Staredit Network

Staredit Network -> UMS Production -> HotH Revisited
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-01 at 17:57:04
According to my records (and there correct) House of the Haunted version 1.2 was released 7-07-2003

As of now there are many bugs, and things that just piss me off. Since i have been relitively active with SC as of recent I have decided to fix these bugs and release a update. I intend to make this a Major update so even a who isn't very familer with the map will SEE the changes. (I might make version number V2.0 instead of 1.3)

Now to make it worth it i need to add new features that it doesn't have currently. Your ideas are welcome.



Green = Compleated
Red = Idea Abbandoned
Gray = Needs to be done

Here are things that are currently on my todo list or (todone list)
= Bug Fixes =
- Fix player 12 bug (removes doodad doors when a player leaves)
- Fix Dead Body bug (it attacks)
- Fix Powergenerator Bug (the traps it disable never worked in the first place)
- Fix Ultralisk in Basement (get it working the way it should)
- Fix Map revealer for Basement Ultralisk (removes when you leave, reappears when you come back)
- Fix Deadbody room Exit Center Screen
- Fix Elivator Wav Loop Repeat Bug (No longer a problem with hyper triggers)
- Fix message "keycard needed" when door is already open.
- Allow Multiple Keycard Level 3 OR One key only include Key Dropping.
- Allow Dead Body Dropping
- Display Switch Room Message Multiple Times or use Note
- First Floor Elevator Shake Locations realigned to match the other two floors
- Fix basement lings unborrow when day/night switches (give to p11 instead of p7)
- Fix terrain inconsistancy in elevator (outside below door)

= Things to add/change =
- Big changes in terrain for basement and 2nd floor
- Randomized Objectives / Statagy
- Increase Volume of Drip Wavs, Randomize Timing
- Change player of 'torch handle' when vision is turned off so you can see them.
- More Notes
- More Secrets
- Additional Bacement Units
- More random battles in non bacement.
- Zerglings on level 2 before all Civs leave.
- Do something about Leadge Hydralisk in Bacement involving Lack of Vision
- Figure out a way to determan if a player is "lost" in the dark. (or a way to save them)
- More random "scares"
- Additional Objectives on floor 2
- Slowed Walking for Dead Body Carrior.
- Move existing Secret Heal
- Scrolling Credits on Victory
- Change Player + disable hotkey on elivator.
- Some changes to the ending.

= Improved Triggering =
- Hyper Triggers
- Death Counters for Anonymous Notes (shared triggers)
- Music Loops Broken into Segments (Triggers Redone)
- Changed Elivator (When a button is pressed all the people in the elivator go to that floor at the same time)
- Include an order action for every shake, on Broken Elevator Trigger
- Randomize chance of "scary ling" being there 50%





Notes about Testing
- Extensive Testing for Basement Utralisk
- Extensive Testing for Ending
- Proof Read everything before release.
- Test "Scary Ling" to match with Hyper Triggers
- Test Music loops to match Hyper Triggers
- Testing for "Lights Out" trigger.

Suggestions are welcome, Things i will NOT do are:
- Include a Skip Intro Button
- Change the Idea behind the ending.
Report, edit, etc...Posted by Heimdal on 2005-06-01 at 18:32:27
Awesome! One of the greatest maps of all time is going to get better!

1. Is it possible to break a hotkey on a unit? It's possible to defeat the purpose of the torch area by hotkeying your unit before you enter it. It would be a nasty surprise if you found a way to disable that.

2. Please let me proofread your strings when you're finished. Nothing can break a map like bad spelling or grammar. A lot of the strings in HotH have typos.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-01 at 18:44:57
1. You can break the hotkey by changing the player. A good time to do this i suppose is every time they use the elivator. That way I could also solve the problem of them preventing them selfs from walking to the center on acident with a deselect.

