Staredit Network

Staredit Network -> UMS Showcase -> FaLLiNG TiLeS [v1.2]
Report, edit, etc...Posted by Urmom(U) on 2006-10-03 at 17:12:38
QUOTE
Also i don't think you can move or create data discs on null either so...

You can create and move data discs on null.
Report, edit, etc...Posted by Chronophobia on 2006-10-03 at 17:34:59
But that with the discs still won't add to the real "falling tiles" feeling
Report, edit, etc...Posted by TheKeyToKilling on 2006-10-03 at 17:38:09
Ok... for fixing the island thing... my idea won't work, because you have too many traps... 529 to be exact... and not enough locations... only 255 minus how many you've already used... but then again... i've heard with certain editors there either is no limit or you can change the limit... but then there's the problem that you'd have to center the location on the trap since the traps aren't actually square.
Report, edit, etc...Posted by Chronophobia on 2006-10-03 at 17:46:25
255 locations is the max, but you also can make burrowed units and centerlocations on it!
Report, edit, etc...Posted by Zell.Dincht on 2006-10-03 at 18:02:36
I noticed, that you can respawn in a place with no traps causing u 2 die. Also did you meant it to be so that you can respawn in a real bad place and cant run away?
Report, edit, etc...Posted by Niu on 2006-10-03 at 19:04:53
People, people.
As far as ideas, I already got it all down.

There is still a bug where when tiles get low, sometimes your unit will spawn in the middle, this bug is being worked on.

Traps cannont be replaced and you only need 2 locations for the island triggers, I have no clue what you're talking about, besides. I got Tuxedo-Templar, Kenoli(U), and Bonelesskid (TriGGaMaSTa) helping my with my triggers, since I am infact, a noob.

I had already planned to use the ideas TheKeyToKilling before he posted +more. Those will come in later versions. Don't worry, everything is planned out. The only issue is me not being lazy and actually finishing the thing.

And for the, "you-dont-fall-sometimes-when-on-null" thing, that's being solved. We had a problem because floor traps are larger units than ultralisks and the fact that floor traps are overlapping, so it may look like you're not on a floor trap, but infact, you actually are.

For the version updates, it's posted under the hyper link for the v1.4 download.

Thanks. biggrin.gif
Report, edit, etc...Posted by TheKeyToKilling on 2006-10-03 at 20:26:46
QUOTE(Niu @ Oct 3 2006, 06:04 PM)
People, people.
As far as ideas, I already got it all down.
[right][snapback]571405[/snapback][/right]


Ok... you better have it all down!

QUOTE(Niu @ Oct 3 2006, 06:04 PM)
Traps cannont be replaced and you only need 2 locations for the island triggers, I have no clue what you're talking about, besides. I got Tuxedo-Templar, Kenoli(U), and Bonelesskid (TriGGaMaSTa) helping my with my triggers, since I am infact, a noob.
[right][snapback]571405[/snapback][/right]


And me...

QUOTE(Niu @ Oct 3 2006, 06:04 PM)
I had already planned to use the ideas TheKeyToKilling before he posted +more. Those will come in later versions. Don't worry, everything is planned out. The only issue is me not being lazy and actually finishing the thing.
[right][snapback]571405[/snapback][/right]


you had 1-3 i added 4-7... but the falling tiles dodge thing might not work so ;P
Report, edit, etc...Posted by Niu on 2006-10-03 at 20:35:01
QUOTE(TheKeyToKilling @ Oct 3 2006, 04:26 PM)
you had 1-3 i added 4-7... but the falling tiles dodge thing might not work so ;P
[right][snapback]571441[/snapback][/right]

No, I had way more before I even told you about the ones I was actually going to make and yeah, I only told you like 3. Teams, Sudden Death, and Survival.

I remember you testing one of my maps and I was talking about what I was going to add. All you did was basically took most of my ideas and posted it here.

Before I start working on those I still have to get my other triggers working.


