Teh SeekersCurrent Version: Beta 03Aug 10, 2004
Yeah, so I'm remaking it. Why, you ask? I'll be blunt: Personally, I thought it sucked. It was also buggy and I don't want to spend as much time fixing the bugs as making the map did. Not to mention the whole concept of a Capture the Flag FFA in a random maze is just a crappy idea anyway.

So, I copied over the terrain and units (props to Clokr_) using SCMIE and unit stats/names etc (props to Yoshi for that opening trick thing) and started remaking. This should be a pretty fast paced mapping project, because I can salvage some useful triggers from the old one. Not to mention this time I'm making the map from the beginning (don't ask

).
Now, you're probably wondering, what exactly am I changing? At the start of the game, Player 1 chooses a point value that one must attain to win. These are 1000, 2000, 5000, and 10000. In the map, crystals worth 2, 5, 7, or 12 points will be randomly placed (within a random maze, for those who don't know the old map). Run around gathering points and killing other players for the duarion of the round, which will probably be 10 minutes each. Object of the game: get the point requirement at the end of a round to win. Now, the original Teh Seekers had a Flag, and I'm not changing that. There will also be a Flag to get in this one. He who holds the Flag at the end of a round is awarded 300 Points.
If you die, you will lose points (not decided on that yet), and drop the Flag if you have it. But, unlike the first Teh Seekers, you'll have much more HP.

Also randomly placed in the maze will be Items (as in the original). You will only be able to carry 3 at one time, and a Drop option is available. Items are the only thing not reset after each round is over.
Here is a list (not finalized)
Death Blade - Allows you to instant-kill one player. They respawn faster than a regular death and don't lose any points.
Red Wind - Sends all players back to their Starting points. Can't be used with the Flag.
Pulse Pack - Adds 200 Gas, the equivalent of two Pulse Charges. There is a limit of 400 Gas, though.
Uber-Shield - Heals you once about every 12 Hyper Trigger ticks, for 7 times. Essentially temporary "invincibility".
Trap Set - Lays a Spider Mine at your Location. 3 Mines per Set. They're getting a big power boost from the original.
Quicksand - Slows down all other players. If they're being chased or something, they won't stand a chance.
Jewel - Carry 3 of these in your inventory at one time to get 200 Points.
Fun Box - Auto-uses a Random Item from the above items.