Staredit Network

Staredit Network -> UMS Showcase -> The Puzzling
Report, edit, etc...Posted by KhaosKreator on 2004-12-03 at 02:03:50
40% done version.
Need 3 People to play.

Objective, get to the end and solve all the puzzles!
If needed, I CAN supply help here, but I will try not to.

There are 2 known bugs in this Trial Version, but they aren't really big enough for me to go fix right now.

The Makers:
KhaosKreator@USWest
Euryale@USWest (EDIT: AKA RabidRodents on SEN)
Commando125@USWest
Bacde@USWest

Enjoy, and supply feedback here!
(Note: Most people on BNet are too *not smart* to beat this.)
Report, edit, etc...Posted by polkgaiimahn on 2004-12-03 at 20:43:26
I've been waiting a long time for a map like this. It's hard to find people with enough patience, though.


There should be a hint for each room, or at least a title.

We spent a good 20 min on the guardian room. It's a very clever puzzle.

I am stumped by the room with the arrow pointing right. We tried arranging the Puzzlers in the patterns of creep and water in several places with no luck.

Bugs?:
Typo in the map: acquired

Room w/ red, white door etc - only red can unlock the red door
Reaver room - only requires 2 of the lings to win

vision:
guardian room - players do not have full vision of it
arrow room - players do not have full vision of it
Report, edit, etc...Posted by Kow on 2004-12-03 at 22:20:03
Im confused in the guardian room... Noone will take my instructions... (Stupid Overrun...)

and i understand that the green blocks are directional pads...
Report, edit, etc...Posted by Bacde on 2004-12-03 at 22:52:19
QUOTE(polkgaiimahn @ Dec 3 2004, 07:43 PM)
Bugs?:
Typo in the map: acquired

Room w/ red, white door etc - only red can unlock the red door
Reaver room - only requires 2 of the lings to win

vision:
guardian room - players do not have full vision of it
arrow room - players do not have full vision of it
[right][snapback]106309[/snapback][/right]


The Red/Yellow/White door "bug" was done on purpose. Colors correspond with player colors.

Guardian room was definately a problem though.
You can just run around in the arrow room to gain sight just like in any other room. None of them start you out with full vision.

Oh and, I would love to have a title for each room too, but there will be 60 rooms in the final version. It depends if we have enough locations left over to put 1 in each room to tell the title of the room.

Edit: Wow I wonder how none of us noticed the typo in acquired though, thanks.
Report, edit, etc...Posted by polkgaiimahn on 2004-12-03 at 22:55:39
Ok now we're stuck at the room for the second button for the arrow room.

(p.s. my bnet name is turtlefrog on uswest)
Report, edit, etc...Posted by Kow on 2004-12-03 at 23:16:01
I found the secret door but hte guardian thing is ALMOST done! Yay!
Report, edit, etc...Posted by polkgaiimahn on 2004-12-03 at 23:36:43
I would think you could just show the title when the players first enter the room, assuming there is only one way to first enter each room. You already have 2 locations for each doorway in a room, you'd just have to map out where the path takes the players.

Doing it this way, you'd have to add only one location: for the Green Gem room.
Report, edit, etc...Posted by Kow on 2004-12-03 at 23:45:05
I beat the arrow and now we are on the life and death avatars, we killed the archon now we are stuck.. working thru... well go explore now

i love this map!!! Definantly a map to make a second one! Maybe based on another element... like this is colors... maybe next is chemicals?

Oh, and i think i might have foudn an error, misplaced flags (In the place with the rines...) I have a ss but it lags to much to load it now

How far have you gotten with the map?
Report, edit, etc...Posted by Mr.Kirbycode774 on 2004-12-04 at 00:28:29
MOOO!!! finally a person who likes mooing as much as i do <(^.^)>

Anyways, this map is very large Kow... Over 12 rooms! I still think the guardian room is
too hard to figure out... (hence why Khaoskreator said most people on BW don't have the brains to beat it) w00t.gif

Lets see... soon you will get the heavy weights... which are very... how you say..

HEAVY.....

reminds me of the good times in Kill me v1.0 happy.gif
good times... good times...

All in all, the Puzzling should bring us happy times and feel the pain of our brain working. wink.gif
Report, edit, etc...Posted by Kow on 2004-12-04 at 00:30:35
Lol... i got sick of gassy (Cc.Distort) so i left... but i have the replay! biggrin.gif

Added SS to the previoud post, and if you like to moo, talk to MiniMoose biggrin.gif
Report, edit, etc...Posted by Bacde on 2004-12-04 at 00:45:11
If we were to make a 2nd one of these maps it would be after we are done with the first. To put things in perspective, we have already build a skeleton for our map, with 60 (empty) rooms total. There are less than 30 rooms completed and filled right now (some of them glitchy). Hence why it is called "trail" version.

