LoL Scorpion that was an extremely long reply!
Wondering if anyone notcied.. that was the 99th reply!
And this one would be 100 ^__^

QUOTE(Screwed @ Aug 4 2004, 02:52 AM)
LoL Scorpion that was an extremely long reply!
Wondering if anyone notcied.. that was the 99th reply!
And this one would be 100 ^__^
Too bad the 100th post had to be spam about the 100th post...and also the 101th post is spam..thanks to me

Wow that was a really crappy response, let me do some explaining for you.
First off, there is the death thing. Sorry you got to die, if you don't die there is nothing to fear. Without the threat of life scaring someone is really difficult.
By the way there are a lot of easy things to do about every example you gave.
-Lings after you get your gun: Wait for other people before you get your gun, duh, with just 3 people it isn't hard to avoid taking any damage
-Banshee fight: read the note, you don't fight him.
-Down the stairs lots of traps: Again read the note, I didn't design this map to be played by morons.
-Hole in the wall, touch the key: LoL that one is fake, yes i didn't spell that one out very clearly, other than the fact that is visible during the intro so why would I hide a key there? And of course the laugher wav is played when you pick it up that’s another clue. I do see where your coming from on that one however.
Of course all these things I can understand. But quite simply easy maps are boring so I tried to make it difficult. PS. I have beat the game with only one other player.
Introduction: The introduction is VERY important to the map. It sets the mood for the game, I want every new player to see the intro and returning players to return to the maps mood. I don’t want the game host to skip the intro every time so no one sees it. Skipping features look like crap anyways.
The objective: Well if you beat the map you would understand that. But i'll give you the spoiler if you want. Its so simple you will curse in discust (i love it). Your kind of hinted towards it though the intro, but no one ever catches on.
Maybe i did slack off some on the mission briefing, Nicks your guide lol. As for the color, you think i should make rainbow colors to portray a happy joyful game? Color ,like overlap, is overrated. The main feature of the map is not the breifing. I didn't want a breifing that would take away from the intro. And i didn't want the players to feel like they were watching two breifings. I could of just said "skip the breif" but you wouldn't have liked that ether lol.
I’m sorry to bash all your feedback, I did ask for it so this response is probably written in an inappropriate tone. As a side note i didn't create house of the haunted to be played by the public. Nor am I going to create this new map with the public interest in thought. File size is of little interest to me, and people who won't read or are too stupid to understand what there reading will not enjoy Forgotten City (hopefully).
QUOTE
The objective: Well if you beat the map you would understand that. But i'll give you the spoiler if you want. Its so simple you will curse in discust (i love it). Besides the main feature is the map not the briefing. Your kind of hinted towards it though the intro, but no one ever catches on.
Wait... Let me guess... We're meant to not live through it?
Owwies...Nice §hitty reply Bolt...I liked it
Brief:when the dude screams its just a aggggggggggggggg
how bout a "AHHHHHHHHHH" in grey :\
Seems most interesting, so its not for your average, first-time map player who can beat it with one finger and a knife in one eye then?
Any screenshots for those without Starcraft?
Bolt, I got an idea for you. In addition to having no "safe zones", have it so the longer you stay in a given area, the more "attention" you attract, and thus more monsters. You could even have events that add to your "attention meter", such as closing a door or shooting something, etc. To heighten the effect, make it so as your attention meter goes up you begin to hear scrambing, clawing, grunting, breathing, etc. Further, you could randomize whether certain areas get attention or not, just so players don't get hooked on the pattern of "welp i just gotta get out of the area in x seconds to avoid trouble", and maybe also adjust the rate of attention per area, also even at random, to keep players on their toes, or as context appropriate.
You can also use unit sprites for confuse the players: They won't know if a pylon is real or not.
Also you can make gates with some sprites and place unwalkable terrain under them, but you can put walkable terrain in some zones, so the units can walk through the gate!
Now that I think about it, it's hard to pinpoint exactly whats wrong with HotH.
One thing that can't be helped is that staredit isn't well suited to make a map like that. I really like how the enemies in HotH had no name, that really added to the mood of mystery and suspense, but one thing that always annoyed me was that unsightly "Kills: 0" on the enemies. I know it's a small detail but I just can't get over it. Also I think the map would benefit from being a little larger with more open corridors. It's true what you said about this map getting played the same way each time, If their were maybe 6 or 7 ways to beat it, then the map would really be a perfect.
Okay, back to forgotten city: About how many different outcomes are there? The more there are the better the map will be in my opinion.
QUOTE(Tuxedo Templar @ Aug 4 2004, 11:36 AM)
Bolt, I got an idea for you. In addition to having no "safe zones", have it so the longer you stay in a given area, the more "attention" you attract, and thus more monsters. You could even have events that add to your "attention meter", such as closing a door or shooting something, etc. To heighten the effect, make it so as your attention meter goes up you begin to hear scrambing, clawing, grunting, breathing, etc. Further, you could randomize whether certain areas get attention or not, just so players don't get hooked on the pattern of "welp i just gotta get out of the area in x seconds to avoid trouble", and maybe also adjust the rate of attention per area, also even at random, to keep players on their toes, or as context appropriate.
This will take alot of work but it sounds as a great idea.... Can you handle it bolt?