2. Please tell me the mistakes that currently exist. Download 1.2 Unprotected Here
PS. your not refering to Comments, locations or switch names are you?
Report, edit, etc...Posted by scwizard on 2005-06-01 at 19:08:33
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).
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-01 at 19:37:57
When i'm "fully retired" you won't see me here.
Report, edit, etc...Posted by Mini Moose 2707 on 2005-06-01 at 21:55:43
This map rocks already, and will rock further. Please let me know if you need any form of help, Bolt. thumbup.gif
Report, edit, etc...Posted by Ultimo on 2005-06-01 at 21:59:29
You can still retain a hotkey if given to another player using triggers, I've tested it.
Report, edit, etc...Posted by DevliN on 2005-06-01 at 23:35:00
QUOTE
2. Please tell me the mistakes that currently exist. Download 1.2 Unprotected Here
PS. your not refering to Comments, locations or switch names are you?

He's referring to displayed text. You have horrible spelling, and I think Heimdal appreciates correct grammar in an awesome map. wink.gif
Report, edit, etc...Posted by Rantent on 2005-06-02 at 00:13:51
QUOTE
1. You can break the hotkey by changing the player. A good time to do this i suppose is every time they use the elivator. That way I could also solve the problem of them preventing them selfs from walking to the center on acident with a deselect.

QUOTE
You can still retain a hotkey if given to another player using triggers, I've tested it.

Breaking the hotkey only works if the player who once had it hotkeyed presses the hotkey button when it belongs to another player. If they don't press it, the unit remains hotkeyed when it's given back.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-02 at 02:18:08
QUOTE(DevliN @ Jun 1 2005, 10:35 PM)
He's referring to displayed text. You have horrible spelling, and I think Heimdal appreciates correct grammar in an awesome map.  wink.gif
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Yeah i figured that smile.gif

QUOTE(Rantent @ Jun 1 2005, 11:13 PM)
Breaking the hotkey only works if the player who once had it hotkeyed presses the hotkey button when it belongs to another player. If they don't press it, the unit remains hotkeyed when it's given back.
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Cool thanks for the information:




Well anyways Todays Progress Report: lol

I deleted the elivator and wav loop triggers, and am in the process of remaking them. I broke up the wavs into segments so the loop will change over quicker and smoother after switching floors.

Also im changing the elivator so it works more like a real one. When someone enters the elivator the door will close shortly after. Then all the people in the elivator will go to the same floor when just one selects it. Also I doing a grid system to corrispond where each person is standing to the next elivator.

If everything turns out the way I want it to be everyone will reconize the map but no one will think it's the same. (now only if i could finish it in about a month, for the 2 year anniversory)
Report, edit, etc...Posted by Tuxedo Templar on 2005-06-02 at 05:53:37
Effects are fun!

For the elevator, you could make an effect where the view actually moves up or down in the direction it is moving. I know scrolling views arn't smooth, but if it's an old elevator that wouldn't be so out of place to have it like that (especially if you added horizontal uneveness as well).
Report, edit, etc...Posted by Voyager7456(MM) on 2005-06-02 at 07:37:07
QUOTE((U)Bolt_Head @ Jun 2 2005, 12:18 AM)
Also im changing the elivator so it works more like a real one.  When someone enters the elivator the door will close shortly after.  Then all the people in the elivator will go to the same floor when just one selects it.  Also I doing a grid system to corrispond where each person is standing to the next elivator.
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Sweet! That was the ONE thing that I didn't like about HotH... when using the elevator people would appear/dissapear. I'm certainly looking forward to an update to THE best "horror" SC map out there.
Report, edit, etc...Posted by Snipe on 2005-06-02 at 12:19:31
O, man this is such a scary map. I played it with someone at like 12 at night and it was scary lol. We tryed to be it but we both died.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-02 at 16:20:29
QUOTE(Tuxedo Templar @ Jun 2 2005, 04:53 AM)
Effects are fun!

