Staredit Network

Staredit Network -> UMS Showcase -> Victory Fleet
Report, edit, etc...Posted by Tuxedo Templar on 2005-06-22 at 06:52:25
[center]Victory Fleet[/center]



Nutshell: Two teams. Each player is allocated a certain amount of resources per round (which increases per round). They must then build up an attack force in a 1 1/2 minute time before the round begins and place it in a designated area to be teleported to a battle arena. The team left with at least one unit alive in the battle arena wins the round, and gets 10 points each (+1 point to each player with surviving units). The team with the highest scoring member at the end wins the game.





Now, I don't know if this is an original concept or not (I wouldn't doubt there's something similar to this somewhere), but in spite of only taking a few hours to make I think it turned out pretty well. As of this post, when I last tested it multiplayer (it was 80% done then), despite some balance issues and other glitches it actually played pretty well.

Well now I've weeded out those glitches and did some more balance work (though I'm almost certain I haven't seen the end of it) to get it as it is now, in what is (hopefully) releasable quality. If there's anything I missed, let me know.

Enjoy!

(Seeing as how pt.1 of Rush is nearing completion, I might as well get one map out in the meantime before the finishing plunge)
Report, edit, etc...Posted by www.com.au on 2005-06-22 at 07:48:58
wow, awesomelly done, and yeh this sort of idea has been used in a game called gladiators.

but it is really good anyway!!

10/10
Report, edit, etc...Posted by scwizard on 2005-06-22 at 08:51:54
I find it amazing that TT can generate such quality maps in such a short period of time. (Havn't played it yet though).
Report, edit, etc...Posted by MillenniumArmy on 2005-06-22 at 11:44:52
I seem to notice how you love to digress from your "primary" map projects and complete other maps instead wink.gif
Report, edit, etc...Posted by Tuxedo Templar on 2005-06-22 at 11:53:16
QUOTE
(Seeing as how pt.1 of Rush is nearing completion, I might as well get one map out in the meantime before the finishing plunge)
*cough*

Anyway, I'm uploading a new version to fix a number of glitches. I'm taking out those beacons because they look ugly and I can't seem to prevent detectors moving on them at certain stages when the players take control during the rounds. Just makes things a bit simpler on my part, and less cluttered in general.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-06-22 at 11:54:27
This was really, really ,really ,really ,really ,really ,really ,really messed up. I told you you needed more testing.

Okay so the games start and we get the Ingame Tutorial (YAY FOR INGAME TUTORIALS). Now infinitely many hallicinated zerglings begin spawning in the top left corner of the map causing very much lag. We couldn't do anything and i was constantly getting a tutorial. The beacons which i assume are supose to cloak were owned by me and i could see them. but half of them were cloaked. It was really bad.. and i wanna play this so please fix it
Report, edit, etc...Posted by Tuxedo Templar on 2005-06-22 at 11:57:21
Yeah, I just fixed those. It's funny how small things like cloaking beacons can turn into major glitches on a dime.

It's all part of debugging. I expect I haven't seen the last of the bugs, either...
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-06-22 at 12:05:10
Did you fix the lings? cause hallicanated untis can't be registered with the "Bring Unit to Location" trigger, i'm sure you knew that though right? They don't count as units. So finitely many lings kept spawning at the HELP area cause i read your triggers and that's what i found was wrong. You also can't burrow hallicnated units.
Report, edit, etc...Posted by Tuxedo Templar on 2005-06-22 at 12:44:11
Ah damnitall, I fix one whopping set of glitches and get spanked with another whopping set. One of them is interesting though: Zerg buildings set to 1/15 build time apparantly never finish their morphing. I think that might be a usable glitch of some sort.

As for the other glitches, well, back to the drawing board. disgust.gif

ADDITION:
Anyway, I'm gonna close this for now as I've got to go somewhere. I'll reopen it when I get the patience to get around to dedugging it for the umpteenth time.

EDIT- Here's the debugging list I have now:
- Trace the no resource at start glitch
- Space out vote location centers (powerups block edges)
- Test halluc powerup exploders (make a sound?)
- Place the P12 lurkers in teleport label locations
- Set siege tanks to invincible at ALL times
- Set build times back to 1 second for all buildings and units
- Tweak resources some more
- Add detector to battle field after 2 minutes (to prevent cloaked units from hiding indefinitely)
- Anti-BSing measures & possible banning function
- Test

Yeah, this looks like well more than the 4 hour endeavour I hoped it to be. disgust.gif I might just skip this and get back to Rush if it takes too long...
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