Staredit Network > Forums > SC1 Map Production > Topic: Bound 2 Burn
Bound 2 Burn
May 13 2009, 5:44 pm
By: Jello-Jigglers  

May 13 2009, 5:44 pm Jello-Jigglers Post #1



Bound 2 Burn
Made by: Jello-Jigglers

Progress:

Terrain:

Pre-placed:

Triggers:

Mission Objectives / Briefing:

Unit Stats / Pricing / Balencing

Map Ideas:

Screen Shots:


Post has been edited 17 time(s), last time on Jun 5 2009, 9:08 pm by Jello-Jigglers.



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May 16 2009, 9:47 pm Jello-Jigglers Post #2



Change Log:


Post has been edited 10 time(s), last time on Jun 1 2009, 10:54 pm by Jello-Jigglers.



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May 22 2009, 6:39 pm Jello-Jigglers Post #3



Ok, I understand there isn't a really big draw to this map seeing as many have moved on from the bounding scene, but I would appreciate feedback. Any feedback at all lol.

Hopefully this map can be added to the great bounding maps and semi-revive the bounding genre.



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May 22 2009, 10:00 pm Pigy_G Post #4



Maybe if you posted a beta?



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May 22 2009, 10:14 pm Kaias Post #5



This will probably end up being fun and entertaining, but there really isn't much to say without playing the game in a map like a bound. I generally don't play bounds not because they are too simple or old but because I'm terrible at them; but from the looks of everything in your main post it promises to be better than any boundesque map I've ever played.



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May 22 2009, 10:46 pm Jello-Jigglers Post #6



Quote from Pigy_G
Maybe if you posted a beta?
Uh ok I can get that up tonight.

And kaias, when I was imagining / developing this map, I was directing it toward your audience. I think there are too many bounds out there full of ridiculous levels and 150 lives. In this, you get only a small number of tries for easy to medium level bounds. I hope you like it.



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May 23 2009, 5:23 am Jello-Jigglers Post #7



OK here's the map demo:

---12 defend levels---

Attachments:
Bound 2 Burn(DEMO).scx
Hits: 3 Size: 111.39kb



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May 23 2009, 5:28 pm Pigy_G Post #8



The whole thing seemed a bit confusing even with the intro, hopefully that's just because its a demo, but it seemed like you expected people to memorize the instructions you gave them in the intro, It was hard to tell where stuff was. The terrain was ugly and confusing aswell. You can make good terrain, i've seen this in the terrain section. No offense though, you have no idea what your doing when it comes to bounding terrain (you shouldnt use different heights in the obstacles, it messes up pathing) and decoration, in bounding these days it's all about the quality of the obstacles and the general atmosphere, name stacking, unit hp animations and all that good stuff. If you want I can redo the terrain for you, I can do bounding terrain pretty well, aswell as use a overlapping generator to do your strings. Also, in bounding you use a regular zergling, not a devouring one. So if you based your obstacles on a faster zergling then you may want to redo them if you want bounders to like your map, because its customary in 90% of bounds to use a regular speed zergling. The please wait menu was pretty chessey too. It also seems like your limiting yourself with only ground units available. It's a bit lame that after I purchase units and send them to the defending area that I can no longer combine them, it'd be cool if you could teleport back to the building area to send them to another side, it'd also be nice if there was a sell or cashback option. You can use kill [Men] instead of all uinits so the buildings dont die. The explosions themself seem a bit boring, it's always overlords. If you aren't going to combine an air and a ground unit explosions at least do something different than overlords once in awhile. Not to mention for mini games you can just use wav points and multi task while the overlord moves on its own and memorize the puzzles.. It'd be better if you had some more randomization in it. I think I might have got to a part in the 2nd puzzle where I couldnt continue, reset button would be nice. It might be cool if you could gain back chances somehow or got a boost of them after X levels. I think it'd be better if you randomized like 3-5 different obstacles per difficulty too.

I hope you know that this is all Constructive criticism and I only want to help you. Good luck.

Post has been edited 1 time(s), last time on May 23 2009, 5:33 pm by Pigy_G.



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May 23 2009, 10:53 pm Jello-Jigglers Post #9



Quote from Pigy_G
The whole thing seemed a bit confusing even with the intro, hopefully that's just because its a demo, but it seemed like you expected people to memorize the instructions you gave them in the intro, It was hard to tell where stuff was. The terrain was ugly and confusing aswell. You can make good terrain, i've seen this in the terrain section. No offense though, you have no idea what your doing when it comes to bounding terrain (you shouldnt use different heights in the obstacles, it messes up pathing) and decoration, in bounding these days it's all about the quality of the obstacles and the general atmosphere, name stacking, unit hp animations and all that good stuff. If you want I can redo the terrain for you, I can do bounding terrain pretty well, aswell as use a overlapping generator to do your strings. Also, in bounding you use a regular zergling, not a devouring one. So if you based your obstacles on a faster zergling then you may want to redo them if you want bounders to like your map, because its customary in 90% of bounds to use a regular speed zergling. The please wait menu was pretty chessey too. It also seems like your limiting yourself with only ground units available. It's a bit lame that after I purchase units and send them to the defending area that I can no longer combine them, it'd be cool if you could teleport back to the building area to send them to another side, it'd also be nice if there was a sell or cashback option. You can use kill [Men] instead of all uinits so the buildings dont die. The explosions themself seem a bit boring, it's always overlords. If you aren't going to combine an air and a ground unit explosions at least do something different than overlords once in awhile. Not to mention for mini games you can just use wav points and multi task while the overlord moves on its own and memorize the puzzles.. It'd be better if you had some more randomization in it. I think I might have got to a part in the 2nd puzzle where I couldnt continue, reset button would be nice. It might be cool if you could gain back chances somehow or got a boost of them after X levels. I think it'd be better if you randomized like 3-5 different obstacles per difficulty too.