Of course it is. I was planning on using it for my own map. But considering I only plan on doing at most 2 more maps before I'm done (my rpg and that movie I posted about earlier), I'll just post it for whoever wants or else can use it. Use it well!
QUOTE(Oo.Kevjak.oO @ Aug 4 2004, 03:22 PM)
Okay, back to forgotten city: About how many different outcomes are there? The more there are the better the map will be in my opinion.
I don't know how many yet, more than one. I'll figure that out when i plan the story.
Evildrone: I'm not to fond of that idea, maybe i'll decide diffeantly later.
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Nice 1000th post, anyway I think you should randomize all the events that occur so the story is never the same when you play it again and again so no one person can put any strategy on it, and they'll just have to be good at surviving to beat it. Let ome areas be more dangerous than other areas sometimes and sometimes not, etc. Have monsters appear at different places at different times and maybe even block entrances to some places randomly. A randomized survival game is the best.
One of the scariest effects is confuse the players, so they don't know what is real and what is not. You can use sprites for create that effect (as I said in my other post) and you can use free sounds too (what will you think if you hear a unit shot but there is NOTHING near your ?!)
I think the part that confuses people the most is when you just type confusing things.
"What is that? I know what it is, but tell me what it is."
"The carnival is in town. Maybe we should eat seafood."
"When I graduated, I was at the top of my class."
Things like that usually confuse/prove I'm half insane to people.
Don, usually people try to prove they're NOT insane. You don't get too many brownie points by doing the opposite (unless that's your goal).
Maybe some hallucination goes to attack you, or extracting a marine (bullet) sound (look like someOne fired)

Use hallucinations, that's all I can say. They're fricking scary.
QUOTE((U)Bolt_Head @ Jul 24 2004, 10:12 PM)
Yeah that would be nice if you attach a map with your research. The dt wall might work well for my purposes. As long as you can't see it.
Also if it strays from the road in the slightest it is unacceptable.
Anyways as a progress report I am done with my town's terrain (except fine detailing that will be done after i finish the insides of the buildings)
There are 7 Buildings total each one you will be able to enter and explor (some alot larger than others).
- Factory
- Office Building
- Police Station
- Library
- House 1
- House 2
- Cottage House
Also I have several new screen shots. They may not be very impressive but they will give you an idea of what things will look like in the city.
Here is the cottage, This its kind of on the outskirts of the town near the old forest
Here is the good park (badlands works well for this), The little shack is yohi's house (Just Kidding it will be something i havn't decided yet proboly will change)
This is one of the big buildings, the office building. Much of the game will take place in here. (i will proboly rename it)
Here is just a cool wide bridge that i made. The flags are suppost to represent a police barrior. I'm considering exiting here in the ending (or at least one of them)PS. I get annoying people whispering me all the time (i don't even know that guy).
This is the police station. (what kind of map would it be without one) Gun, Crimnals, corrupte police men, jail. Tons of oppertunities. how do you do that building thing do you use starforge and stack up certain 1x1 terrain peices?
Like an army of 20 Hallucination!
Making the guy says:
0mmFg!11111 Im goign to di3!!! Runnn Dud!Omfgg!1!11 Im focked!
Always fun to heard that!
Or put a computer player look like a real player with text, then make him die in a closed place Ex:
Guys follow me!!..... darkness, ARG make him die, (no 1 have to see it) Make him says: Breath-[gh]: Omg Monster!! Help!!...... (no one will reach the darkness part!)
Ha-Curse: It's easy, use scmdraft2 or starforge, put on "square" Mode, Then on Tileset Indexe, Find the tileset of The Building then make your creativity in work!
Yeah you hit the nail on the head HA-CurSe. Thats exactly what to do.
lol i find it hard making one i can never find the right peices to match up puzzles arent really my thing

Yea but (u)Bolt: I see the asphalt part on police building wall!

the main thing i find hard is the roof. I cannot seem to find the right peices to do the roof so the building is tall and the roof is at an angle =/
The trick it's to try them all! Me to my first skyscrapper was a big

! With more practice i have learn which use in what... Now i can do skyscrapper!
