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Staredit Network -> UMS Showcase -> FaLLiNG TiLeS [v1.2]
Report, edit, etc...Posted by Niu on 2006-09-30 at 00:58:17
QUOTE(DevliN @ Sep 29 2006, 07:15 PM)
As I told ya when we played, I love the map. But obviously it needs improvement.

Some suggestions (I know some were mentioned already, deal with it tongue.gif):
- Win/loss.
- Different arenas (not just sizes, but actual areas).
- Game modes (like best of 10 or 1v1 tournament that match up each player).
- Obstacles randomly placed in the arena.
- Team version (could be considered part of the "game modes" idea).
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I made v1.3, which has Win/loss triggers.
I'll come out with something later with unique arenas with a nice mini-map.
Report, edit, etc...Posted by DevliN on 2006-09-30 at 07:57:47
Win/loss is nice, but each game lasts less than 2 minutes. You spend more time waiting for people to download the map than you do playing the actual game. If you were to do a round system where the game resets after one person is left it may be more fun. Its just something to consider for future versions. smile.gif
Report, edit, etc...Posted by Subrosian on 2006-09-30 at 12:02:35
QUOTE
If you destroy tiles around a small area, creating an island, the island will be destroyed along with everyone on the island, as long as the island is small, and if it's distant from the mainland.


This does not apply all the time. It seems to only happen if the island happens to be on the corners of the field (top, bottom, left, right). I tested it a few times on other places and it does not eliminate the area.

I was fascinated about this idea, because it seemed to have complex triggers that I have unheard of. Now, I'm disappointed...
Report, edit, etc...Posted by Tuxedo Templar on 2006-09-30 at 14:34:20
QUOTE(Subrosian @ Sep 30 2006, 11:02 AM)
This does not apply all the time. It seems to only happen if the island happens to be on the corners of the field (top, bottom, left, right). I tested it a few times on other places and it does not eliminate the area.

I was fascinated about this idea, because it seemed to have complex triggers that I have unheard of. Now, I'm disappointed...
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Doesn't work as well with traps as it did with larger units. Traps are in fact larger units, but they don't properly mesh together unless they're very close. That is why islands need to be seperated away from the rest of the land mass quite a bit for it to work.


In theory though, if you were to end up with a longer game between two players, the ability to destroy chunks of land would add a strategy element. But since it's glitchy as a result of the wide traps, lags a bit, and because "late game" rarely happens, I wouldn't sue Niu if he wanted to take out those triggers, and just do it the old way.
Report, edit, etc...Posted by Niu on 2006-10-01 at 02:02:21
QUOTE(Mini_Goose_2707 @ Sep 28 2006, 05:53 PM)
No screenshots?
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Screenshots added. biggrin.gif
Report, edit, etc...Posted by Oo.Insane.oO on 2006-10-01 at 09:48:30
QUOTE(DevliN @ Sep 29 2006, 10:15 PM)
As I told ya when we played, I love the map. But obviously it needs improvement.

Some suggestions (I know some were mentioned already, deal with it tongue.gif):
- Win/loss.
- Different arenas (not just sizes, but actual areas).
- Game modes (like best of 10 or 1v1 tournament that match up each player).
- Obstacles randomly placed in the arena.
- Team version (could be considered part of the "game modes" idea).
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1. It has win and loss
2. Yeah
3. Yeah
4. they would have to be air units or use walkable null since that isnt ground
5. Put into 3 tongue.gif