I hope you know that this is all Constructive criticism and I only want to help you. Good luck.

OK. So ya I get where you're coming from on most everything. The intro will be WAY more in depth for the actual thing, and for the first 3 rounds it will be giving instructions / hints. I'll switch the bounder to zergling, and match the bounds for the speed. For me, I prefer overlords as explosions, and ground units can mess with bounder movement so I try to avoid them. I guess I meant for it to be uniform like you noticed. I'll change up the terrain, cause I noticed the pathing problems. I'm planning on changing up the second puzzle. Did you complete the other puzzles? You got stuck on the second puzzle?? How? I'm going to add about 40-50 defending levels, and I'll consider adding more randomization to the bounds(from 3 to at least 4 if not 5). Maybe I'll ask you to double the unit names and text. Do you do briefings? Oh and I set it up so the buildings in bounds to explode. Other than aesthetics, does that affect anything important?

Thanks for your help. Seriously, its good to know what to work on.

Edit: I forgot to address some things:

You can send your units back to alchemy, if you drop them on the path with the drop ship (I chose this method cause I didn't have 8 spare locations)

And alchemy ultimately upgrades your ground units to air units (or it will once i'm completed) (Lurks go to muts)



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May 23 2009, 11:33 pm Pigy_G Post #10



By terrain, I didnt just mean the actual obstacles themselves, not to be too harsh but I found all of it quite ugly and sometimes infunctional.

Quote
You got stuck on the second puzzle?? How?

I killed all 4 drones and my overlord couldnt move and my ling couldnt get past the little terrain wall.
Did you think about allowing a Sell or Cash Back option for unit purchases?

Quote
Maybe I'll ask you to double the unit names and text. Do you do briefings?

Sure I can lap the stuff, I can try breifing, I think I could do a good one.
I can also help with terrain if you want, I think I could do a good job on the terrain.
Hope you like all that feedback XD



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May 24 2009, 4:12 am Jello-Jigglers Post #11



Quote from Pigy_G
I killed all 4 drones and my overlord couldnt move and my ling couldnt get past the little terrain wall.
Haha well you aren't supposed to kill the drones silly. I'd tell you how to beat it but that would ruin the puzzle :P

Quote from Pigy_G
Did you think about allowing a Sell or Cash Back option for unit purchases?
I thought about it, but wasn't sure if it would fit. I suppose I could make the "alchemy" area a "sell" area also, by building separate buildings?

Quote from Pigy_G
Sure I can lap the stuff, I can try breifing, I think I could do a good one.
I can also help with terrain if you want, I think I could do a good job on the terrain.
Hope you like all that feedback XD
Quote from Pigy_G
By terrain, I didnt just mean the actual obstacles themselves, not to be too harsh but I found all of it quite ugly and sometimes infunctional.
Alright sounds great. You can use the demo map to alter terrain and double the text and unit names, and I'll copy the triggers from my current build. Sound ok? Oh and I'll give you credit of coarse. ^^



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May 24 2009, 2:46 pm Pigy_G Post #12



Okay, I'll get started right now.

I just realized how tight you are on locations, I scrapped two for you but I used 1, you'll see why. I don't see a reason to have the locations on the scvs, if you arent using them I'd recommend deleting them.

Post has been edited 1 time(s), last time on May 24 2009, 4:16 pm by Pigy_G.



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May 26 2009, 8:42 pm Jello-Jigglers Post #13



Ok so with the changes I am making and the suggestions given, I'm probably going to push the release date back. If there are any more suggestions let me know asap so I can get them on my list of things to do. Thanks.



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May 26 2009, 8:51 pm Morphling Post #14



Quote from Jello-Jigglers
Maybe I'll ask you to double the unit names and text.
This automatically stack unit names and display text. You can also add colors and it does not screw up the stacking. It has never failed me yet. :D



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May 26 2009, 9:27 pm Pigy_G Post #15



That's what I use too.



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May 27 2009, 2:50 am Jello-Jigglers Post #16



Quote from Morphling
Quote from Jello-Jigglers
Maybe I'll ask you to double the unit names and text.
This automatically stack unit names and display text. You can also add colors and it does not screw up the stacking. It has never failed me yet. :D

Thanks, hey could you try the demo out and tell me what you think??



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May 27 2009, 10:01 pm Pigy_G Post #17



Okay I realized how incredibly tedious and lame doing a semi decent breifing is, it's like overlapping without a generator. So I'm gonna bail out on that front, if you need anything else just hollar.



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May 27 2009, 11:03 pm Jello-Jigglers Post #18



Quote from Pigy_G
Okay I realized how incredibly tedious and lame doing a semi decent breifing is, it's like overlapping without a generator. So I'm gonna bail out on that front, if you need anything else just hollar.
Haha alright. Thanks for your help. Ps, the units were missing because you accidentally used high jungle, not just jungle, I changed it to the same tile but for jungle. Looks the same, but no misses now ^^



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May 28 2009, 12:38 am Pigy_G Post #19



you like the terrain then? also clear your message inbox.



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May 28 2009, 1:40 am Jello-Jigglers Post #20



Quote from Pigy_G
you like the terrain then? also clear your message inbox.
Ya I think it looks lots better. Oh whoops, its cleared now.



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