Staredit Network > Forums > SC1 Map Production > Topic: Blood Pressure Marathon: Char 3.0
Blood Pressure Marathon: Char 3.0
Jan 19 2010, 9:36 am
By: Lanthanide
Pages: 1 2 34 >
 

Jan 19 2010, 9:36 am Lanthanide Post #1




Blood Pressure Marathon: Char 3.0
People may have played this map on battle.net already, either the original Blood Pressure Marathon or Blood Pressure Marathon 2 (which fixed some bugs, added units and hero upgrades).

I have based this map on Blood Pressure Marathon 2, but have made many substantial changes to it. I'm am going to credit the original makers and the person who did v2 and am not trying to pass this off as my own completely original creation. I started making the changes to this map because I really found BPM a hell of a lot of fun (many lol moments when your enemies spawn an overlord or you give someone payback for killing you last time) but was frustrated by the bugs present and several rough edges and missing unit abilities (no spider mines, no mind control).

This is a race map, where each player gets a random unit spawned (from pretty much all movable units in the game) and they must complete 15 laps of the course to win. Each lap comprises of 4 sections, starting at the north, then goes to east, south and finally west. When the player brings their unit to the finish line of one section, it is killed and a new random unit is spawned at the start of the next section. Unit selection is random and units have access to their normal special abilities and attacks, which they can use to slow down, or kill, the other players. As this is a running race, units like the overlord and reaver are effectively booby prizes, while units like cracklings and speedlots are great. Stasis and ensnare make nasty surprises for your opponents also :)


SPECIFICATIONS
  • Players
    Up to 7 human players to race. P8 is CPU and used for various effects and hyper triggers.
  • Map Tileset & Size
    Char 128x128.
    Originally BPM was in Twilight tileset, but I think Char has much better contrast and more interesting basic tiles (lava is interesting ground tile)



General features, including changes from original BPM map:
  • Changed the powerup system and fixed all the bugs with it:
    - Respawn character now costs 15 ore by building a Zealot.
    - Freeze enemies prevents enemy units from moving for 16 seconds.
    - Kill enemies does what it says on the tin (good if someone is just about to finish the 15th lap, or spawned a fast moving unit and you want to spite them)
    - 30 seconds invulnerability, does what it says on the tin (good for an annoying enemy camping with a tank or dark templar)
    - Impose patience, kills enemy units and replaces them with slow overlords in-place, to really slow them down. Players can't respawn their character until the overlord dies!
    - Steal gas, build a comsat station somewhere in the map for 10 gas and steal up to 5 gas off each other player in the game. Can only build 1 comsat per player.

  • Players gain 1 ore for killing enemies, 2 gas for finishing sections 1-3 and 3 gas for finishing section 4 (so 1 complete lap is 9 gas). Players can also gain gas through a few other means, such as building an assimilator and a nexus and mining the gas manually (depleted geyser), or by destroying the Player H8ter temple or No Fly Zone.

  • Made each section of the map have its own flavour:
    - North section is mostly blank, but has some doodad obstacles and vespene geyser.
    - East section has Player H8ter temple, which spawns 4 CPU archons that insta-kill your units every 3 minutes. The archons walk towards the start section and blow up.
    - South section has a gun trap system owned by the CPU that can kill ground units (not fully fleshed out yet).
    - West and final section has a maze, and sight-limited spore colony in the center as a designated 'no fly zone' that kills fliers that get too close. Fliers can fly around the zone, but the path is narrow and requires some concentration to avoid (so you have to pay attention here). The cannons on the map are CPU owned and once destroyed are gone for good. Mainly they are here to slow down the initial winning player, as well as implant the idea of constructing cannons in this area in the minds of the players. There is also a small shortcut in the maze through which only small units can pass, large units must walk around a longer path (denoted by a flag with the name changed to indicate it is a shortcut - doodad disabled to prevent workers from picking it up).

  • The course is now 13% longer, each section is 60 tiles long instead of 53.

  • Almost all movable, controllable units in the game are available, some of which have special abilities outside of regular Starcraft, such as the constipated hero firebat that creates explosive shits (crysalis powerup that kills enemies in nearby proximity), king of the sky artanis scout that damages nearby enemies and vultures that suffer engine stalls (hallucination puffs of smoke and temporary halt unit), and many others. Also a booby prize of a sunken colony (previously called G.G, now called Purgatory) where obviously the player can't move!

