Staredit Network

Staredit Network -> UMS Showcase -> Final Outpost Rpg
Report, edit, etc...Posted by assassin_498 on 2004-07-24 at 11:48:56
Ok, Ive released a beta of my RPG. It only has a few spawns, but hey its only a beta. 3 choosable units, bunkers at the outpost and a large space leftover at the top right corner of the map smile.gif

EDIT: Its kinda small right now, but remember ITS ONLY A BETA!!!
Report, edit, etc...Posted by Neiji on 2004-07-24 at 12:06:58
*UGH* Is it another one of those Crappy outpost rpgs, or is this better? But, hey! When a map is made by people from SEN, it's gotta be good... cept me.. I'm different... SHUT UP! ....*sniff*...
Report, edit, etc...Posted by assassin_498 on 2004-07-24 at 12:18:44
lol...
hey im only a beginner map maker, so i cant do stuff like you pro advanced map makers (or average)...
Report, edit, etc...Posted by Neiji on 2004-07-24 at 12:20:15
Heh.. oh well. All you need in your maps is just a good storyline... which my rpgs never have... and good ideas...
Report, edit, etc...Posted by Xeno on 2004-07-24 at 12:22:59
It wasn't that impressive, but there were some things I liked... but ALOT of things I didn't.

Good Things -

◘ Limited Health as you level up.

◘ Not overloading the map with foes.

Bad Things -

◘ The design, you should of used starforge for the menus.

◘ Taking the cheap why out with the turrets to stop lifters, you could have just made a trigger.

◘ The design of the main area was also sub-par... it's not bad, but why don't you try to use some extended terrain?

◘ Why the hell was the Zergling named "Wolf"? blink.gif

Anyway, just fix some of this stuff up and I'm sure it would be received as much, much better. Keep at it, buddy! thumbup.gif
Report, edit, etc...Posted by assassin_498 on 2004-07-24 at 12:27:19
the ling was named wolf because it looked like a wolf...
btw which trig am I supposed to use from stopping lifters?
Report, edit, etc...Posted by Xeno on 2004-07-24 at 12:52:15
First you need to create a air only location that covers the whole upgrade area and another one similar except it covers air and ground. Then I think you could do something like this to kill all the upgrade buildings for all players then it would create a new one for everyone.

QUOTE
Conditions

- Any Player Brings One Any Unit To UPGRADE AREA (AIR)

Actions

- Kill All Any Unit For All Players At UPGRADE AREA (AIR & GROUND)

- Create One Engineering Bay For Player 1 at PLAYER ONE ENGINEERING (Create one of these for each player)

- Create One Science Facility For Player 1 at PLAYER ONE SCIENCE (Create one of these for each player)

- Preserve Trigger


Forgive me if I make a little mistake in the format.
Report, edit, etc...Posted by assassin_498 on 2004-07-24 at 13:03:30
you did make a mistake in the trig...anyways i think ill just put 1 turret that does 9999dmg instead...
Report, edit, etc...Posted by Vindexus on 2004-07-24 at 13:09:41
QUOTE(assassin_498 @ Jul 24 2004, 12:03 PM)
you did make a mistake in the trig...anyways i think ill just put 1 turret that does 9999dmg instead...

Don't, it makes you look like a nub. Do what was suggested but make only 1 location the size of a building, then center it on the building when it lifts, less work.
Report, edit, etc...Posted by assassin_498 on 2004-07-24 at 13:15:17
it makes me look like a n00b, plus i am one anyways...but i dont care. some advanced map makers put turrets all over and no one will care
Report, edit, etc...Posted by Xeno on 2004-07-24 at 18:36:52
Boy, do you want a crappy map!? Because that's what your gonna get if you don't listen to your... elders! tongue.gif
Report, edit, etc...Posted by Moogle on 2004-07-24 at 18:42:19
And you class your self as elder xeno?

Well then guy came to right place to get help to improve his so called map. Im sure if guy who created map for help we would all pitch in give him ideas make it much better n sweeter (so not another crap map on net)
Report, edit, etc...Posted by assassin_498 on 2004-07-24 at 20:14:02
i have much debugging to do for the hp% trig. Now i have to change the switches for the individual players hp% trigs...should only take about a few min
Report, edit, etc...Posted by Moogle on 2004-07-25 at 01:10:33
Dont need switches just use death counter.

like so:

Condtions
- Player X has suffered exaclty X Deaths of unit
- Current player bring x unit to location x

Actions:
- Display Text Msg
- modify hitpoints of unit owned by current player at location x
- Preserve trigger
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