Yeah but I loved this game I played it on bnet for a while yesterday after dling it. Sometimes when you fall in the whole you dont die tho sad.gif
Report, edit, etc...Posted by Chronophobia on 2006-10-01 at 10:06:43
I am already seeing it floating around on the B.net, this might be a map which stays! But as it is pretty simple (not trigger-wise, but mission like) people might get bored of it soon, but to be honest, this is the coolest mini-game map I've seen this far! Great job!
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-10-01 at 11:43:41
QUOTE(Tuxedo Templar @ Sep 30 2006, 01:33 PM)
Doesn't work as well with traps as it did with larger units.  Traps are in fact larger units, but they don't properly mesh together unless they're very close.  That is why islands need to be seperated away from the rest of the land mass quite a bit for it to work.
In theory though, if you were to end up with a longer game between two players, the ability to destroy chunks of land would add a strategy element.  But since it's glitchy as a result of the wide traps, lags a bit, and because "late game" rarely happens, I wouldn't sue Niu if he wanted to take out those triggers, and just do it the old way.
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I've had a couple games of this where that came into play. It's fun to try and trap someone else on an almost-seperated corner and then send the whole thing down...It only happens with people who have played a few times, and know to keep moving so that they don't get killed by a direct shot, though.
Report, edit, etc...Posted by KABOOM on 2006-10-01 at 18:02:59
QUOTE(DevliN @ Sep 30 2006, 06:57 AM)
Win/loss is nice, but each game lasts less than 2 minutes. You spend more time waiting for people to download the map than you do playing the actual game. If you were to do a round system where the game resets after one person is left it may be more fun. Its just something to consider for future versions. smile.gif
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i second that, it took me almost 5 minutes to dl!!!!
Report, edit, etc...Posted by Chronophobia on 2006-10-01 at 18:58:05
QUOTE(KABOOM @ Oct 1 2006, 04:02 PM)
i second that, it took me almost 5 minutes to dl!!!!
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Wow, you must have had a slow host, because for me it took like 1 minute approximately.
Report, edit, etc...Posted by dumbducky on 2006-10-02 at 14:57:35
Cool map. I do like the whole concept. I love trying to get them stuck on an island, and then watching it fall away. I've yet to do it, but I'm not going to stop trying.

I've only got two problems with your map.
1)The short game time. RMing is a pain when it's a 30 second game.
2)The long briefing. Having someone AFK means you won't get to play. 49 minutes is just too long.
Report, edit, etc...Posted by Tuxedo Templar on 2006-10-02 at 15:26:08
Length'll be solved by the new lives feature Niu and I added. Plus he plans on adding different gameplay modes later, to complete the package.
Report, edit, etc...Posted by Niu on 2006-10-02 at 19:14:20
QUOTE(dumbducky @ Oct 2 2006, 10:57 AM)
2)The long briefing.  Having someone AFK means you won't get to play.  49 minutes is just too long.
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It's 49 seconds, not minutes. How would I have a 49 minute briefing when the games only like 30 seconds to a 3 minute game? tongue.gif
Report, edit, etc...Posted by Fwop_ on 2006-10-02 at 19:23:01
A 49 second briefing is pretty much half the the total game time. By now people should know how to play, and if not, it will take like 10 seconds to learn (D-web), making the instructions a waste of time.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-02 at 19:55:36
10 seconds... only if you have a learning disability. you should be able to learn it within 3-5 lol. its actually quite fun, i like how its quickly over(albeit, i'd still prefer more round) cause quick games are all i have time to play nowadays. had fun pwning dumbducky and grand dracolich this morning - until they get better at least...

gj on the map
Report, edit, etc...Posted by Niu on 2006-10-02 at 20:22:19
I guess I could take out the brief and put it in mission objectives... since no one likes my fantastic briefing.
The briefing is still useful for teaching players that moving gives your energy and that smaller islands fall.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-02 at 21:26:18
when are you planning on releasing the new version?
Report, edit, etc...Posted by Tuxedo Templar on 2006-10-02 at 22:19:03
Briefing is nice. Waiting for it is a comparatively minor issue to the gameplay, really. If you must, tone it down to 30 seconds or so and be done with it.

The goal is to listen to what people have to say to learn from, but don't let them skew your view of the important stuff. A lot of the feedback you'll get is just little easy and obvious stuff people want, so determining what's an issue to address versus simply requests to add/change something is necessary to keep track of.

That applies to almost any kind of development, really.
Report, edit, etc...Posted by Niu on 2006-10-02 at 23:06:39
QUOTE(Tuxedo Templar @ Oct 2 2006, 06:18 PM)
Briefing is nice.  Waiting for it is a comparatively minor issue to the gameplay, really.  If you must, tone it down to 30 seconds or so and be done with it.

The goal is to listen to what people have to say to learn from, but don't let them skew your view of the important stuff.  A lot of the feedback you'll get is just little easy and obvious stuff people want, so determining what's an issue to address versus simply requests to add/change something is necessary to keep track of.

That applies to almost any kind of development, really.
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Words of Wisdom.
Report, edit, etc...Posted by Sopris on 2006-10-03 at 00:06:57
QUOTE(Niu @ Oct 2 2006, 05:21 PM)
I guess I could take out the brief and put it in mission objectives...
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*Slow motion* Nooooooooooooooooooooo *inhale* oooooooooooooo!
Report, edit, etc...Posted by Niu on 2006-10-03 at 03:33:36
Version 1.4, released!
Report, edit, etc...Posted by Chronophobia on 2006-10-03 at 15:17:30
What modifications did you do in this new version?
Report, edit, etc...Posted by TheKeyToKilling on 2006-10-03 at 15:22:17
Ok... I love the mission briefing... the flashy text and the music are addicting tongue.gif

Add instructions to the mission objectives to make the briefing go faster, but don't delete the briefing cry.gif

I love the island feature, but it needs to be made better mellow.gif

If you need help making the island feature better, I can do the triggering for it for you, but it will take quite a bit of locations and triggering.