  • Renamed many units, totally rebalanced all units and spells.

  • New hero upgrade system where a player can choose several units at the start of the game that during the game will be upgraded at a cost of gas. Eg if the player selects the Dark Archon, during the game when they spawn a regular Archon, for the price of 5 gas it will instead be replaced with a Dark Archon, which has access to regular Dark Archon spells. These hero upgrades fall into 3 categories - general, which upgrades dmg, hp, shields and mana, speed, which mainly upgrades speed (but hp, dmg and shields are also adjusted by a small amount, generally upwards), and special which other upgrades like the Dark Archon above fall into.

  • Fixed bugs in the original map (powerup buildings in particular), and allows abilities previously disabled such as Mind Control, Spider Mines and allows the player to keep broodlings created by queens (previously they were insta-killed).

  • Sevearl new units added, and some redundant units removed.

  • Includes banning system to kick annoying players, although this is disabled when any player gets to their last lap to prevent cheese.

  • Bounding box system for air units so they can't fly out of bounds. In the old map if you flew out of bounds you went back to the start of the current section, which was annoying if you did it by accident. New system will place you back inside bounds just where you went out of bounds. Handles all units including carriers (interceptors are tricky), as well as prevent previous carrier-related bugs present in BPM.

  • New firework effects for when a player crosses a finish line, and will have a winning ceremony with fireworks (maybe).



SCREENSHOTS

The full map. Main field in the center/left. Hero selection area at bottom right. Powerup buildings and banning system in bottom left. Random land on right are spawning pens and left over crap I haven't tided up yet.


The minimap in scmdraft fog of war layer, showing the words that will shine through in-game (although muted red).


Example of the hero description: Constipated Zealot hero.

Recent tasks completed
  • Aldaris & Zeratul system partially replaced, have an idea for what I am going to do.
  • Implemented gas for finishing sections, +2 for sections 1-3 and +3 for final section (+9 gas per complete lap).
  • Add extra gas for finishing with slow units (overlord, reaver, civilian)
  • Implemented unit sound, transmission selection circle flash and talking portrait.
  • Map terrain largely finished, just tidyup right area (spawn area, unit management etc). Sorted out player fog.
  • Implemented player abilities:
    - Respawn character: Build a zealot (instant) for 15 ore (maybe 10 - players get 1 ore for killing enemies). Re-creates your character back at the start area for the section you're on.
    - Freeze enemies: Units are halted in place for 16 seconds with a disruption web cast underneith as a 'freeze' graphic. Prevent enemies from respawning while freeze is in effect. Only 1 freeze can be in effect for any player at a time. Lift-off factory, player gains after 20 kills.
    - Invulnerability (30 secs): Unit gains invincibility so cannot be targetted by spells. Will also prevent regular "kill unit" triggers such as terrorist bomb and 'Kill enemies' from affecting unit. Carries over to newly spawned units for this player. Lift-off starport, player begins with 1 and gains a second after 40 kills.
    - Kill enemies: Kills enemy units including mines and broodlings, but not buildings. Does not affect players that have invulnerability from the invulnerability ability. Lift off infested command center, player begins with 1 and gains a second after 60 kills.
    - Impose patience: Replaces all enemy units with a slow overlord in-place. Prevent enemies from respawning until their overlord is killed or reaches the end of a section (and therefore dies). Lift-off science facility player gains after 80 kills.
  • Spider mine hero situation resolved - single hero upgrade to Raynor w/ spider mines (vs previous 2 hero upgrades). Replace previous vulture speed upgrade with zealot speed upgrade (see below).

