Staredit Network

Staredit Network -> UMS Showcase -> A Grander Vision re-released
Report, edit, etc...Posted by darth_ender on 2005-07-04 at 23:26:59
Well, I know there were some serious problems with the first public release of A Grander Vision (v5.4). I was in a hurry to get it released before I traveled out of state and couldn't work on it (leaving my computer behind). Despite the problems, the map was well received and became rather popular (at least for one who participates on my small level). It also received a high rating by MilleniumArmy (see the reviews section). I listened to some of the constructive criticism about the map in forums, and now that I've returned home, I played all through the map in order to determine the causes of different problems and fix them. The three most glaring problems were:
1. The infested dark templar would get stuck in a little corner and not do anything. That has now been fixed.
2. The Zerg AI was REALLY stupid. That too has been fixed.
3. The ending was all weird, with triggers firing out of order (I hadn't properly tested the ending at all). That has been fixed and is now very nice and smooth.
There were other critiques. I never have been good at making the Terrain look extremely exciting, so that hasn't been altered a whole lot, though the resource dispersement has been changed and hopefully improved.
If you liked v5.4, I promise you'll enjoy the release of 5.6! If you've never played A Grander Vision, you need to give it a try! This is an incredibly original map with kamikaze Zealots, a healing Dark Templar that infests Terran units, an interesting plot (I do pride myself a bit on my plots), and just overall fun gameplay! I have submitted it to this site, and it will be posted, but for now, here is this.
(Note: it turns out there was a problem with the ending. See my later post for v5.7)

COMING SOON...THE FOUR-PLAYER VERSION!!!
COMING IN THE NEAR-FUTURE...SEQUELS! THIS IS GOING TO BECOME A SORT OF FOUR-PLAYER CAMPAIGN!!!
Report, edit, etc...Posted by pimpinelephant on 2005-07-04 at 23:53:39
Sweet, this is an awesome map. biggrin.gif
Report, edit, etc...Posted by MillenniumArmy on 2005-07-05 at 00:44:03
Once i have time, i'll be glad to try this map. Work is really eating up my schedule right now disgust.gif
Report, edit, etc...Posted by Nemus on 2005-07-05 at 07:04:01
I'll dl it as soon as I get home
Report, edit, etc...Posted by darth_ender on 2005-07-11 at 19:45:35
Ah, crap! I had the end working perfectly for 5.6. I tested it multiple times by just changing the condition to an elapsed time rather than the normal victory conditions. It worked beautifully. I submitted my finished map yesterday. Today, because I was so proud of how beautifully the ending worked, I tested it out again. This time it didn't work! I tried it over and over, and I made several tweaks. I couldn't get it to work properly. It turns out that for some reason, the wait command wasn't woring for player 7. I have no hyper triggers on that player, but every wait became indefinite, and the triggers wouldn't fire. I don't know why it worked before and then stopped. Maybe it's just on my computer. Maybe it will work perfectly for everyone who has downloaded it from this forum. In any case, after working all evening to fix this lame-o problem (I just put the triggers for a different player, but still gave the orders to player 7), it now works again. I now post 5.7 for for the benefit of all, and apologize for the problem. I will need to re-submit this to this site, and maybe get on some official nerves. At any rate, this map should be near flawless now. I also fixed a couple of dialogue problems. Thanks for everyone's interest.

Oh, by the way...PLEASE, PLEASE give feedback. I am so proud of this map, and I want it to be perfect. I am a perfectionist, and I can't stand glitches. Tell me likes, dislikes, and problems. I will look into everything.

ADDITION:
Yea! My new maps (5.6 and 5.7) have been posted. Check 'em out in the UMS Melee style area. Also, the four-player version is near complete. Get hyped one and all.
http://www.staredit.net/index.php?download=3450
Report, edit, etc...Posted by 007Torrasque on 2005-07-12 at 09:36:14
To damn hard!! lol...

actually, that was serious, it became a lot harder because for some reason, the new zerg ai script made the zealots all bunch up just outside my base and then came sprinting in, which pretty much murderd my enitre base at like 7:15 sad.gif
Report, edit, etc...Posted by darth_ender on 2005-07-12 at 12:50:26
Hmm...I don't seem to have that problem (with the Infested Zealots bunching up before an attack). There should be no reason for them to attack like that, except out of sheer randomness. They are sent on erratic paths. I do admit, it is now an incredibly difficult map now.

For it's difficulty, maybe I should tone it down to create more balance. Any suggestions? I'm thinking I should cripple the Zerg air power to even it with the downed UED Fleet. Any thoughts on that? Please give feedback.
Next Page (1)