ADDITION:
QUOTE(Chronophobia @ Oct 3 2006, 01:46 PM)
255 locations is the max, but you also can make burrowed units and centerlocations on it!
[right][snapback]571359[/snapback][/right]

I was thinking of that. smile.gif
Report, edit, etc...Posted by BerSerKinG-GoD on 2006-10-04 at 14:46:30
just thought ide tell you niu, you forgot to protect 1.4.

1.3 is protected though.
Report, edit, etc...Posted by Urmom(U) on 2006-10-04 at 14:53:54
meh, just leave it open source. tongue.gif
Report, edit, etc...Posted by JaFF on 2006-10-04 at 15:01:15
Just cut out that fart-like sound in the beginning, and that short sound, and it will become more b-net friendly tongue.gif
Report, edit, etc...Posted by Urmom(U) on 2006-10-04 at 15:15:37
lol in the map it is supposed to be a teleporting noise but I thought it was a fart sound too. But yea try to cut down on the filesize.
Report, edit, etc...Posted by Xx.Doom.xX on 2006-10-04 at 15:41:52
WOW! I PLAYED IT!

NICE map Niu! Keep it up!

10/10 no doubt.
Report, edit, etc...Posted by Urmom(U) on 2006-10-04 at 18:33:22
Hmm, this is getting more widespread on B.Net. There is a bug with the tiles falling though because there is always islands left.
Report, edit, etc...Posted by Fwop_ on 2006-10-04 at 18:40:44
The respawn is a little messed up, maybe have a check if there is a trap before you create the corsair again. When its randomized and the triggers are higher than the remaining traps, you get sent to the middle, which is sometimes destroyed.
Report, edit, etc...Posted by Niu on 2006-10-04 at 19:00:00
I hopefully fixed the respawn bug (thanks Tux) that spawned you on an invalid spot. I also took out a couple wavs shortening the DL. If you find anymore more bugs let me know.

Thanks.
Report, edit, etc...Posted by TheKeyToKilling on 2006-10-05 at 09:05:09
Well... I played the map yesterday... and there were still revive problems... problems with the draw trigger, and a few times a problem with the victory/defeat.

For your draw triggers... sometimes when all players are dead, but there are no traps left on the map... it doesn't give a draw. You need to add a trigger saying... If: Player brings 0 traps to anywhere... Then: End game in draw.

For the revive... I'm guessing you have a location that follows the corsairs... otherwise I don't see how you'd do the trigger that determines if the player isn't over a trap, but you should do this...

If: Player brings 1 corsair to anywhere... Then: Center follow corsair location on corsair, Preserve.

If: Player brings 0 corsair to anywhere, Player's custom points score is at least 1... Then: randomize revive location, Preserve Trigger.

If: Player brings 0 corsair to anywhere, Player's custom points score is at least 1, Player brings at least 1 trap to players follow corsair location... Then: Create corsair for player at follow corsair area, Subtract 1 custom.

P.S. also display the leaderboard for most custom points... and set it to 3 at the start
Report, edit, etc...Posted by Mini Moose 2707 on 2006-10-07 at 20:38:48
This map is really awesome, I just wish that the games lasted longer.
Report, edit, etc...Posted by TRiGGaMaSTa on 2006-10-07 at 20:47:42
So niu has let me take over the map now, and from his ideas we've added lives, a larger arena (may cause lag =o), random spawns, and win and loss triggers. Expect to see this version out soon.
Report, edit, etc...Posted by Niu on 2006-10-07 at 22:52:02
VERSION 1.5 OUT.
FIRST POST [=]:]
Report, edit, etc...Posted by Tuxedo Templar on 2006-10-08 at 04:59:25
Oooo, got those bugs fixed?
Report, edit, etc...Posted by TRiGGaMaSTa on 2006-10-08 at 06:39:49
well, you can't really fix the island problem because of how fat traps are. but yea its alot better than it was. Very clever system btw.
Report, edit, etc...Posted by Niu on 2006-10-08 at 06:56:09
Yeah, Boneless improved the map a crapload. smile.gif

(I made my avatar just because of Falling Tiles.)
Report, edit, etc...Posted by EcHo on 2006-10-10 at 23:00:57
This is clearly the best map that was released recently.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-11 at 00:53:04
agreed. although i'm not too fond of how boneless changed the arena.
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