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Staredit Network -> UMS Production -> N i t E : Brim of Escape
Report, edit, etc...Posted by Screwed on 2005-03-25 at 02:20:35
QUOTE(Talrathis @ Mar 24 2005, 01:37 PM)
I've skimmed through it and it looks pretty good.  I can't wait to try it out.  More complex game = better game, despite the fact that there will be more 'newbies' because they don't understand how to play the map.  If you need a tester just PM me.

I will later gather some ideas and post them here. Good luck with your map  wink.gif

(Couldn't resist using that smiley.. it just has that charm  wink.gif )
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Thank you so much Talrathis, and I do mean it. Every tiny bit of these encouragement goes towards something. Yeah, the map will be pretty hard to understand. However, before you actually kill zombies, you can choose to undertake a hazard training course that will probably teach you how to aim, how things work, how to throw a grenade etc. I will enjoy doing that part smile.gif

And of course Talrathis, any ideas will be seriously looked upon and considered.


Okay, sorry people for not updating for days, but I really can't be a two headed person, doing this and that at the same time. Today I was briefly talking to Baal about some ideas. smile.gif

The problem is that I KNOW I will run out of locations. So therfore, Brim of Escape will have 2 maps to it. I probably will add a passward system that unlocks profiles from the first map. Whatever it contains, I will add new weapons in part 2 and also more exciting stuff in it smile.gif I decided to leave flamethrower and chainsaw in either Part 2 of the Expansion.

I did some terrain today, but not as much triggers. The reason is I spend 2-3 hours trying to fix a bug that is extremely critical. Now I still have around 300 triggers to revise and fix since I copied and pasted then edited faulty triggers. (which means I will have to fix the 300 triggers into good functioning triggers)

While testing with some preplaced units, I realised this game will be a little hard. I know some new players will complain about it, but once you get the hang of it, it'll be more fun smile.gif

I also did do some extra triggers, which is the barrel system (which the explosion looks ugly right now) and some 'talking' triggers. The barrel system isn't really sophisticated but what it does is, it killed all units really close to it, and severely injures nearby units. You also lose virtual HP when you're close to it when it explodes.

About the speech triggers, unimportant units talk randomly.
Examples of what units may say:
Ally Civilian in Contaminated City (you can't order this player's units, they are not part of the 'squad')
1. "I thought this was the worse it could get"
2. "Please hell, don't leave me"

Ally Marine in Contaminated City (you can't order this player's units, they are not part of the 'squad')
1. "A sheperd must tend to his flock, especially when they have grown... unruly"
2. "Nice to see you, it's great knowing I won't die alone"

Enemy Marine
1. "Drop your weapons immediately or we shall abduct you with force"
2. "Requesting Backup!" - other enemy soldiers
3. "CNC commands you to report to base and receive prosecution"
4. "Prime Suspect Identified!"
5. "Take him down! Take him down"

Quite a few of other units will not have random speeches, as long as that they have something to do with the plot, they are owned by another player and say specific things. smile.gif

I might post what you do in different levels later smile.gif I showed Baal a really cool concept today for a level. happy.gif

Anticipation after all is everything smile.gif
Thanks EVERYONE!


I'll add screenshots later.
Report, edit, etc...Posted by Ultimo on 2005-03-25 at 02:27:37
How much big do you think this map will be? Although, it won't really matter since it it's only one player. o.O
Report, edit, etc...Posted by Zergling[SK] on 2005-03-25 at 02:46:33
Sounds like a lot of good ideas and such, But for the virtual HP is every weapon going to have a different armor/hp, or will there be items to give you more. Also is there going to be a maximum amount that you can get. Like say 100 hp, and like 300 armor? For the unit speech do you intend to make it where you can talk to every unit in your map?
Report, edit, etc...Posted by Screwed on 2005-03-25 at 03:08:33
QUOTE(Ultimo @ Mar 25 2005, 08:27 PM)
How much big do you think this map will be? Although, it won't really matter since it it's only one player. o.O
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The map size will be 256x256
The file size will be probably 3 mb, considering I don't go overboard with sexy music. tongue.gif


