Staredit Network

Staredit Network -> UMS Production -> Rush Ep.2 Preconception
Report, edit, etc...Posted by Zell.Dincht on 2006-07-16 at 00:19:08
QUOTE(Tuxedo Templar @ Jul 15 2006, 10:10 PM)
Wow.  You guys sure are spoiled. tongue.gif  jk.


Ok I have one final question I need from you guys, and this one's important:  EUDs, or not EUDs?



[right][snapback]524587[/snapback][/right]

My answer is IM NOT SPOILED. I just get everything I want. Hmmm...

ADDITION:
If you get EUDs and if SC releases a new version then it would be messed up. If you use Vanilla Triggers then you'll be playing it safe but it would be harder with the dark swarm problem. Or you can just stick with the bombers so you can ignore that problem. How about you make it so that when you swarm a unit goes under there and it cant be seen. So when you use the firing trigger it would happen there. But theres a slight problem with that, if you use automatic it will create so many spots.
Report, edit, etc...Posted by Felagund on 2006-07-16 at 02:24:11
I would definitely use EUDs. I think it's highly doubtful that Blizzard would release a patch for conditions, which are entirely harmless. Also, how about a fighter (corsair) level?
Report, edit, etc...Posted by Tuxedo Templar on 2006-07-16 at 02:39:41
Well I'm not worried about them patching EUDs specifically. I am worried about new SC versions, which'll mess up EUD offsets, which'll obliterate any conditions dependant upon them.

I think in the case of an official, professional map release, EUDs arn't going to work. I can't count on blizzard to not release patches, an I just don't want to have to worry about a map much after its released. Not unless there's some kind of utility to update a map's EUD triggers for new SC versions or something.
Report, edit, etc...Posted by Mp)3 on 2006-07-16 at 02:57:14
MENUS Kinda troublesome
There is a faster way to have weapon changes than a "1 second" "if blah brings unit here" then "change weapon." 9 options for a menu, use a Hatchery. Make a drone cost 1, a zergling 2, overlord 3, etc. Set the mineral count to 10. Each time you buy a unit, it would set to a certain mineral amount. The condition would be if the player has exactly this many minerals, and the trigger will fire. Using hyper triggers, it fires in milliseconds. Everytime a weapon is changed, reset the minerals back to 10. (Or whatever you decide to make the options for.) You can also multi-layer the menus. Going back from the overlord to the gateway was a little tedious. This suggestion is, of course, if you decide to make ammo unlimite, which I hope you do.

LIVES I like unlimited // Game Overs
I like the idea of when you lose, the entire map starts over again. Rather than having to remake it. I know, it's a huge hassle. But it would still be kinda cool.

STORYLINE Elaboration and Character Development
I would have really liked to see an elaborate storyline. Short story. Or even an epic if you want. But I want to go back and forth from the story with equal value, rather than focus purely on the system and the gameplay. It was great still, but could be better. Cutscenes and the such would provide a nice break from the adrenaline rush once in a while.

PASSWORDS Good idea.

MULTIPLAYER Single Player priority please
Report, edit, etc...Posted by Tuxedo Templar on 2006-07-16 at 03:09:05
QUOTE(Mp)3 @ Jul 16 2006, 01:56 AM)
MENUS Kinda troublesome
There is a faster way to have weapon changes than a "1 second" "if blah brings unit here" then "change weapon." 9 options for a menu, use a Hatchery. Make a drone cost 1, a zergling 2, overlord 3, etc. Set the mineral count to 10. Each time you buy a unit, it would set to a certain mineral amount. The condition would be if the player has exactly this many minerals, and the trigger will fire. Using hyper triggers, it fires in milliseconds. Everytime a weapon is changed, reset the minerals back to 10. (Or whatever you decide to make the options for.) You can also multi-layer the menus. Going back from the overlord to the gateway was a little tedious. This suggestion is, of course, if you decide to make ammo unlimite, which I hope you do.

LIVES I like unlimited // Game Overs
I like the idea of when you lose, the entire map starts over again. Rather than having to remake it. I know, it's a huge hassle. But it would still be kinda cool.

STORYLINE Elaboration and Character Development
I would have really liked to see an elaborate storyline. Short story. Or even an epic if you want. But I want to go back and forth from the story with equal value, rather than focus purely on the system and the gameplay. It was great still, but could be better. Cutscenes and the such would provide a nice break from the adrenaline rush once in a while.

PASSWORDS Good idea.

MULTIPLAYER Single Player priority please
[right][snapback]524641[/snapback][/right]

Noted.