Tasks To Do (priority order)
  • Complete south section gun trap system.
  • Add +1 gas for finishing west section (maze) with ground units
  • Add new Zerg bonus building: spire for 8 gas that gives the player observer and shuttle speed upgrades permanently.
  • Implement player ability:
    - Steal gas: Initiated by building a comsat station on a command center that a player has built somewhere on the course with an SCV; the comsat is immediately destroyed upon completion. Comsat costs 10 gas to initiate construction and takes 10-15 seconds to complete, during which time enemies can destroy it (and you lose your 10 gas) - possibly allow enemies to 'pillage' 5 gas for destroying a comsat. When the comsat is complete, it will steal 5 gas from each enemy player and transfer it to the owner. So if you do this in a 7 player game, you net back 25 gas. If an enemy player only has 3 gas, then you only get 3 gas from that player (so gas is not created out of nowhere). Gas leaderboard is cycled periodically while playing, so you can see status of enemies' gas and best time to build this. Players have control of a disabled academy (so cannot research stim packs/range), so once they have created a comsat I'll destroy the academy to prevent player from building another.
  • Implement mind control support
  • Implement new units/rolls:
    - Firebat hero is now going to be Constipated instead of diseased (with irradiate + medic). This allows zealot hero to now be a pure speed upgrade (previously Constipated).
    - Cloaked Ursadon hero - need to stress-test to ensure crash-proof.
    - Cloaked mutalisk hero, can morph to cloaked devourer or guardian - need to stress-test to ensure crash-proof.
    - Give defiler 'victims'. Starts with 0 energy, must consume burrowed defiler victims to gain energy. If victims are unburrowed, they die.
    - Enjoy the ride: Player spawns as a powerup, probably Kyahdarin crystal and cannot move. A CPU-controlled worker (probably scv) is created that the player has no control over. The CPU-controlled worker can wander off course at intervals. Possibly allow other players to kill the CPU unit and pick up the powerup themselves, if they do and bring it to the finish line they might get some special bonus?
    - Create new dropship hero that spawns with 'bombs', which are Aldaris' (otherwise unplayable unit). Unloading Aldaris replaces them with ragnasaur that is killed ('bomb' death animation) and damages (kills?) nearby enemies. Investigate DDS to see if you can hide the scarab splash effect.
    - Implement resurrection kitty and finish kakaru decoy hallucination effect
    - Skip forward to next section / re-do previous section. Possibly put in some limits so players cannot get more than +2 sections in a streak (eg +2 must be followed by -1).
    - +2 bonus gas / +5 bonus ore.
    - Sort out what to do with the spider mine 'hero' situation
  • Update hero selection area to demonstrate extra effects for certain heroes (eg Kakaru will spawn hallucinated decoys, ressurrection kitty will constantly die and respawn, King of Sky will have explosion effect etc)
  • Finish map start up - hero selection + instructions, spawn players with their chosen critter hero for the first lap and start the race.
  • Finish map revealer locations
  • Rationlise all player messages with a consistent colour scheme for messages: White are banning/race status, Red for events, Green for resource events, Cyan for hero upgrades, Yellow for player abilities.
  • Implement winning ceremony (low priority)


Suggestions
If anyone has suggestions for interesting unit affects or abilities, please suggest them. Also interested in ideas for powerups that players can use, that affect their unit or their enemies'.

UPDATES
  • 10/02/2010
    Redid this first post with new info, made it more readable. Updated Tasks Completed and To Do list with current progress. I've missed my ETAs several times now, so I'm just going to say that hopefully beta testing will start before the end of the month. Updated both map shots with current state (pretty much done, except for the east side which players don't see in-game anyway). The constipated zealot text is presently still in the game, but will be replaced with a firebat as per new tasks above.

  • 05/02/2010
    Updated this post with accurate 'to do' list. ETA map ready for beta-testing by the start of next weekend (Feb 12)

  • 28/01/2010
    New (almost final) map layout, new comprehensive list of remaining features.

  • 19/01/2010
    Creation of map thread here on SEN.


Made with the Map Production template.

Post has been edited 15 time(s), last time on Feb 10 2010, 10:27 am by Lanthanide.



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Jan 20 2010, 12:33 pm OlimarandLouie Post #2



Unless I missed something overly obvious... How soon do you think it'll be before we can play the map?



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Jan 20 2010, 11:11 pm Lanthanide Post #3



Yay, interest!

Most of the map is mostly working, as the above post should have indicated. I will hopefully have everything complete in about 2 weeks time, barring unforeseen problems.

If there is enough interest, I could work to make a playable demo by the end of this weekend. It would basically have all the unfinished things disabled (Mind Control, Spider Mines, powerups as listed above, no new units). I think I will probably work in this direction anyway, as it would be good to tidyup the other parts and have a clear defined set of unfinished work.



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Jan 21 2010, 12:02 am UnholyUrine Post #4



I just shit my pants....

FINALLY someone's doing a newer, decent ver of BPM.
<3 <3



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Jan 21 2010, 12:18 am OlimarandLouie Post #5



Quote from UnholyUrine
I just shit my pants....

