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Staredit Network -> UMS Production -> HotH Revisited
Report, edit, etc...Posted by Dr.Shotgun on 2005-06-03 at 21:27:42
Nice graveyard!
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-03 at 21:36:13
QUOTE(Xenomaniac @ Jun 3 2005, 07:56 PM)
It'd be nice if you tried to spice up some of the terrain. Now I'm not asking you to make the hallways bright and happy, but try to cut down some of the rooms that use a lot of unnecessary space or maybe add some units or sprites to give it even more of a creepy feel. It's always better to keep it small when you're trying to keep a suspensful atmosphere.

There was one idea from the map that you abandoned that I really thought was a great idea. What I'm talking about is how you were going to have ambient .wavs be triggered when something happens or it could be random chance. Remember how you said if it was going to be raining in the map then you'd hear drops clanking on the roof of the building you just entered? That would be really great if you could incorporate that idea into this version.

Oh, and just try to keep it really, really, really polished. That means no spelling errors! Hope it turns out well.
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Those are some good suggestions, I'll see about more ambient sounds, however what i was talking about was refering specificly to that map.
I want to keep the terrain simple, without overwelming people with sprites. I am going to try to fully explore the uses of sprites but every one i place will have a very specific reason.

PS. A person pointed out two spelling errors that i had that no one has informed me over the last two years. How pathedic is that, everyone bitches about bad spelling then walks of and never tells me about it. Other than "your spelling sucks fix it" I'm just like "Jee, Thanks"

QUOTE(SpaceBoy2000 @ Jun 3 2005, 08:19 PM)
Wait, you mean you're not supposed to micro the hell out of that ultra? I thought it was always a "I run in and distract him, everyone else go for the key!" kinda thing.
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The original INTENT of the bacement ultralisk room was to run up to the doors in the above area and lure the ultralisk up there, Once up there he would become trapped and you would exit out the other door. But it turns out doing that was more difficult than "microing the hell out of it".
I intend on redoing that part of the map. I got an idea right now
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-03 at 21:43:34
Whats Your Idea???
Even though I have not played this map, I am sure I will Like it when your done.

QUOTE
PS. A person pointed out two spelling errors that i had that no one has informed me over the last two years. How pathedic is that, everyone bitches about bad spelling then walks of and never tells me about it. Other than "your spelling sucks fix it" I'm just like "Jee, Thanks"


Well You missspelled Jee its spelled gee and bacement is basement.
Report, edit, etc...Posted by MillenniumArmy on 2005-06-03 at 23:52:09
My suggestions:

- Random spooky traps here and there. Like put some suspicious looking things in a corner or something and then make some sort of effect.
- More of those "scares" like the one zergling thing at beginning of map.

Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-04 at 01:01:22
QUOTE(calibius @ Jun 3 2005, 08:43 PM)
Whats Your Idea???
Even though I have not played this map, I am sure I will Like it when your done.
Well You missspelled Jee its spelled gee and bacement is basement.
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I can't tell you all my ideas or nothing would be a surprize would it?

And uhh yeah, i'm refering to my spellilng for Official Works. Not random forum post or other chat like things.

QUOTE(MillenniumArmy @ Jun 3 2005, 10:52 PM)
My suggestions:

- Random spooky traps here and there. Like put some suspicious looking things in a corner or something and then make some sort of effect.
- More of those "scares" like the one zergling thing at beginning of map.
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Already Planned I also intend on refreshing some of them after the player has passed the area.
Report, edit, etc...Posted by Ultimo on 2005-06-04 at 01:20:19
Hey guys, lay off of Bolt_Head's spelling. I can only do that wink.gif Hm...I can't seem to remember this map very well. Did we play this together once, and all I did was follow you? lol.
Report, edit, etc...Posted by Kamikaze.Kow on 2005-06-04 at 17:05:19
I think it would be cool if you added more puzzles. I could help ya think of some new things if you want...