I actually thought I handled the selection systems pretty well as it was (though the weapon switching thing wasnt set to 1/15 sec so hence the lag). I kinda wanted the weapon switching and purchases seperate, anyway. The only thing that always bugged me was the armor upgrading, which I'd have liked to have part of the purchases somehow but obviously that's not possible.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-16 at 03:45:03
QUOTE(Tuxedo Templar @ Jul 15 2006, 05:48 PM)
Suggestions noted.  I just figured if the boss did different things each time, it shouldn't matter if it was the same unit or anything. tongue.gif  But yeah, I'll be definitely focusing more on diversity this time (in many aspects).
[right][snapback]524452[/snapback][/right]


i actually have some boss battles that i think would fit in with your style of boss battles.

i think you should keep all the main aspects of Rush:

-darkswarm gunner system
-time limit
-unlimited lives

as for the ammo, if you're not going to keep it permeantly unlimited, have it temporarily unlimited. you could either purchase ammo time or pick up a power up(which would give you a short period of time where you'd have unlimited ammo - like how it is now). after the time limit is over, you'd be stuck with w/e ammo you had left and no reloads until you buy or find more powerups.
Report, edit, etc...Posted by JaFF on 2006-07-16 at 05:03:54
QUOTE(Tuxedo Templar @ Jul 16 2006, 07:10 AM)
EUDs, or vanilla triggers?
[right][snapback]524587[/snapback][/right]

I'm against UED's. I think stability of the map in time is the key to success. Don't risk it - what if Blizzard patches SC the next day after the release and will continiue to patch it every month ? crazy.gif
Report, edit, etc...Posted by Wilhelm on 2006-07-16 at 10:44:19
Make it easier. I keep getting my ass kicked. tongue.gif

Difficulty settings (maybe like untimed, timed, and less time) would be nice. If you do an untimed setting, then the player would obviously have a limited amount of lives. I guess untimed would have a fairly large amount of lives (atleast if it's as easy to die as it is in Episode 1), timed would have the normal unlimited lives, and less time would also have an amount lives.

Another problem is there's just too many controls. I don't like switching through hotkeys, especially in a game where hitting the wrong thing means you're dead. The gameplay is too fast to the relative complexity of two menus and a reload option. I haven't got very far in the game, so excuse my ignorance, but does the timer ever actually stop? It'd help to have some time to sit back and think it out a bit.

Other than being very hard and very frustrating for me, it's a very good map. I can't complain about the actual triggering of the systems, they're all very well-polished. Editmictation: I didn't realize, but Mp)3 said basically the same thing as my second suggestion. Sorry if I've repeated any previous suggestions.
Report, edit, etc...Posted by JaFF on 2006-07-16 at 10:49:07
The times stops between logical parts, so you can calm down your boiling brain, heal, reload and stuff... Yes, I also think it's a bit hard. Especially in the Caverns, and the Plains. (I didn't get further yet, but I canimagine what awaits me there crazy.gif )
Report, edit, etc...Posted by Tuxedo Templar on 2006-07-16 at 10:59:59
Well some people are mixed on whether to call the plains the hardest or the part after it wink.gif. But at least you get to do something new for the next part. Whether you succeed is really less about skill and more about using your options to your advantage (heal and grenades, specifically). Or, if you have skill/know what to do, you could possibly beat that part just fine without either.

The final area can also be a challenge if you don't catch on as well, but generally less people have complained about them than the previous parts. I in particular like the final area the best as I feel I did the best job of fleshing it out and I'm happy with how it came together. If nothing else, you should try to play through just to get up to that part. It's worth it!


Anyway, suggestions noted. I'll probably be getting my Ep.2 gameplay model posted soon. Hang tight.
Report, edit, etc...Posted by JaFF on 2006-07-16 at 11:28:33
QUOTE(Tuxedo Templar @ Jul 16 2006, 05:59 PM)
I'll probably be getting my Ep.2 gameplay model posted soon.  Hang tight.
[right][snapback]524725[/snapback][/right]

biggrin.gif Great ! I can't wait. I'll bother you in nightmares until you post it shifty.gif
Report, edit, etc...Posted by KABOOM on 2006-07-16 at 16:28:52
so whats best item for plains? ive been using minigun and owning but since i cant beat it with that and like 19 armor... im wondering should i use shotgun or something confused.gif
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-16 at 16:54:44
Well... Rush 1 was amazing... So I'm expection 82.3x as good mapping in this one. Good luck, try to finish before 2008.
Report, edit, etc...Posted by EcHo on 2006-07-16 at 18:49:39
Im sure this is going to be way better than Episode 1. Episode 1 was good too.
Report, edit, etc...Posted by Felagund on 2006-07-16 at 19:06:04
For a ~1 hour map, the difficulty is way too high.
Report, edit, etc...Posted by Rantent on 2006-07-16 at 21:49:24
ALright I'm not sure if someone has said this already, but this comp is slow so I don't wish to go back, and just want to express my opinion before I forget.