FINALLY someone's doing a newer, decent ver of BPM.
<3 <3
:wub: I'm in love with this map all over again. I hope it will be even more aggravating than the other half-witted versions!



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Jan 21 2010, 12:55 am Lanthanide Post #6



Looks like there're some fans here!

I only recently got back into SC when I got the battlechest for Christmas. I originally bought it when it first came out in 98 and played around with map editing, but back then there was no such thing as hyper triggers so maps were clunky and bug-prone. Why blizzard thought a 2 sec trigger interval was acceptable I don't know.

I'm completely useless at regular SC, no way I can click fast enough to keep up, so I just played UMS games. I was on holiday from work (software developer) and found BPM, and played it basically non-stop all day for the next two days. By the third day I was really dissatisfied with the bugs and limitations, and confused by the banning system and clunky hero system in the v2.0 (really after 2 days of solid play I should have understood how they worked, but didn't because it had no instructions whatsoever) and figured I could do something much better myself. So I grabbed a map unprotector, and here we are now.

Playing BPM has given me many more LOL moments than any other UMS maps on battle.net. My goal for this new version is to give it some depth via the hero system and many things for players to do if they think about it (build a gas extractor on the geyser and extract some gas for your hero upgrades, infest a command center as a queen for a bonus 'kill enemies' usage, build cannons or walls to block your enemies).



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Jan 23 2010, 2:21 am UnholyUrine Post #7



less talk more play.. go go go!!!

You can always ask us for help if u need it.



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Jan 23 2010, 3:50 am ImagoDeo Post #8



I agree with Unholy. BNET NEEDS THIS!

More importantly, I NEED THIS!



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Jan 26 2010, 12:20 am Lanthanide Post #9



Small update, should hopefully do a larger status update tonight or tomorrow.

I've found that the Aldaris hero shares the same attack as the Tassdar hero. I want my Tassadar to have 25 damage and the Aldaris to have 1 damage. I can get around this by giving human players +1 protoss ground weapons and +24 damage on the psi assault upgrade, and giving other protoss ground units 0 for the upgrade. Then for the human players it shows "1" for protoss ground weapons and when you hover over it with a zealot it just displays the zealot damage (no "+0", thankfully), but for the Tassadar it shows up as "1+24", which is a little clunky.

Anyway, I'm not entirely happy with the Aldaris' + Zeratul 'death' so I came up with another alternative - using floor gun and missile traps. I would have 5 gun traps and 1 missile trap, that would do 1 damage and 40 damage each. They would move randomly around the bottom section (using a location grid + random numbers). One would spawn in a new spot every 2 seconds and stay there for 12 seconds before moving again. Players share vision with the CPU, so this would let you see other cloaked units in the bottom section when they were in range of a trap. The range on both traps is 5 tiles, vs 3 for Aldaris. The bottom section is 10 tiles tall and and 48 wide outside of the start and finish areas, so if a trap spawned in the middle of the section it would cover almost the entire vertical section, whereas if it spawned at the size it would only cover one side of it.

Unfortunately gun and missile traps cannot be created or moved by triggers, so the only way to do it is to pre-place them at the start of the map, and then spawn arbiters that cast recall to move them around. The arbiters would spawn, cast recall and disappear as soon as possible (14 trigger loops), so they'll be briefly visible.

Do you think using gun traps + arbiters would look ok? Is this more interesting than aldaris + zeratul junk yard dogging around the bottom?

Pros:
- Players can't be spawn-camped by Zeratul, as the gun traps will be limited to spawn outside the starting location.
- Players gain limited spotty detection in the bottom section, which helps to weaken observer/wraith/etc.
- Makes the bottom section into more of a dynamic maze system

Cons:
- A lot of work
- Arbiter movement may look a bit corny


Also I thought of an interesting ability (called 'powerups' in the first post) - Impose Patience on Enemies. This would kill all enemies current units and replace it (in-place) with an Overlord (called "Limit of Patience"). The enemies could re-roll their unit at that point, but that costs them 15 ore (I might lower that to 10). I'm unsure as to whether this should be in addition to, or a replacement for, Freeze Enemies, which freezes enemies in their place for 15 seconds. I think it is an interesting dynamic as it forces the other players to use up 10-15 ore to re-roll their unit, and if they don't have the ore they just have to stick it out with an overlord, whereas Freeze Enemies just lasts for 15 seconds and then expires, and there's nothing the player can do about it.