For the elevator, you could make an effect where the view actually moves up or down in the direction it is moving.  I know scrolling views arn't smooth, but if it's an old elevator that wouldn't be so out of place to have it like that (especially if you added horizontal uneveness as well).
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Thanks for the list of effects, I'm still in the process of looking at sprites and stuff to see what i can do to spice it up. I was thinking of the "heat wave" thing for my observer hall but I don't think there is a time where i want to give the players vision over that area inorder for the cloking to work. And i don't want them to see the Floor things after they leave ither.

QUOTE(Voyager7456. @ Jun 2 2005, 06:37 AM)
Sweet! That was the ONE thing that I didn't like about HotH... when using the elevator people would appear/dissapear. I'm certainly looking forward to an update to THE best "horror" SC map out there.
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lol If that was the only thing i didn't like about it then i wouldn't be doing this.

ADDITION:
I was playing around with sprites some trying to spiffy some areas up.

Here is a conceptual picture of the "Graveyard"
[attachmentid=9830]
Report, edit, etc...Posted by Rantent on 2005-06-02 at 16:44:40
Thats pretty cool! Nice job using the aura as fog.
If your placing tree's in installation though, might I recommend this. Look at the base of the tree in the middle.
Report, edit, etc...Posted by Snipe on 2005-06-02 at 17:10:12
Bolt, as you told me you were adding a new elevator method. I would like to see that when your done your map It looks interesting. Just wondering are you in the middle of any other maps?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-02 at 17:25:07
QUOTE(Rantent @ Jun 2 2005, 03:44 PM)
Thats pretty cool! Nice job using the aura as fog.
If your placing tree's in installation though, might I recommend this. Look at the base of the tree in the middle.
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yes i know thanks for telling me though. Actually was was intending to get more of a Weeds look rather than full tree. Even though i call it the "graveyard" its still inside (its just the room where the other guy died)

QUOTE(Snipe @ Jun 2 2005, 04:10 PM)
Bolt, as you told me you were adding a new elevator method. I would like to see that when your done your map It looks interesting. Just wondering are you in the middle of any other maps?
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Of you consider all the maps i abbandoned like a year ago in the middle of . . . No this is my only project.
Report, edit, etc...Posted by Tuxedo Templar on 2005-06-02 at 18:18:23
Man, I'll never get used to seeing vegatation in Installation. Though I did like that one Installation city that was made a short while ago.
Report, edit, etc...Posted by ShinRa_Soldier on 2005-06-02 at 18:27:40
I belive you can break hotkey by removing the unit and placing it again, but if its a building then you can't re-make it with just a simple trigger if the tileset is Installation.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-02 at 18:55:43
QUOTE(ShinRa_Soldier @ Jun 2 2005, 05:27 PM)
I belive you can break hotkey by removing the unit and placing it again, but if its a building then you can't re-make it with just a simple trigger if the tileset is Installation.
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LoL of course you can.

You also sucessfully heal the unit 100% every time.
Report, edit, etc...Posted by Mini Moose 2707 on 2005-06-02 at 19:17:28
Well, you said you wanted to change the location of the heal. wink.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-06-02 at 19:44:33
LoL yeah, but then the purpose of Removing the Hot Key is long gone. The only logical place to remove the hot key by changing player or whatever would be in the elivator. And there sure as heck can't be a heal every time you ride the elivator.

Removing the hotkey isn't really a priority of mine. Even if it could be done easly i'm not sure I would want to in the first place.
Report, edit, etc...Posted by Rantent on 2005-06-02 at 19:59:58
QUOTE
the location of the heal.
THERE'S A HEAL! ohmy.gif I had to beat this with out healing, I thought it was just really fricken hard... pinch.gif
Report, edit, etc...Posted by Xeno on 2005-06-03 at 20:56:04
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.
Report, edit, etc...Posted by SpaceBoy2000 on 2005-06-03 at 21:19:09
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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