Rush 2 should have more of a storyline.
It needs to have the option of either having a timer or lives or something.
More weapons/upgrades, so I don't end up getting every weapon before I beat half the map.
Differing types of units. (Like you did with the car in this, but maybe being an airplane, as the corsair, or something for part 2?)
Better enemy spawn settings, they got predictable in this.
Possibly an allied town?

I dunno, its your map, just good luck with it.
Report, edit, etc...Posted by Felagund on 2006-07-17 at 04:36:49
Oh, I am really liking the sound of that allied town. Maybe have a bit where you defend a city and the allies help you out? After you defend it, you could lead a squad of men or something to clear out some buildings. Computer controlled allies, I suppose, would work instead of a second player (unless you want to make the allied soldiers the second player's?). That would make it way easier than making two gunners, but if you do fight alongside more than one soldier at once, I'd like it to be for the computer to follow you.

I know I mentioned the corsair somewhere back there. It automatically has anti-air capabilities, and the dweb would be air-to-ground rockets or something (I guess it'd fit more as a helicopter, since it can hover).

Also, beyond grenades... give us flashbangs! I think that'd be rather easy to implement, as you could simply make the computer enemies allied to the player while the player is still unallied to the computer enemies. I think grenades are a bit too powerful. Hatcheries might've been ok, but larvae take time to respawn. You could always try a Starport (with five units: wraiths, dropships, science vessels, battlecruisers, and valkyries). That'd give another unit for the weapons menu, and clear up units to use as enemies. I'd also like something more realistic than a BFG, such as an RPG or missile launcher.

The four ultimates are neat, but I want everything to be found or given in the game. I think five good weapon types would be: pistol, SMG, precision rifle, shotgun, and rocket launcher (ooh, maybe RPG, rocket launcher, then BFG?).

*Quick Edit* I'd also like for the player to be able to find ammo, healthpacks that can be used later, items, etc.
Report, edit, etc...Posted by LazyCoder on 2006-07-18 at 22:06:02
I may be a little late, but I think you should go with vanilla triggers. How do you get EUD's to work anyhow? When I use them, nothing happens. Oh well.

I think Rush 2 should have about as much storyline as the first one. Maybe just a bit more. I just don't think Starcraft maps are meant to have in depth storylines, because then that means more text to read and less action time. Kindof like House of the Dead (the video game) the storyline sucks, but it is a really addicting, and fun game.
Report, edit, etc...Posted by iHaveNoRegrets on 2006-07-19 at 13:24:08
In this first one, the only problem I had, was that the bosses were difficult, but everything else was far too ez. I easily got from one part of the level to the other, but once I reached the boss, it got difficult. You should add some extra elements to try and make it harder while fighting common enemies.

Also, I never truly liked the time limitation. But it is a problem since someone could just stay in a level for too long and get hundreds of gas easily. So, yeah...

For Multiplayer, couldnt you use the defiler and its hero version for P1 and P2? Just make it so that if there is two players, there are 3x as many enemies.

For some levels, a level where you just stay in one general area where enemies are coming in from multiple directions and there are friendlies that are coming in that you gotta look out for.

Just gettin my two cents in!
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-19 at 16:45:39
QUOTE(damned_soldier @ Jul 19 2006, 02:23 PM)
For Multiplayer, couldnt you use the defiler and its hero version for P1 and P2? Just make it so that if there is two players, there are 3x as many enemies.
[right][snapback]526862[/snapback][/right]


NO! Dark swarm is detected by P12 and therefore it would be impossible to differentiate who fired which shot.
Report, edit, etc...Posted by Felagund on 2006-07-19 at 16:58:21
The only other detectable spell is disruption web by the corsair.
Report, edit, etc...Posted by Rantent on 2006-07-19 at 20:21:18
Well with direct detection...
Report, edit, etc...Posted by SOngo on 2006-07-19 at 20:29:49
HEY IM PLAYIN RUSH 1 AND IM AT 20 MINS do the bonuses stop at 15 or w/e?

ADDITION:
20 mins on survival* ermm.gif and how come the guns dun transfer over ;o this magnum kick ass biggrin.gif
Report, edit, etc...Posted by JaFF on 2006-07-22 at 13:02:18
Tuxedo, how soon will you announce the plan for the second part ?
Report, edit, etc...Posted by Tuxedo Templar on 2006-07-22 at 18:21:09
How late is more like it. I might be able to get a gunner system prototype made soon, but don't count on me starting the map for quite a while still. Have far too much on my plate ATM.
Next Page (3)