Re-making HotH sounds like an OK idea to me, although, its not like it wasnt already accepted by the mapping community as one of the greatest SC games made...
make Hoth 2!! w00t.gif

Anywho, GL!
Report, edit, etc...Posted by Xeno on 2005-06-04 at 22:41:20
QUOTE(Kamikaze.Kow @ Jun 4 2005, 04:05 PM)
Re-making HotH sounds like an OK idea to me, although, its not like it wasnt already accepted by the mapping community as one of the greatest SC games made...
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As much as I love HotH, it wasn't without its share of problems. I think it's great that these little problems are being fixed and there will be some nice tweaks.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-05 at 02:45:42
QUOTE(Kamikaze.Kow @ Jun 4 2005, 04:05 PM)
I think it would be cool if you added more puzzles. I could help ya think of some new things if you want...

Re-making HotH sounds like an OK idea to me, although, its not like it wasnt already accepted by the mapping community as one of the greatest SC games made...
make Hoth 2!!  w00t.gif

Anywho, GL!
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Feel free to suggest puzzle ideas. I don't think i really need help but ideas can't hurt.

I’m revising it (taking the old map and spiceing it up). I hardly have the patience to complete a full map anymore and since it’s already done its like I’m 99% done the whole time I’ll be working on it. Besides I’m not really doing it for the community. I'm more-so doing it for myself, You may love the map and it may be "one of the greatest SC games made" But I find it as a personal embarrassment.

When I play House of the Haunted all I see is errors and bugs. So much it makes me cringe every time I play it. Its pathetic in my opinion. Things like the MASSIVE P12 bug, the stupid basement Ultralisk, the Power Generator that doesn’t work, and the living dead body totally piss me off to no end.
Currently I don’t think I have any maps that fully show off what I believe I’m capable of producing. The only map I’m proud of is TimeUp Bound and since it is a bound that only goes so far as there quite widely hated and known as being easy-to-make maps.
Revisiting HotH allows me to correct the things that have pissed me off for so long, and hopefully turn it into something I can be proud of. Also the bug fixes alone are practically not worth making a new version over. After so long I don’t want to release a new version and have tons of people go “yeah a new version” then play it and think “what’s different?”
Report, edit, etc...Posted by Tuxedo Templar on 2005-06-05 at 07:55:08
You could add a Thing element and set one player at random to be a BSer. wink.gif Maybe do it only every 4th game (1/4 chance per game), so people don't know what to expect.

ADDITION:
OR, you could make a "ghost" or spirit or something that wanders the level, and people who encounter it get possessed, and have various effects like hallucinations, random unallying, inability to move temporarily, etc.

Just some random ideas.
Report, edit, etc...Posted by Xeno on 2005-06-05 at 13:00:56
I really like that idea. But maybe it's because I love The Thing, meh, it would still be cool if that kind of idea could be inserted into the map.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-06-05 at 17:38:23
QUOTE((U)Bolt_Head @ Jun 3 2005, 07:36 PM)
PS.  A person pointed out two spelling errors that i had that no one has informed me over the last two years.  How pathedic is that, everyone bitches about bad spelling then walks of and never tells me about it.  Other than "your spelling sucks fix it"  I'm just like "Jee, Thanks"
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Oh, so i'm just a Person now am I? tongue.gif JK. but i really like the elevator and what you did to it and what not.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-05 at 21:09:40
QUOTE(m.r.bob @ Jun 1 2005, 04:08 PM)
I'm glad it says almost (and not fully) retired map maker, and not map maker that has fully abandoned SC for Warcraft III (it happens unfortanatly).
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SC 4 WC3?? what is this i thought that was PR. Im confused.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-06 at 00:46:38
QUOTE(TRiGGaMaSTa @ Jun 5 2005, 04:38 PM)
Oh, so i'm just a Person now am I? tongue.gif JK. but i really like the elevator and what you did to it and what not.
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Hey, its the person. So thats your SEN name.
Report, edit, etc...Posted by SpaceBoy2000 on 2005-06-09 at 12:17:04
I do have a question: in the basement, when the mass of lings runs at you, are you supposed to sit there and shoot, or actually run like hell? It was always luck that got me past that part...
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-12 at 18:49:26
Sit there and shoot.
- Normally I try to get my people to camp out in the corner just below the areas entrance. Then i walk to the location in the center of the room and walk back towards them.

