticky note in the forum since it's somewhat useful... I'll make an official request by PM ;)

And does someone knows why only SOME of my color and size codes are bugging? I've made no typing error :O

+ A new puzzle map by Devourer: Temple Explorers
+ A new version of Dungeon Escape
+ A new version of The Optical Room (which is now actually beatable) ^^




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Jun 4 2009, 3:11 am Dungeon-Master Post #62



Try this map, It is for up to 6 players, it is more skill than brain, but its fun. The difficulty changes, the more player, the more hp the ennemies have.

You CANNOT play it alone, the third room gets you killed instantly when you are alone. I only got to the fourth room, its a kind of fight against a dragon.

Attachments:
Dungeon DepthsPROC.scx
Hits: 6 Size: 59.98kb

Post has been edited 1 time(s), last time on Jun 4 2009, 3:12 am by Dungeon-Master. Reason: Like a newb, I forgot to add the map XD



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Jun 4 2009, 6:15 am payne Post #63

:payne:

It involves a minimum of puzzles?
For example, Dungeon Escape and Temple Explorers are okay :O

By the way, I finally have beaten The Optical Room tonight with two random pubbies? They were awesome and very bright >.<

So... IN YOUR FACE PIGY_G! I'M SENDING YOUR THE REPLAY RIGHT NOW AS A PROOF!



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Jun 4 2009, 7:41 am rtao719 Post #64



yo payne,

how do you clear the 4th room -- the one with the minerals and numbers on them -- in optical room?

thanks man,
rt



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Jun 4 2009, 4:27 pm UnholyUrine Post #65



Cool :O... If only I have the time to play these :(..

Quote
I already thought about a portal-puzzle... but it failed -> not enough puzzle ideas.
Does the Portal System work tho??? I can definately input some ideas =)



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Jun 4 2009, 4:31 pm Devourer Post #66

Hello

Quote from UnholyUrine
Cool :O... If only I have the time to play these :(..

Quote
I already thought about a portal-puzzle... but it failed -> not enough puzzle ideas.
Does the Portal System work tho??? I can definately input some ideas =)

It definitely would work, I made a test map... but I gave it up, I wasn't inspired (around 3 days ago). It was meant to be a singleplayer map.



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Jun 4 2009, 4:48 pm payne Post #67

:payne:

Woot, may I help too?
Lets fix a "rendez-vous" so we meet each other and brainstorm, okay? :)

P.S. I answered your question by PM, rt

Btw, Khaos is saying that his retirement map is on beta session... COMING SOON! :)



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Jun 4 2009, 4:59 pm Devourer Post #68

Hello

Quote from payne
Woot, may I help too?
Lets fix a "rendez-vous" so we meet each other and brainstorm, okay? :)
Btw, Khaos is saying that his retirement map is on beta session... COMING SOON! :)


I might won't start the map again.
Oh, and the thing with khaos... he sent me a PM, too, and he will definitely come back in sc2 :)



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Jun 4 2009, 5:04 pm payne Post #69

:payne:

Great news keep flowing in ^^

P.S. Don't forget to support our cause at http://www.staredit.net/topic/7579/



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Jun 11 2009, 8:58 am KhaosKreator Post #70



Quote from Dungeon-Master
Try this map, It is for up to 6 players, it is more skill than brain, but its fun. The difficulty changes, the more player, the more hp the ennemies have.

You CANNOT play it alone, the third room gets you killed instantly when you are alone. I only got to the fourth room, its a kind of fight against a dragon.
Ah, sorry to disappoint, but I never actually got around to finishing that map. :(

My most updated version has eight out of the ten rooms completed. I'll upload it for your convenience.

Attachments:
Dungeon_DepthsV0.8.scx
Hits: 9 Size: 86.03kb



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Jun 15 2009, 5:19 pm payne Post #71

:payne:

Oh come on!
Only 2 rooms left! :(
This map is awesome O.o
I don't find it very puzzle-ish, though :S



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Jun 15 2009, 7:33 pm Pigy_G Post #72



KHAOS, I LOVE YOU!

Fav mapper fosho. Dungeon escape, MKB2, The Puzzling, all that good stuff, Great maps!!



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Jun 15 2009, 11:33 pm KhaosKreator Post #73



Quote from payne
Oh come on!
Only 2 rooms left! :(
This map is awesome O.o
I don't find it very puzzle-ish, though :S
Yeah, it wasn't supposed to be. I just posted that there for the guy who brought it up.

Anyway, Me and Euryale are going to beta The Puzzling 2 tonight. If it goes off without a hitch, we'll release it on SEN. But we need three testers. Preferably ones who know each other. Testers with lots of time. Any takers? The map will take a good few hours to beat.

We're thinking 6PM Pacific. We have access to a Ventrillo server if required, and we'll probably play on Hamachi.

Post has been edited 1 time(s), last time on Jun 15 2009, 11:43 pm by KhaosKreator.



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Jun 16 2009, 5:14 pm payne Post #74

:payne:

Omfg!
I'M IN!! :D
Pigy_G HAS to be in my team >:)
We need someone to host for us ^^
6PM Pacific... hmm... is Montréal on Pacific time? :S



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Jun 17 2009, 10:37 pm Euryale Post #75



Devourer - Khaos and I played your map and enjoyed it. The last boss was a hoe though and we could never slap him down.

The Puzzling 2 - This still in beta basically.. Its a lot of trouble getting people from different timezones on at once. Please add me to your messaging service if you're intrested in testing.

rabidrodents if you have AIM
rabidrodents@hotmail.com if you have MSN Messenger

Pacific time is -8GMT
Montreal is -5GMT

Post has been edited 3 time(s), last time on Jun 17 2009, 11:31 pm by Euryale.



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Jun 18 2009, 3:38 am payne Post #76

:payne:

Just send me a PM one or two days before and I should be okay.
Make sure of arranging the hour so it corresponds to my actual timezone ^^



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Jun 18 2009, 12:22 pm Devourer Post #77

Hello

Quote from Euryale
Devourer - Khaos and I played your map and enjoyed it. The last boss was a hoe though and we could never slap him down.

The Puzzling 2 - This still in beta basically.. Its a lot of trouble getting people from different timezones on at once. Please add me to your messaging service if you're intrested in testing.

rabidrodents if you have AIM
rabidrodents@hotmail.com if you have MSN Messenger

Pacific time is -8GMT
Montreal is -5GMT

Thanks for the feedback, yes the final boss is sort of random. The magnet-spell is imba :crazy:
I've added you in MSN.



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Jun 18 2009, 8:18 pm Euryale Post #78



Ya I had you three in mind when considering testing. Could yall chime in with your timezone in relation to GMT and I'll set something up for this weekend?



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Jun 19 2009, 3:54 am Pigy_G Post #79



Me and payne have the same timezone.. DeVouReR lives in germany though. Bitch. =P



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Jun 19 2009, 5:32 am Devourer Post #80

Hello

Quote from Pigy_G
Me and payne have the same timezone.. DeVouReR lives in germany though. Bitch. =P
Ye :( I think Euryale and I have a time difference of 8 hours :( (You probably are 8 hours earlier than me)



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[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
Please log in to shout.


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