Also it turned out to be impossible to cloak the Bengalaas, but I found that I can cloak the Ursadon. I replaced the Bengalaas hero upgrade with 9 lives upgrade, so it will resurrect itself in-place 8 times, and then finally the last kill will send the player back to the start of that section. I will probably bring the cloaked Ursadon back (spent a long time on Sunday trying to get it to work well) but need to do some more testing to see if I can clean up the crashes from it 100%. Also might make the mutalisk hero into a cloaked muta that you can morph into a cloaked devourer or guardian if you choose to. I removed the badlands pig and put the Scantid in it's place, with the hero having a limited form of invincibility - it has 140HP which is set to 100% constantly, so only units that can do more than 140 damage in 1 hit (or several shots landing before the next trigger loop, which can happen) can kill it (about 4-5 units + spawn broodling, yamato cannon), but it can still be affected by things like maelstrom, stasis and MC etc.



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Jan 26 2010, 2:18 am payne Post #10

:payne:

This is going to be hawt! :)



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Jan 27 2010, 11:22 am Lanthanide Post #11



Right, I just spent ages moving all the terrain, units, locations, sprites and doodads around. Then just as I finish I discover the "Copy/Cut/Paste/Brush" layer in scmdraft that would have let me do 4 of those 5 things all at the same time. Doh!

Anyway, here's the new map layout:



The minimap shot is taken from scmdraft with fog of war layer showing, so you see the highlighted words I put in the lava (that took a while).

New To Do List
  • Replace CPU Aldaris & Zeratul @ south section with random floor trap system (see above post)
  • Finish converting air boundary system to use location grids
  • Finish implementing main bulk of player tracking system. Required for spider mines, broodlings and mind control.
  • Implement mind control support
  • Convert existing units to use player tracker system where appropriate (Click! Click!, Rust Bucket, King of the Sky etc)
  • Convert Plyaer H8ters to use shield upgrades instead of auto replenish sheilds - more understandable for users, preferrable behaviour
  • Update hero selection area to include extra effects for certain heroes (eg Kakaru will spawn hallucinated decoys, ressurrection kitty will constantly die and respawn, King of Sky will have explosion effect etc)
  • Finish map start up - hero selection + instructions, spawn players with their chosen critter hero for the first lap and start the race.
  • Change how the No-Fly Zone works, currently clunky and ick
  • Rationlise all player messages with a consistent colour scheme for messages: White are banning/race status, Red for events, Green for resource events, Cyan for hero upgrades, Yellow for player abilities.
  • Implement winning ceremony (low priority)
  • Have decided on a final plan for player abilities:
    - Re-roll: Build a zealot (instant) for 15 ore (maybe 10 - players get 1 ore for killing enemies). Re-creates your character back at the start area for the section you're on
    - Kill enemies: Does what it says on the tin (units only, including mines & broodlings, not buildings). Lift-off infested command center, player begins with 1 and gains a second after 40 kills.
    - Invulnerability (20 secs): Unit gains invincibility so cannot be targetted by spells. Will also prevent regular "kill unit" triggers such as terrorist bomb and 'Kill enemies' from affecting unit. Carries over to newly spawned units for this player. Lift-off starport, player begins with 1 and gains a second after 60 kills.
    - Trap enemies: Combines elements of the previous 'trap' and 'freeze' abilities: spawns immoble CPU critters around enemies and prevents movement. Now affects air units, where previously 'trap' only affected ground units. Prevent enemies from re-rolling while trap is in effect. Only 1 trap can be in effect for any player at a time. Lift-off science facility, player gains after 20 kills.
    - Impose patience: Replaces all enemy units with a slow overlord in-place. Prevent enemies from re-rolling until their overlord is killed or reaches the end of a section (and therefore dies). Lift-off factory, player gains after 80 kills (may swap factory for science facility).
    - Steal gas: Initiated by building a comsat station on a command center that a player has built somewhere on the course with an SCV; the comsat is immediately destroyed upon completion. Not sure if I will have a construction time on the comsat, or make it instant. Player will not gain gas from enemies, but enemies will have their gas deducted, probably somewhere in the 5-8 gas range. It will cost the player gas to use this ability (either to build the comsat to begin with, or they will also have gas deducted when it completes). Possibly have some way to prevent players from spamming this ability (gas cost may be enough).
  • Implement new units/rolls:
    - Sick patient - spawn an irradiated firebat + a medic. Medic must keep firebat alive by healing it so that firebat can get over the finish line.
    - Cloaked Ursadon hero - need to do stress-testing to make sure this is crash-proof.
    - Cloaked mutalisk hero, can morph to cloaked devourer or guardian - need to stress-test to ensure crash-proof.
    - Give defiler 'victims'. Starts with 0 energy, must consume burrowed defiler victims to gain energy. If victims are unburrowed, they die.
    - Enjoy the ride: Player spawns as a powerup, probably Kyahdarin crystal and cannot move. A CPU-controlled worker (probably scv) is created that the player has no control over. The CPU-controlled worker can wander off course at intervals. Possibly allow other players to kill the CPU unit and pick up the powerup themselves, if they do and bring it to the finish line they might get some special bonus?
    - Create new dropship hero that spawns with 'bombs', which are Ragnasaurs (otherwise unplayable unit). Unloading ragnasaurs kills them instantly and damages (kills?) nearby enemies.
    - Implement resurrection kitty and finish kakaru decoy hallucination effect (requires player tracking system)
    - Skip forward to next section / re-do previous section. Possibly put in some limits so players cannot get more than +2 sections in a streak (eg +2 must be followed by -1).
    - +2 bonus gas / +5 bonus ore.
  • Implement gas for finishing sections, +2 for 1-3 and +3 for final section (+9 gas per complete lap). Add +1 gas for finishing maze with a ground unit, and extra gas for finishing with slow units (overlord, reaver, civilian, 'enjoy the ride' etc)