Edit: Yeah that bug on the screenshot is one of the 2 we already knew about..
Report, edit, etc...Posted by Kow on 2004-12-04 at 01:15:50
Okay, lol. And the bone thing makes sense... and might want to put a crashable units if seen ont eh bottom corner or an unseen place so someone doesnt map hack or cheat.
Report, edit, etc...Posted by Bacde on 2004-12-04 at 02:56:04
QUOTE(Kow @ Dec 4 2004, 12:15 AM)
Okay, lol. And the bone thing makes sense... and might want to put a crashable units if seen ont eh bottom corner or an unseen place so someone doesnt map hack or cheat.
[right][snapback]106373[/snapback][/right]

And how would you know that there isnt a crashable unit in the corner? tongue.gif \

I dont think it would really matter, your view is already centered on a specific square at all times, i dont think the fleeting glimpses you can get of other traps would help at all.
Report, edit, etc...Posted by KhaosKreator on 2004-12-04 at 02:56:13
QUOTE(polkgaiimahn @ Dec 3 2004, 11:36 PM)
I would think you could just show the title when the players first enter the room, assuming there is only one way to first enter each room.  You already have 2 locations for each doorway in a room, you'd just have to map out where the path takes the players.

Doing it this way, you'd have to add only one location: for the Green Gem room.
[right][snapback]106349[/snapback][/right]


We dont use different locations for each room to room door.

I spent a long time on it... 11 locations make it so we can move from room to room any number of times without useing more locations.

Thanks for the feedback / bugs all. It's still far from completed.
Report, edit, etc...Posted by Kow on 2004-12-04 at 09:29:21
So thats what hte obs is for?
Report, edit, etc...Posted by KhaosKreator on 2004-12-04 at 12:04:40
QUOTE(Kow @ Dec 4 2004, 09:29 AM)
So thats what hte obs is for?
[right][snapback]106447[/snapback][/right]


Yep.
Report, edit, etc...Posted by DISTURBED on 2004-12-04 at 12:20:54
QUOTE(KhaosKreator @ Dec 3 2004, 03:03 AM)
40% done version.
Need 3 People to play.

Objective, get to the end and solve all the puzzles!
If needed, I CAN supply help here, but I will try not to.

There are 2 known bugs in this Trial Version, but they aren't really big enough for me to go fix right now.

The Makers:
KhaosKreator@USWest
Euryale@USWest  (EDIT: AKA RabidRodents on SEN)
Commando125@USWest
Bacde@USWest

Enjoy, and supply feedback here!
(Note: Most people on BNet are too *not smart* to beat this.)
[right][snapback]106120[/snapback][/right]

There's... Something... On the wing.... Some......Thing!...... *Deep Breath* I'm sorry, you say something?
Report, edit, etc...Posted by polkgaiimahn on 2004-12-04 at 15:20:09
Center View is not in effect while the game is paused. Even if crashing units are placed, they won't make a bit of a difference because with a maphack nothing illegal is in 'vision' even though you can 'see' it.

Keep up the great work.
Report, edit, etc...Posted by Kow on 2004-12-04 at 16:14:32
Have a unit that is like a siege tank or some ground unit on low terrain and one on high... and when you can see it, it attacks it and then they lose! biggrin.gif
Report, edit, etc...Posted by polkgaiimahn on 2004-12-04 at 17:17:08
Black Sheep Wall gives vision...siege tank thing/crashing units will work for that.
Maphack does not give vision but lets you see. Siege tank thing/crashing units will not work.

Oh, I finally beat it. Uh some of the lings don't go back to invincible after that area...is that the other bug?
Report, edit, etc...Posted by Kow on 2004-12-04 at 17:34:26
Yay! We beat it! Err, yeah... polkgaiimahn and His friend beat it... then with me... biggrin.gif
Report, edit, etc...Posted by Screwed on 2004-12-04 at 18:58:36
This is definitely a good map, but just to mention Kenoli made Puzzle Adventure 1,2,3 before this map. It's kind of the same blink.gif
Report, edit, etc...Posted by Kow on 2004-12-04 at 19:10:39
Are those in the DLDB?
Report, edit, etc...Posted by Screwed on 2004-12-04 at 19:32:01
yes, i think its in 'other' or 'arena'
Report, edit, etc...Posted by Coop on 2004-12-04 at 19:32:31
I got past the guardian one then got the gem on room to the left, then the room to the right of guardian one does nothing. If that the end of trial version? We tried like everything, but no other doors can be opened with green gem.
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