Staredit Network > Forums > SC1 Map Showcase > Topic: Desert Laser Tag
Desert Laser Tag
Sep 24 2007, 11:33 pm
By: who  

Sep 24 2007, 11:33 pm who Post #1



Basically, it's snipers in the desert tileset (with many buyable units). I suck at terraining though... -_- also it's based off miles laser tag by Enemy_Forces (I think).

CTF - capture the flag three times to win. the flag is a probe (zomg), and to capture it you bring a normal sniper to the enemy flag, and it will follow you as if you are carrying it. Kills also give gas, which can be used to buy special unit sets or special abilities for a certain amount of time, such as map vision.

A pylon-fire anticamp barrier quickly burns down at the start.

I unintentionally made the map 128x128, so the teleports in the middle are to shrink the map size slightly.
this is also my first map in like a year...

Whole View


More Screenshots













----]]

note that I have not had the chance to test it out in beta, so i have no idea how the triggers would work for the other team.
please report any serious imbalances or bugs if you play it in multiplayer.

Attachments:
Desert Laser Tag_V1.0.scx
Hits: 3 Size: 102.72kb

Post has been edited 6 time(s), last time on Sep 27 2007, 6:51 pm by someone09.



None.

Sep 25 2007, 12:37 am InsolubleFluff Post #2



the minimap picture of it (first one) looks pretty decent... i'd prefer miles, but it definitely looks like one i'd play with friends if they wanted to play it. My advise however is that you make it smaller, there's nothing more annoying then getting far, dying, then having to trek miles again. Especially if people camp like they do in miles. Good luck, Good Job, etc...



None.

Sep 25 2007, 12:49 am who Post #3



yeah, i realized how large it was once i was 90% done with trigs.



None.

Sep 25 2007, 1:44 am InsolubleFluff Post #4



lol :P
Are you going to fix that though?
I also suggest that you make some kind of way to make camping possible, but not for too long in one spot, that'd make the game for a higher skill level, which unlike what most mappers want, it doesn't exclude the public, it just excludes being annoying...



None.

Sep 25 2007, 1:57 am who Post #5



there's no real way to fix it, except by making the teleports go farther.
i completely stopped buggy camping, since they can run over people.
i might implement a timer, so if they stay near spawn for too long, they're sent back to base.

You can also test it by yourself on one player, i didn't feel like making the game end when players leave.



None.

Sep 25 2007, 2:04 am InsolubleFluff Post #6



Just re-do terrain or something. Re-size with SCMDraft or just leave a ton of null space.
Also, you should target stuff like siege tanks, maybe have a 1 by 1 location center on siege tanks every 3 minutes, and if it's not moved from the last time, then classify it as camping.



None.

Sep 25 2007, 2:14 am who Post #7



i'd have to make more than 1 location for tanks, because if there are multiple tanks on the map, it won't work and will center on the middle.
re-doing terrain is a possibility, OR i could just cut off part of the middle and reach the teleports in deeper. lol.

resizing won't work, it'll cut off part of my map.



None.

Sep 25 2007, 2:54 am InsolubleFluff Post #8



move everything up.
there are ways around the tank thing, but it ruins gameplay, so... just leave it, but maybe make one of the hero's practical against tanks, but at the same time not too expensive, and don't buff it up either.



None.

Sep 25 2007, 10:41 am who Post #9



drops easily pwn tanks. i also made them do less damage and cost more, so they aren't really rigged anymore. if you charge one with a few CQBs (zealots) you'll kill it.

EDIT: fixed a minor imbalance, made air missiles not suck

Post has been edited 1 time(s), last time on Sep 26 2007, 2:45 am by someone09.



None.

Sep 26 2007, 9:45 pm who Post #10



Fixed various flag capture bugs, such as dropping through teleports, and dropping, retaking, and dropping on capture.



None.

Sep 26 2007, 10:07 pm InsolubleFluff Post #11



I think the price of the tanks was okay, and so was the damage, it's just when people abused it that it became sort of un-balanced, seeing as there wasn't enough routes.



None.

Sep 26 2007, 10:18 pm who Post #12



Download temporarily removed, due to extensive flag bugs in multiplayer.

EDIT: should work now.

Post has been edited 1 time(s), last time on Sep 26 2007, 10:52 pm by someone09.



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