QUOTE(Zergling[SK] @ Mar 25 2005, 08:46 PM)
Sounds like a lot of good ideas and such, But for the virtual HP is every weapon going to have a different armor/hp, or will there be items to give you more. Also is there going to be a maximum amount that you can get. Like say 100 hp, and like 300 armor? For the unit speech do you intend to make it where you can talk to every unit in your map?
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Ty about the comment on my ideas. About the virtual HP, at first I was considering different weapons will give bonuses to your armour or hp. But then I noticed it wouldn't be as realistic and it would be hard to trigger. However, maybe I should add "suits" you can pickup that give bonuses to your character's resistance levels. (Fire/ Impact resistance etc.) Yes, there will be a maximum amount of armour you can get, which is 10000 HP and 15000 armour. However, the default armour can only be charged to 10000. Until you upgrade your armour suit, then you can charge it to 15000 armour. Well, you can talk to 90% of human units. Around 50% of them will probably say randomised messages, and the other half will say specific texts that helps build up the plot. I hope this answers your question. biggrin.gif
Report, edit, etc...Posted by Ultimo on 2005-03-25 at 03:09:32
Aren't you worried you might hit the string limit before you can finish your map?
Report, edit, etc...Posted by Screwed on 2005-03-25 at 03:12:29
QUOTE(Ultimo @ Mar 25 2005, 09:09 PM)
Aren't you worried you might hit the string limit before you can finish your map?
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Yeah, I know, but the file size is normally taken up by music which doesn't take up many strings. And in addition to that, thats why I'm making two parts to 'Brim Of Escape' so I won't breach the string and location limit as fast and express the map to its full extent. The 256x256 map size will not be fully used, its just the levels are spread out on the map more evenly. smile.gif
Report, edit, etc...Posted by Moogle on 2005-03-25 at 03:12:40
QUOTE(Ultimo @ Mar 25 2005, 07:09 PM)
Aren't you worried you might hit the string limit before you can finish your map?
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who said he using alot strings? he can reuse text so pretty simple do. Im sure he wont even hit it. Even if he does just need remove his commentd and w/e. IF he does it then he'll need mod string limit outside SCXE program and use SF =/ but who knows. Only person whom will know if he hits it or not is Screwed.
Report, edit, etc...Posted by Screwed on 2005-03-25 at 03:17:03
QUOTE(Moogle @ Mar 25 2005, 09:12 PM)
who said he using alot strings? he can reuse text so pretty simple do. Im sure he wont even hit it. Even if he does just need remove his commentd and w/e. IF he does it then he'll need mod string limit outside SCXE program and use SF =/ but who knows. Only person whom will know if he hits it or not is Screwed.
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Thanks for clearing that up Moogle. smile.gif I'm glad you posted in my thread. Just to make this post have more content in it, I've put 1 new screenshot in this post.
Report, edit, etc...Posted by sckor on 2005-03-25 at 05:32:30
Good to see SCM Draft's zoom used!
It looks good.
Report, edit, etc...Posted by qPirateKing on 2005-03-25 at 11:09:33
My only gripe on that screenshot is the doodad that protrudes over the water. Take it out and it'll be perfect.
Report, edit, etc...Posted by Fortune on 2005-03-25 at 17:55:31
While looking at this map, I felt anxious and fearful. The terrain was dark and cold and fit the map's personality quite well.

Only criticism—fix the battlecruiser. tongue.gif
Report, edit, etc...Posted by Screwed on 2005-03-26 at 03:17:44
QUOTE(sckor @ Mar 25 2005, 11:32 PM)
Good to see SCM Draft's zoom used!
It looks good.
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Thanks tongue.gif

QUOTE(qPirateKing @ Mar 26 2005, 05:09 AM)
My only gripe on that screenshot is the doodad that protrudes over the water. Take it out and it'll be perfect.
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Sure thing, it's fixed on the map now smile.gif

QUOTE(Fortune @ Mar 26 2005, 11:55 AM)
While looking at this map, I felt anxious and fearful. The terrain was dark and cold and fit the map's personality quite well.

Only criticism—fix the battlecruiser. tongue.gif
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Yeah Fortune, thanks for the comment on my map. I'm obliged to it smile.gif
Lol, and yeah. Sorri for the crash bleh.gif


I'm currently doing the introduction of the map. I haven't finished the engine, but I thought I'd might as well start. Here's a screenshot of Darus talking to the civilians of Earth celebrating. wink.gif

Nothing really amusing, I might add some doodads or sprites later to make it a bit more detailed.

I might post some more enemy combat sample screenshots later. wink.gif

Just reminding, I'm still and always will be receiving ideas intake. Give some recommendation guys happy.gif biggrin.gif
Report, edit, etc...Posted by jukuren on 2005-03-26 at 04:39:25
Hmmm..Interesting...Looks great! But..You may just want to go over it a little...Just incase for loose ends. Anyway, it's terrific! Keep it up!
Report, edit, etc...Posted by Moogle on 2005-03-26 at 05:47:23
Nice work screwed, lol i wouldnt do what i said lastnite with people doing odd shit. But uh we spoke about the intro sounded pretty awesome, hope your intro goes well for you happy.gif
Report, edit, etc...Posted by Fortune on 2005-03-26 at 13:14:11
The introduction wasn't bad Screwed, it just needed to be spiced up a bit. Maybe you could add some visual or sound effects would help it out. For the most part it set a good mood for the map though.
Report, edit, etc...Posted by Screwed on 2005-03-28 at 18:54:55
QUOTE(jukuren @ Mar 26 2005, 10:39 PM)
Hmmm..Interesting...Looks great! But..You may just want to go over it a little...Just incase for loose ends. Anyway, it's terrific! Keep it up!
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I appreciate the comment, but I'm also trying not to go overboard with things unless unfixable bugs occur.