That's about everything I've got written down at the moment. Anyway it's after midnight so I'll post this and go to bed. Still got a lot of work ahead of me, but it's shaping up quite well now. Once I get the air boundaries, player tracking system and spider mines/mind control working, the nastiest stuff will be done.

I had my spawning triggers go haywire in an interesting way, which I will probably deliberately replicate and take a screenshot of. Instead of the player controlling 1 unit at a time, I broke the trigger so that the player constantly spawned new units. They all spawn into relatively confined 10x10 tile areas, so I had dozens of units (all types in the game) jossling each other for position, was kinda funny.

Post has been edited 1 time(s), last time on Jan 27 2010, 11:27 am by Lanthanide.



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Jan 27 2010, 4:38 pm ClansAreForGays Post #12



I knew it was only a matter of time b4 sum1 would try to make a BPM that's srs busns




Jan 27 2010, 8:18 pm Biophysicist Post #13



Quote
- Create new dropship hero that spawns with 'bombs', which are Ragnasaurs (otherwise unplayable unit). Unloading ragnasaurs kills them instantly and damages (kills?) nearby enemies.
You can't load Ragnasaurs, or any critter for that matter.



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Jan 27 2010, 10:01 pm Lanthanide Post #14



Crud, forgot that. The main thing was to use the ragnasaur death animation as a bomb blast, which I could still do by using some other unit inside the dropship, just remove it, create ragnasaur and kill it. But the question is what other unit can go inside the dropship, and give it a useful name like 'Drop bomb' - I'm using most movable units already. There are a couple of ground heroes I'm not using, but their wireframes would look a bit silly inside a dropship if you called them bombs (like ghosts or whatever).

Does Aldaris have a mini wireframe when loaded in a transport, or does it say BLANK? That could work...

Edit:
Doh, just remembered that you can't Create Aldaris, he has to be pre-placed. So that scotches that idea.

Edit Deux:
Actually that is solvable, too. I just need to pre-place 56 Aldaris' for neutral (7 players x 8 aldaris = 56). Give them to the player, load them into the dropship. When they are unloaded, instead of removing the aldaris, just give it back to neutral and put it back into storage. Aldaris probably takes up 2 slots in a shuttle though, rather than just 1, so players might only get 4 bombs. C'est la vie.

Also I think I will change how I've implemented the shuttle, as I wasn't 100% happy with it anyway. I had the hero upgrade for that being a constant stream of reaver bombs every 0.5 seconds, which made it quite powerful. I think what I'll do instead is spawn the shuttle with 1 bomb, and the hero upgrade will convert it to a dropship (looks more military) with 8 (or 4) bombs inside.

Post has been edited 2 time(s), last time on Jan 27 2010, 11:37 pm by Lanthanide.



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Jan 28 2010, 6:18 am UnholyUrine Post #15



Too much text...
Please summarize...

