Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Unfinished Map Thread
Unfinished Map Thread
Dec 28 2009, 6:42 pm
By: poison_us  

Dec 28 2009, 6:42 pm poison_us Post #1

Back* from the grave

Assuming that the map has been retired, of course. I don't want anyone shouting at me because they think I'm trying to take their idea for a map in progress.

Since my computer got a virus, I only have what SEN has: http://www.staredit.net/topic/7619/
. The download is broken, btw.




Dec 28 2009, 11:11 pm poison_us Post #2

Back* from the grave

Quote from Falkoner
I wanted to post in your unfinished maps topic, but I currently have a general submissions suspension for [snippity snip], so can you just quote this for me?

" http://www.staredit.net/files/1236/

If anyone's bored, you may actually wanna try playing it, I had the first two towns done, and random quests for them as well, so in 2 different plays you'll get different quests, and it has a nice spell system and such. I doubt anyone will finish it, but it's got some good concepts."





Dec 30 2009, 8:16 pm Roy Post #3

An artist's depiction of an Extended Unit Death

This was something I made when I was messing around using two 1x1 grids with a .5 tile offset to get a .5 tile motion. It's a little ice puzzle game. Only player 1 is triggered.

By the way, it is possible to reach the other side for all of these little puzzles. There is a slight bug when entering/moving off the snow if you go diagonal, and it is rather poorly triggered overall, but like I said, I was just messing around.




Dec 30 2009, 8:25 pm Roy Post #4

An artist's depiction of an Extended Unit Death

Another map I never finished because I corrupted it somehow. It doesn't like it when I try to add new triggers, and it breaks around the second scene. Where it breaks seems to be random, though might be connected with the constant randomization in the game (text, enemy spawns, etc.).

This is a Bound + RPG, which is probably not an original idea, but I tried to take it and make it my own. It is turn-based combat, and you have to complete a randomized bound to successfully attack. There is critical hits and misses incorporated for both you and your opponents. There is also a heal function which requires two gas, and it is designed like Bound Defense, where the length of your survival in the obstacle determines the amount you are healed.

Again, not very well triggered, and I almost thought the problem was wait blocks at first. It's a somewhat impressive map in my opinion, though, because it captures the concept I was envisioning.




Dec 30 2009, 11:27 pm PearS Post #5



Here is the first map project i ever started. It was many moons ago and i'm not even sure if this is the right map verison because there are 3 in the folder. It is a dragon ball z map and there are some nifty thigns in the map....stuff that is super outdated now and is all over the place but believe it or not i started making this map before i ever got on BNET for the first time. It was pretty upset when i saw Teckno Terror and shit with all my stuff exactly! Beacon style spells....powering up w/ a create/kill unit and added mins. Mins as ki to cast spells. Changing forms etc. Of coures there are much better ways of doing things now.

I still think this map is cooler than the other dbz maps because it is an open arean type map. The whole world is open to you and there are tons of options. Its goku/gohan/piccilo/trunks/vegeta vs cell/frieza. They each have their own way of leveling up...for exmaple Cell has to go to the towns throughout the map and kill civilians to level up. so the z team may opt to train themselves to try to keep up with him...or split off and try to defent the bigger towns to stop cell from leveling. Piccilo fights mirror images of himself and he has to reach a certain ki level and also find nail/kame on the map to attain his other forms. There are Senzu beans all over and if you get all nine dragon balls you can either wish back someone who has died (once) or get a big power level boost.

I never actually tested with people...just me leveling by myself. Actually i think that the enemy team is set to comp so i could melee vs them. Coulda been fun if i wasn't a noob and if i had finished it.

Attachments:
DBZ-Cell Saga Gold.scx
Hits: 0 Size: 188.07kb



None.

Dec 31 2009, 1:56 am poison_us Post #6

Back* from the grave

Thanks to a buddy off of B.net, I've gotten a short game I was making a while back, just for kicks.

It's kinda like a Dodge-The-Rapist...using some kind of randomization [single switch, IIRC] for the path of the interceptors. Their destination is also randomized, via a different DC, but still single-switch [I think]. There's an area that you can pick the number of interceptors at one time [basically 1 every fifth trigger loop or so, 1 every third, one every trigger loop, and two every trigger loop]. There's also a separate area for each player to select the speed he wants his zergling to run at [slowed via burrowed units].

I can't remember how complete this is, but it should run. I made "new" versions of this map plenty of times, with such minor tweaks that I never changed the name. Unfortunately, those thousands of tweaks have left me confused as to the progress of this particular map.





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so that gives me approximately 27 more years to finish tenebrous before you get to it?
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