QUOTE(Moogle @ Mar 26 2005, 11:47 PM)
Nice work screwed, lol i wouldnt do what i said lastnite with people doing odd shit. But uh we spoke about the intro sounded pretty awesome, hope your intro goes well for you happy.gif
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Lol, yea that was funny. But neways thanks mog, I briefly finished the intro now, doesn't look too great. I wanted it to have impact, but maybe I'll fix it in later versions.

QUOTE(Fortune @ Mar 27 2005, 07:14 AM)
The introduction wasn't bad Screwed, it just needed to be spiced up a bit. Maybe you could add some visual or sound effects would help it out. For the most part it set a good mood for the map though.
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Yeah, I'm saving the visual effects until the game actually starts. I fixed some of the text not alining problem.


The reason I didn't update recently is because I was refixing the terrain, because after I resaved some locations, I realised I could fit a lot more things and levels in. So I basically added more terrain bits. Even though the map is in two parts, I still hope Part 1 has quite a good amount of gameplay. However, I'm saving the surprises until part 2.

I also showed Baal about a level concept I was going to use, I don't know if I said that already.

Now I need to have level and boss concepts:

.: Level 1 :. Beyond Comprehension
* You walk around the science lab familirising yourself with things. You also get to kill things in this level, in a virtual training machine.

.: Level 2 :. Connection
* You walk into the testing chamber, until you find things are going wrong. Then you try to get back to the control tower to regroup.

.: ----- :. -----
* -----

.: Boss Concept 1 :.
* The boss teleports around you, summoning enemies. He also uses the spell wormhole, which sucks you towards him.

I also have more level ideas, such as disguising into a human enemy camp to retrieve a data disk or a defensive level which you hold off zombies.


When I actually get more gameplay triggers done, I'll take more screenshots. (since if I take more terrain screenshots, they are relatively the same)
Report, edit, etc...Posted by Screwed on 2005-04-02 at 22:01:20
Update:
Sorry about the late updates people, since probably because I'm slacking off. I didn't really do much, but I finished the introduction of the demo to the stage which you start controlling the unit. I made it that there are civilians walking around the place, each one of them will talk to you when they walk past you. Brown units are all talkable, they say their key speech once, and after they finished, if you come back and visit them again, they will say a repetitive speech that tells you to stop messing around or quit bothering them.

Thanks to Moogle, he has given me a concept to randomise enemy damage.
- Headshot
- Body
- Arm
- Leg

All possibility of each of these happening will be respective to the enemy's distance from the character. I have layed out the triggers roughly, however I am not implementing that yet in the demo, since it consists of too many duplication of triggers.

Overall, I would like to thank everyone greatly.
aE[Shinra] (Shinra_Soldier@SEN) had kindly offered his time to test the pre alpha, and always tried to make sure I was completing something. pinch.gif

And also thanks to Theorotical Human has kindly PMed my a better terrain brush I am using to fix and merge the ramps more smoothly.


As all my friends know, and maybe some of you may have figured, I am a slow progress map maker and gets sidetracked easily. I will try my best to stay on task. Also with autumn break coming in 11 days that lasts for more than two weeks, the possibility of finishing more of the demo is greater. smile.gif

I really apologise for people who anticipated the map for being such a slow mapper.
Report, edit, etc...Posted by Sniper on 2005-04-03 at 01:57:59
bet you it took longer to write out the topic than it took to do the map wink.gif anyways,sounds great cant wait
Report, edit, etc...Posted by Forsaken on 2005-04-04 at 01:30:05
Well, well, well.... And you told me the day you got started that you were afraid you would lose "motivation". Now if I'm not mistaken, you sound pretty damn motivated to me. wink.gif

Anyways, keep the great work. It is really coming together nicely.

BTW: The storyline you sent me was really good. If you need help with anything let me know, I'll help you test next time I see you.


Good Luck with the rest of the map! tongue.gif

Report, edit, etc...Posted by ShinRa_Soldier on 2005-05-03 at 23:25:43
Screwed is Going to start working on the map again! I played it and gave him some suggestions and it looks really good !!! Im going to try and keep him motivated and "Force" him to finish it smile.gif
Report, edit, etc...Posted by Screwed on 2005-05-03 at 23:40:10
Thanks Shinra, well - he said I had to finish this map and whenever I put maps on 'Hold' , they never get touched again (except this one of course). Shinra after becoming active again a few days ago said he would force me to finish this - in a good way.

Neways, just informing that this thread is active again.
Report, edit, etc...Posted by Forsaken on 2005-05-05 at 20:11:00
Well, Shinra. High Five!! I am glad you got him to work on this...

Screwed, it would have been such a waste if you scrapped this. So... Along with Shinra, I WILL FORCE YOU TO FINISH THIS!! (In a bad way if he does not comply with me)
Report, edit, etc...Posted by scwizard on 2005-05-21 at 19:19:13
You can do it!

Your one of the only people I know who does the terrain first.

I'm going to do terrain last becuase me no good at making maps look pretty.
Looks like your saving the system (most bug prone section) for last.
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