Also.. don't be too too ambitious. You ARE editing Blood Pressure Marathon you know? Not a big RPG....
I'm saying this cause I want to make sure you get this done. k? ><

Now... since I haven't got a clue what you wrote.... Why don't you release a beta version for us so we can see if there are any bugs or imbalances (lol.. imbalances... in BPM???? lol)



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Jan 28 2010, 10:45 pm Lanthanide Post #16



I don't see the point of a summary. What I've listed up there is a complete To Do list of what needs to be done. Future updates will be focussed on crossing off items from the to-do list.

As for being ambitious, yes this is quite ambitious. This is my first map, and likely going to be my last map, so I am going to do a good job. In actuality the very detailed trigger work I'm doing here isn't really going to be noticable in-game - it is going to be a lot of work to get spider mines, broodlings and mind control to work flawlessly. But that's the whole point - well-written triggers have no bugs, and everything 'just works' and the whole map comes off as being professional, which is my goal.

If I knew now what I knew when I first started making this map, I would be finished now. But mapping is a learning process, and I think I have got a pretty good mastery on all the things that I am trying to do now, it is just a matter of implementing them and testing to make sure it's perfect. Unfortunately I used a lot of time (5-6+ hours) last weekend working on cloaking ursadons, before giving up and removing them. However now upon reflection I believe I can make them work in the manner I want to, so all of that experimentation will help make the final implementation much faster.



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Jan 30 2010, 9:23 pm Ultraviolet Post #17



I think it might be too professional. I liked how the original BPM was obviously a piece of shit map that was a pain in the ass. I also LOVED how when you got the powerup you were fucking stuck until someone got a worker to carry you. They ruined that in the updates :(




Jan 31 2010, 1:43 am ImagoDeo Post #18



Quote from name:NerdyTerdy
I think it might be too professional. I liked how the original BPM was obviously a piece of shit map that was a pain in the ass. I also LOVED how when you got the powerup you were fucking stuck until someone got a worker to carry you. They ruined that in the updates :(

Well, how much do we all enjoy HS? It could be said that HS is too professional.

I'm guessing that you'll like this despite its professionality.



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Jan 31 2010, 2:07 am UnholyUrine Post #19



:lol: ImagoDeo .. Keep ur fetishes to yourself... No one's talking about HS here...

What I think we're trying to say is... a lot of people enjoy the simplicity of BPM. If you put too many big changes into it, people may not like it.

For example, the 'newest' BPM has the 2nd lane in which ground units can touch a beacon, and all turrets will be given to him. Additionally, a timer will pop up and when the timer hits zero, it kills all units at the bottom section of this lane.. and the cycle continues. That was compLETE suckage, k?

However, things like removing Vision for the 4th lane was great. It was a relatively simple change that will foster many new gameplay elements.

We don't want you to go all over the place to produce something that may not be fun.
Just make sure you get this done.. because whoever's posted on this thread is in love with BPM.



None.

Jan 31 2010, 3:57 am TiKels Post #20



This is good.

Me likey, finish this and spread... honestly if you are putting this much work into a fun game like BPM you don't need to give credit cuz i mean... its your own game by the end of it... not anyone elses... no one else can say that they did all the work or anything, they can only claim the concept, and even then the original versions I think were korean... and who cares about the asian people, its not like they have rights.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

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[2019-6-19. : 8:23 pm]
NudeRaider -- Moose
Moose shouted: it is of higher quality and caliber
jesus you must be really bored to have read that shit. Or ... you actually enjoyed it. AND HAD FUN?!
[2019-6-19. : 8:22 pm]
NudeRaider -- NudeRaider
NudeRaider shouted: lil-Inferno listen here you shit ... :P actually just read some of my comments. Many of them are universal and have nothing to do with mapping vs modding. That just happens to be our example.
tl;dr your priorities are not better than mine
[2019-6-19. : 8:21 pm]
NudeRaider -- lil-Inferno
lil-Inferno shouted: Given your idea of fun is arguing the merits of mapping vs. modding (two completely different things) in a game that's old enough to drink legally, ya, probably
listen here you shit ... :P actually just read some of my comments. Many of them are universal and have nothing to do with mapping vs modding. That just happens to be our example.
[2019-6-19. : 8:18 pm]
lil-Inferno -- Given your idea of fun is arguing the merits of mapping vs. modding (two completely different things) in a game that's old enough to drink legally, ya, probably
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