With just 3 ghost you can defeat them all and take hardly any damage at all.
PS. Marines are stupid, there only good for killing hydralisk. (and utralisk if your dumb enouth to fight them)



Update:

Well I finnally got around to finish redoing my elevator triggers. And there compleatly pwnage now. My idea was to make the elivator more real and not to have players warping at differant times. (this way you don't see any of them disapear when they go to the next floor cause you all do it at once)

Now when you go in the elivator the door will close in a short amount of time after, unless someone is standing in the door (then there is more time). After the door is closed you can choose what floor you want to go to. Only one player has to do this, once one of the players picks a floor to go to then all the players In the elivator start to see the elivator shake ane all there units are moved. A cool thing about this is the place each person is standing in the elivator is preserved so so when there moved to the next elivator there moved to the exact same spot in the corrosponding one. Then after you get to that floor you have so many seconds to leave the elivator before the door closes again.
Also, you can open the current elevator door simply by going to the button for the floor your already one. For example if your in the elevator on floor 2 and the door is closed and you want out you go to the button that says floor 2 and the elevator door will open.

Lastly on a side note I have been uhh less bored recently so havn't been working on this as much. I got a girlfriend and that takes more priority to me and makes times less borring thus less work on this.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-06-12 at 23:38:26
Well uh, Good Job and good luck with the girl friend thingy..
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-12 at 23:48:49
QUOTE(TRiGGaMaSTa @ Jun 12 2005, 10:38 PM)
Well uh, Good Job and good luck with the girl friend thingy..
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Thanks, I havn't had too many GFs. So its needed i guess smile.gif
Report, edit, etc...Posted by KiLLeR2001 on 2005-06-13 at 00:17:48
This might be a little offtopic but uhh... Will the map filesize still be 666 kb or do you think you'll surpass that amount now that your adding more stuff to it?
Report, edit, etc...Posted by HeRtZ on 2005-06-13 at 00:19:30
omg bolt head your like my favorite map maker...and a whole bunch of people as well...w00t this is going to be a pimped out HotH.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-13 at 01:52:17
QUOTE(KiLLeR2001 @ Jun 12 2005, 11:17 PM)
This might be a little offtopic but uhh... Will the map filesize still be 666 kb or do you think you'll surpass that amount now that your adding more stuff to it?
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I havn't decided yet, Actually I think i could make it quite a bit smaller. By removing the ultralisk attack wav and the Civ death wav and using 'free sounds' technique. Also there are new forms of compression IE Proedit. I might make it smaller but then again i might use that extra space to add extra features (mostly wavs).

Oh yeah, there was always 5KB worth of extra triggers in the map to INCREASE the size up to 666kb.




Anyways i found something very interesting and amazing that I havn't noticed it before. Anyways my elivator is still being perfected and fined tuned when i was testing it i noticed that the locations it shakes on were offset for the first floor. (they were 1 tile down from the corrosponding locations on the other two)

After thinking that was weird i checked the Original version and I couldn't belive it, It has ALWAYS been off. It's amazing that two years have passed and I NEVER have known about that bug. Well guess i'll add that to the list of bugs fixed.
Report, edit, etc...Posted by Xeno on 2005-06-26 at 13:43:24
What's the map's status now? I'm interested.
Report, edit, etc...Posted by Tuxedo Templar on 2005-06-27 at 18:09:50
He's suffering from Mordeth Syndrome. Named after a mod project for another game that's suffered a procrastination-ridden development process of over 8 years... and still counting.

Thus is the fate of all ego-based revisitation/continuation projects.



Same with QPirateKing's project, it seems. pinch.gif
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