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Note for SEN people: A lot has changed since the beta version. Particularily later in the game (you simply must see the new final sections ). Give it another go even if you think you've already seen it.[/left]
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RUSH[/center]
An ultra-intense, action/adventure, race against time for Starcraft. You've never seen anything like this before!
Website
http://www.shadowfortress.net/~rush/
Gameplay Overview
This map plays like a shooter built into Starcraft. Using an enhanced version of my original gunner system, you control a single unit in standard shooter fashion and command it to "shoot" with spell casts. I've also added other dynamic elements such as weapon purchasing, upgrading, special abilities, context-based abilities (vehicles, air strikes, etc.), and secrets.
While primarily based around shooter-based gameplay, this map also features a wide range of other gameplay elements beyond the ordinary shooter mold. You'll need to play though it to find out, though (no spoilers).
Important: I must be fair here.
This map is not for everyone. It is heavily reliant on reflexes, coordination, unit control, and the occasional IQ point. If you lack any of these, then this map may be too much for you.
In any case, you also will
need to master the use of the gunner system as well as the other gameplay elements (purchasing/upgrading weapons and armor) to win. It may be tricky at first, but don't get frustrated if you fail once or twice. It usually takes that long to master it anyway (and believe me: It's worth it).
I've included a comprehensive in-game tutorial and practice area to ease the learning curve, which you should consider mandatory even if you're already acquainted with the gunner system.
Basic Information
-Genre• Action / Adventure (shooter)
-Players• Single player
-Map tileset• Badlands
-Map size• 192x256
-Duration• 2-4 hours (without password continues)
Details
-StoryEvil forces invading from the north. Secret government organization. Yadda yadda.
You blow stuff up. Lots of stuff.
-WeaponsYou have 4 main weapons (and 1 secret weapon), each with their own sets of upgrades and ammo. You also have grenades and emergency evac at your disposal.
Simple and clean!
-Chapters/Sections•12 main chapters, with 7 intense boss battles.
Download
Mirrors listed here
The Future...
[left]Even though I've been saying I plan to retire from map making, I think now that I've been mapping for so long that's not really going to happen. I do indeed plan to cool down quite a bit, especially considering I now have a full-fledged game project in the works, but that doesn't mean I can't come back around to say hi or cook up any new maps if impulse drives me.
However, I DO plan on continuing Rush now in an episodic format. Episode 1 was mostly just a test to see if I could put my gunner system into an effective gameplay implementation. Though the gunner system gameplay itself is a bit bumpy (mainly because of the learning curve), I think I have succeeded fairly well nonetheless. Of course, I can still go much further, now that I have an idea how to go about doing things. I even have a new version of the gunner system all worked out that'll be 100x easier and much more powerful, which alone would be reason enough to do a new installment.
I gotta tell you though: This has been one heck of a learning experience for me. Not merely in terms of mapping tricks or specific stuff, but for one very important thing: Never do projects out of ego. I won't deny in my earlier days I used to do my maps based almost solely either by ego or impulse. The downside to both is that it lacks direction and destination, and risks ultimately ending up in vain. Even Rush itself is a product of some amount of ego, as I wanted to try and prove it was possible to create gameplay with the gunner system back in the day more than I did create the best map that I could make.
Nowdays, though, my philosophy has changed a bit, partly by necessity. I just can't afford to exert myself without at least
trying to accomplish something tangible, unlike before. In part that is why I originally planned to retire from map making, but in reality even Starcraft maps can have some usefulness in and of themselves if you enjoy making them. It's always important to be doing the things you enjoy, and not to be doing them to try and prove something. As even if you succeed in "proving" yourself, what then? Do you win an internet? Does a portal in the sky open up for you to ascend to a higher plane of existence?
No. All that happens on that path is that you become arrogant and petty, which in turn further drives you to cling to it. It's a wasteful path that motivates you only for your own emotional interests, and makes you forget the bigger picture.
Don't live your life controlled by your emotions. Control your emotions for how you plan to live your life instead.
But enough of that. You've done well to endure my rant to read this far, so now go play Rush.
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