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"the biggest trigger whore for SEN" -by Pyro682
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Disable Color Cycling in the Options ingame.
edit: damned, I thout the lagging would describe the behaviour of starcraft and not the network's performance. It fixes the behaviour of Starcraft. This post was edited 1 time, last edit by Ahli: Feb 11 2010, 7:48 am.
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![]() ![]() ![]() ![]() ![]() ![]() Pushing StarCraft's Trigger Count to the Limit ![]() - found it at 65536 triggers. Saving the game crashes Starcraft... ImagoDeo: It's not impossible, but it would require a crapload of triggers. poison_us: Now you're speaking Ahli's language. |
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Well I have it a few shots and appear to have reached the end or at least I visited all the areas. Found some bugs, I liked the start but after that and the first temple things deteriorated though the jail escape was fun. Here are my notes on the attempts, hope it helps. Oh yea, aside from those notes I have to stay getting stuck multiple times was a little annoying and you might consider blocking that tree path at least until there is something out there usable, I spent about 15 minutes exploring it all in my last attempt.
Lyoko367's Afterworld - preview information indicates author and part of a line description, good wait room colors. No briefing data (maybe put at least made by or something in briefing...none looks kind of lame), Interesting in game intro, Tutorial Temple nice, though some parts of it were slow. Nice in game sounds. Pylon affect was good, system for getting items was simple enough. Casting worked ok though it would be nice to have barracks replaced if you accidentally lift it. Attempt #1: 07:28, got stuck in Tutorial Temple after picking up two keys when a gateway failed to appear (I think I was on the spot when it was supposed to appear). Also found out spells (barracks) can be lifted and if it is lifted it dies and you don't get another one. Attempt #2: 11:30, got stuck in the temple with Probes and Archons after trying to run past the fighting archons and Hydras my units were stuck in an invisible bubble and shot to death as they were unable to move. Was surprised at no defeat message. Wish mission objectives gave some sort of loose guidelines. I found the second familiar scroll this game. Attempt #3: 14:14, was escaping from jail walking along path when suddenly I was transported into a room with lurkers where my character was eventually killed in part due to the accidental lifting of my barracks again. Attempt #4: 30:03 Found a path through some woods that let me explore a large amount of open space and some structures with nothing in them (unfinished map section I am assuming). Explored entire map, and got stuck in another temple with lots of non-responsive units. Interestingly I never ended up in the Dungeon with lurkers this game. 0
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I tried playing this map...interesting, though some spawn triggers were a bit delayed (that's pretty trivial, though).
Suggested points of improvement: 1. In the start(ish) of the game, when all of those zerglings spawn at the final battle sequence of the tutorial map, your unit is frozen for several seconds, and you are forced to watch as your character rapidly loses health. If a first-time player walked into the middle of the room and waited, without summoning a familiar beforehand, his/her unit would undoubtedly be surrounded and killed (or almost killed) while it was frozen. After experimenting a bit, I found that running into a corner behind a pillar and having a marine cover your back is one of the only ways to survive this "frozen" moment. (If someone could please tell me the proper way to defeat all enemies in this room without running and hiding, it would be greatly appreciated.) 2. The familiar summoning system is fine...the first time. After your familiar dies once, (such as in those uncontrollable events when you are sent to prison,) training a marine or firebat no longer summons a familiar; rather...it trains a marine or firebat. Make sure you have "Preserve trigger" on...if you do, then I'm at a loss. 3. Sort of a subset of #2, you know those "I'm Watching You..." turrets (or something or other) that are in place to prevent you from lifting off buildings in the menu area? Well, they can be destroyed after the "summon familiar" trigger fails- just by building a single marine. Then, the barracks can be lifted off and can be flown around the map to provide instant troop support! Yeah! (Definetely not what was intended, I suppose...) 4. Okay...with that dungeon with the lurkers that your are sent to when you go the wrong way when leaving the prison, I would suggest that you add in a little message to let the player know just what happened...(I was somewhat surprised the first time.) On that note, how do you get out of the cell, anyways? I flew in the barracks and had a marine destroy the locks, because I couldn't summon a familiar. 5. What happens in that blackout part of the tutorial where your unit is transferred to another player, and then something goes "Haha...oh it's you..." (or something to that effect)? I suggest a bit of clarification, or a message that at least provides some context. Note: This was played in Single Player mode. Should I have done it in Multiplayer? I guess I'll try it, and see if those triggers are still giving me trouble. [i](As it turns out, many of these problems were due to Single Player Mode. They are italicized.) Other than those few points, good gameplay, not too many complicated controls to comprehend or hotkey, and the story has plenty of room to expand to. This post was edited 1 time, last edit by Expopower: Feb 17 2010, 4:41 am.
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I can help you with a few of those questions, the tutorial part where you lose control and it says oh ha is that you--is a demonstration of what one of the map's stronger bosses can do (temporarily take over your character). I played it in network lan mode.
Your guy is frozen in that last fight because it is simulating what would apparently (I think) be one of the last boss battles. The best way out of it is to stim your marine so it dies faster. When you cast another spell it gets your guy unlocked faster. I just assumed the wrong way thing was a dead end way to end the rpg sooner since it was incomplete in a lot of areas but I guess we'd have to ask the author. 0
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