Check out my latest updates on this map that used to be on hold.. I have been given a lot of great feedback from people who have played it.
Basically it is similar to worms and you have to kill each other using rockets. You must unload units in your dropship to do so. You can pick up power ups and do various things to kill your opponent.
StorylineRhinotoid and Berserktoid were prototype robots created by earth civilians in the year 2050 A.D for defence purposes. Berserktoid was the first, used for warfare by the US army. The world soon became aware of this amazing war technology, and the Russians developed the Rhinotoid, to overcome the powers of the Berserktoid. They believed a bigger and stronger robot with a magnetic mechanism could do well against the beast.
But the real use of these robots was yet to come. By 2060 A.D, Alien sitings had increased. The advanced microchip of these robots hadn't been formatted in 1 year. This was dangerous as the microchips slowly pick up A.I and can become destructive to the civilians. Aliens progressed to attack and invade earth, in 2061 A.D. The US army developed its next robot, Zaptoid, designed to carry and transport troops as well as having most robotic functions. The russians came back by creating Rockettoid, a unit which could fly out of earth and into space using rocket mode. Later revision models of the Zaptoid allowed for this space travel aswell, and the 2 robots flew deep into space. They developed a bond to help each other as their A.I began to form.
Meanwhile, the earlier prototypes Berserktoid and Rhinotoid had developed enough A.I back at earth that they began installing rocket mounts on each other, to escape earth. They formed an ally, to take down the alliance of Rockettoid and Zaptoid. But this was soon to be destroyed.
Upon arrival in space, the robots became greedier, they wanted more. They wanted the functions of each other. It became a free for all as these 4 robots battled it out to gain each others parts and become the ultimate robot. It is up to you to decide who will take these parts, and become the ultimate robot.
Trigger InfoThe triggers of this map are a lot more complex than you think if you are new to map making. Each player has a set of 4 triggers per rocket. So thats roughly 16 rocket triggers for each player not counting the short range rockets. Bug fixing triggers for the rocket stall which was a huge problem was 3 triggers per player.
Since the map is using hyper triggers, a problem is that wait triggers sometimes interfere with it. I am not using extremely hyper however (not 0 ms wait but 100). A lot of triggering has been done to work around situations where I require a wait trigger. Eg the buildings at bottom that you see on fire are a substitute for this. I hope that tip helps people wanting to use hyper in conjunction with wait triggers.
As of 1.61, this maps has over 110 locations with over 200 triggers.
Known Bugs-Sometimes the rockets have no effect on the enemy and just simply blow up. If this happens when you fire a rocket and then go into hide mode, it is NOT a bug. However if it just randomly happens, it is and I have seen it happening sometimes. Report it to me.
-In round mode, when 2 players kill each other at the exact same time and it is a draw, the dead players get given the point.
Report all bugs to nimadude@gmail.com or just post em here.
Updates (since 1.5)Version 1.61 - 1/19/06
- Powerups will no longer drop in a big bundle at the beginning. In addition, powerups will no longer drop before the game mode has been chosen.
- New powerup - Slow Force! This powerup slows nearby enemies for a limited time, useful for enemies trying to escape.
- Fixed a bug with starfire rockets where they would bug up when they killed any enemies.
Version 1.6 - 1/18/06
- Implemented a mobile grid system! This is used in the new powerup, starfire rockets. It sends rockets in every direction from you.
- Player 2's explosive trail is now consistant with other explosive trails and is invisible.
- Trail mode powerup is not as rare as it used to be.
- Fixed a bug introduced in 1.521 where game sounds were not working.
Version 1.521 - 1/14/06
- Removed obsolete loaders used for very early versions of the game.
- Potential bug fix for the bug where you can win more points than normal. Version 1.52 didn't completely fix this.
- Players other than player 1 should immediately see the choosing area revealed to avoid confusion.
- Fixed a bug where trail mode would create a trail in a place the rocket had not travelled through.
Version 1.52 - 1/9/06
- Removed wait triggers for player special moves to enhance stability.
- Fixed a bug that came back in 1.51 where you could score more points than normal for winning a round.
- Powerups will now drop away from each other and should never be close to each other. (except at beginning)
Version 1.51 - 1/9/06
-Fixed a bug where killing a player in hide mode resulted in victory of the round.
-Fixed a bug where a round would not finish, even though all foes were dead.
Version 1.5 - 1/8/06
-Made powerups not carriable
-Added new powerup called trailing rocket. This makes your rocket create a deadly trail when used for the entire round/life. The trail blows up when the rocket explodes, killing enemies that touch it.
-Added an extra dropship for each player, allowing the use of more powerups and abilities.
Planned Features-More powerups. - DONE (more will come but not as a priority)
-Terrain, allowing more interesting and eventful gameplay. (Soon to come thanks to WoodenFire)
-A secondary special move for every character. (In Idea Process)
-Random events for eventful gameplay. Eg, random spawn of an ultralisk, killing anything it touches.
-Having some rockets negate health instead of instantly killing the player. This is a boarderline decision and probably won't get implemented until version 2.0 as it takes too long to put in place for the the outcome you get.