I'm not sure if it's possible to reset the original game board after a game, but I might be able to do that too... depends on if the triggers let me place traps on the null using triggers. I can do the triggers for this if you want me to, if it's possible.

Also... you should put in game music that plays non-stop with an in game music on/off function.

Game Styles:
1. Normal (3 lives... revive at a random area after die and lose 1 life)
2. Sudden Death (1 life only)
3. Random Falling Tiles (No Disruption Web) (1 life only)
4. First To 3 A.K.A. Last Man Standing (see info below)
5. Falling Tiles Dodge (see info below) (No Disruption Web) (1 life only)
6. 1v1 Tournaments (1 game or best of 3)
7. Teams (choose your own teams or choose random teams function)

For 1v1 Tournaments... have it so that they can choose the style associated with it from the game styles 1, 2, 3, or 5 listed above.
(not 4, because it would be exactly the same as a sudden death 3 game tourney)

For Teams... have it so that they can choose the style associated with it from the game styles 1, 2, 3, 4, or 5 listed above.


First To 3 A.K.A. Last Man Standing Info:

Multiple games of sudden death... the winner of a game gets +1 points... the first player to 3 points wins.

If traps can't be created on the null using triggers, then create multiple boards... make these boards belong to a second computer player. Using multiple large locations, place 1 large location to completely cover each individual board that is not in use. Then after a game, move the locations from the old board to a new 1... see the bottom of this post.


Falling Tiles Dodge Info:

(If you can create traps on null using triggers)
(Might be able to use the same 1 board area that's already on the map for this)

Randomize floor trap creation area
Create a tile at the randomly selected area
Wait a certain amount of time
Move all already made tiles down 1 space
Wait a certain amount of time
Remove tiles/floor traps at the bottom row of the dodge field
Repeat the above
Center a location on each players corsair (make it preserved)
If player ? brings a tile/floor trap to a follow corsair location... kill their corsair
Last player alive wins
Do in this order... remove bottom... move down 1... create new tile... repeat
Locations on outside either kill players who leave the area or move them back

Using Multiple Boards:
Place 1 location over each trap... using a lot of triggers, you can get the island function to work properly then... then after a game do the following...

Center location Tile Number ? on floor trap for second computer player at Game Board Number ? (2 to whatever).
Wait a certain amount of time.
Give floor trap owned by second computer player at Tile Number ? to first computer.
Wait a certain amount of time.
Repeat this process until all of the tile locations have been moved... Note: set and clear switches at the end of triggers and move the tile locations 1 at a time... otherwise you might end up with 2 locations covering the same tile.

P.S.
You will need to put a points counter for lives and or points.

P.S. 2
If you need me to do any of the triggers for this stuff for you, then I will. If you need any help or have any questions... just ask tongue.gif

Oh... and yes... I am very well known for very long lengthed posts as you can see... hope you enjoy them tongue.gif LOL
Report, edit, etc...Posted by Urmom(U) on 2006-10-03 at 15:43:54
I would think he has the triggering down since Tux is helping him. And no, you can't create traps.
Report, edit, etc...Posted by TheKeyToKilling on 2006-10-03 at 17:11:36
Sigh... can't create traps on any type of terrain...
and... can't move traps from a spot to any type of terrain...
sad.gif

If you want you could use Data Discs named Tile, but that wouldn't really fit in!

If you really want to do that... go ahead, but it's your choice if you want to use data discs at all, because they don't actually look like terrain tiles ;-/

Also i don't think you can move or create data discs on null either so...

If you don't wanna do it just throw that 1 out then ;-/
It woulda been a cool style if it had worked sad.gif

ADDITION:
QUOTE(Urmom(U) @ Oct 3 2006, 02:43 PM)
I would think he has the triggering down since Tux is helping him.  And no, you can't create traps.
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Ummm... I'm friends with Niu... and also... he asked me to be a beta tester... so i'm trying to help him out with the map mom tongue.gif

And also he said if I had any ideas to post em on here... so tongue.gif
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