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Staredit Network -> UMS Showcase -> Xtreme Hide N' Storm
Report, edit, etc...Posted by Ultimo on 2005-05-22 at 17:36:44
Xtreme Hide N' Storm is a simple map designed to be a fun, fast, map that you can easily pick up and play. The learning curve is simple, and allows new people to the game to win, yet those who are good at the game have a much better chance of winning. The concept of the game is to hide with a Zergling inside an enclosed arena, and when the timer expires, your Zergling will be forced to stop moving. This is when you are advised to burrow, to prevent being seen. Once the timer is expired, 'Seekers' (Infested Kerrigans) will be given to all players, regardless if they're still alive or not, and they will search the area to find and storm the enemy Zerglings. All Zerglings that survive the 50 second round in which Seekers are present, are given to the computer player and will provide vision to all players, rendering that spot and the surrounding area useless. As more people play, and as the game goes on for longer, more areas will become visioned, reducing your hiding spots.

Xtreme Hide N' Storm features two modes of play, and will possibly feature a third one in the future.

Survival Mode:
All players are given one Zergling, and must out last all other opponents in a "Last Man Standing" type of match. The same rules apply as stated above, such as surviving Zerglings are given to computers, but once you die, you do not respawn again. You are allowed to stay and storm other enemy Zerglings, but you lose once you lose your Zergling.

Round Mode:
The number of rounds are determined by Player 1 at the beginning of the game. The possible options are 5 Rounds, 7 Rounds, and 9 Rounds. In this mode, players who survive a round will be given a point. ( Vespene Gas ) For every kill, you recieve one point. For every death, you lose one point. If you die, you'll respawn next round, but will not gain a round point for surviving. This type of gameplay will go on for by the number of rounds chosen at the beginning. All players start with 10 points. At the end of the determined amount of rounds, the player(s) with the most points will win.

Most games will not last longer then 5 minutes, discouraging people from leaving if the game drags on.

Post any bugs or any suggestions. This map took me one day to make, so I'm sorry for it's crappy quality and simple gameplay. wink.gif

http://www.staredit.net/?download=3056
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-22 at 18:24:39
Hey, that's not a bad concept you got there. The persisting vision idea might have potential. I'll be sure to try this out later when I can get the chance...

ADDITION:
Hmm, a vote might be better than P1-only select. Especially if there is no P1...
Report, edit, etc...Posted by Ultimo on 2005-05-22 at 19:02:58
I feel so honoured that Tuxedo-Templar posted a comment on my map. wink.gif I'll probably add bounty mode, anti-map hack and voting in a later map version. I'm not sure how I would go about making the voting system though.
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-22 at 22:32:35
Well there's a trick to doing voting. Say you have 3 options, and 6 players. It doesn't really matter how many players actually, as this'll work for any number. You need at least one 'static' player, as in a comp or neutral player that can always be counted on to exist in the game.

Take 3 counters (for the three options) belonging to the static player. Each time a player makes a vote (brings their unit to a beacon w/ remove, builds a certain type of unit at a factory once, etc.), that vote will add to the counter for that option. The polling ends when there are no more units to vote with or otherwise if you can detect that all players have voted, or else if a timer for making the votes has ended (which could just simply remove the remaining vote units, ending the vote that way).

When the votes are made, use the following trigger 3 times (one for each counter):
Trigger
Players:
¤ Static Player
Conditions:
¤ All players have voted/No vote units left.
¤ Counter #1 is at at least 2.
Actions:
¤ Subtract 1 from Counter #1.
¤ Subtract 1 from Counter #2.
¤ Subtract 1 from Counter #3.
¤ Preserve trigger.


This should ensure that the option(s) with the highest votes should be exactly 1, which is then your winner. If more than one option = 1, then you can choose how you want to break the tie yourself; either giving options varying precedence, or redoing the vote.
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