Staredit Network

Staredit Network -> UMS Production -> Muta-Lords
Report, edit, etc...Posted by Schtauffen on 2006-12-10 at 23:42:03
[center]Muta-Lords
"Mutalisk Islands" Reborn[/center]
Index:
[ML00] News / Progress
[ML10] Introduction
[ML20] Specifications
[ML30] Details
-[ML31] Units
-[ML32] Concept
[ML40] Screenshots
[ML50] Demo



[ML00] News / Progress

STATUS: Re-triggering
*Latest functional map can be found under "Demo"

I'm still in the process of re-triggering, but hope to start powering
through them as the holiday season retreats. I do have a fully
functioning alpha release but I've decided to restart so I can
include new features.

Special Thanks:
Halo[EW] - Testing; Ideas; Bug Zapping;

Tester List:
smiles_yo
Muteki_








[ML10] Introduction

I decided to set to the task of creating a newer, upgraded version
of Mutalisk Islands. I had been a fan of the map, but as anyone
who has played it knows... it gets incredibly repetitious and boring.
So I started working on this map.

Instead of being a simple "mass" map, players will be required to
control islands in order to upgrade units, have enough resources
to continue expanding, and gain more mutalisk-spawning locations.
Overall, there are 4 kinds of islands, and 5 different encampments
you can place on them.







[ML20] Specifications

"Conquer and control islands in order to gain wealth and power so
that you can anihilate opposing Muta-Lords.

2-4 players.

Created by Schtauffen"

user posted image







[ML30] Details

Coming







[ML40] Screenshots

user posted image
Dropship menu. Attacking to location.

user posted image
Assault on mid-fort.

user posted image
Limit met. sad.gif







[ML50] Demo

Demo: v0.2 Beta
*Reviews upon DL are appreciated.







-Schtauffen
Report, edit, etc...Posted by TRiGGaMaSTa on 2006-12-11 at 00:54:58
haha awesome map. I loved muta islands.
Report, edit, etc...Posted by Schtauffen on 2006-12-11 at 01:54:31
Anything in particular you'd like to see incorporated, TRiGGa?

Small Update: I've replaced the overmind "Homes" with Hives. Silly me, forgot Hives were required for upgrades xD

I've also been working on the trigs... I'd guess just above 200 trigs left.
Report, edit, etc...Posted by CheatEnabled on 2006-12-11 at 05:46:38
The indicator system wil be a bit heavy for most people. Mass attack to location works just as well in some cases. You should add so you have both.
Report, edit, etc...Posted by Schtauffen on 2006-12-11 at 16:54:49
I've been thinking about that also, but I don't really want to have to take up any of my map space. I'm considering getting rid of the middle Home base, but at this time I'm uncertain.

Though, an Idea I was considering would have a shuttle-menu with the the four corners, and then the middle like:

size1 size4 size1
size1 ------ size1

with the 4-sized unit being like a goon or something for the middle... hmmm. I'll ponder it.
Report, edit, etc...Posted by Shocko on 2006-12-11 at 16:58:31
This seems quite a good idea from the sounds of what i read tongue.gif don't prove me wrong tongue.gif good luck with this map.
Report, edit, etc...Posted by Schtauffen on 2006-12-13 at 19:22:12
Shocko: Thanks for the support, as of now I'm working on making it better, and as soon as I can get a beta up I'll try some rounds with testers and take suggestions and build on it from there. With that being said, is their any ideas anybody would like to see added?

I'm still pondering if I should add the mass system CE suggested, I guess I'll leave that until testing as well.

Thanks,
-Schtauffen

UPDATE: I've updated the first post, made it more accurate and added more detail. I'll be redoing the units list tomorrow. (later today, rather)

ADDITION:
2 new screenshots, filled in most of the unit information. Added pics of the tiles (yesterday, actually) and updated my progress. I could possibly start needing testers as soon as TOMORROW. Please make a note if your interested. Please put your username (USWest preferred) and email.

Thanks,
-Schtauffen

ADDITION:
The map is done, or at least I believe it is. Now to testing and bug killing.

Since nobody volunteered, I'll be having an open beta on USWest. Add Schtauffen to your f list if you want a chance to try it out.
Report, edit, etc...Posted by Shocko on 2006-12-13 at 20:06:28
Wow, looking really good.

No problem -- i support maps that look / sound worth while.
Report, edit, etc...Posted by Schtauffen on 2006-12-14 at 18:07:24
Thanks again, shocko ^_^

My internet decided to konk out last night, so testing was cut short. In the small time, however, I noticed a large bug and i'm currently trying to rectify it.

If I cannot figure out the problem on my own, I'd like if somebody else could take a look at the triggers. Any volunteers?

~Schtauffen
Report, edit, etc...Posted by Shocko on 2006-12-14 at 18:31:27
I can take a look, however i am not guaranteeing a sucess, also is this testing on USEast or USWest? if it is USEast i'd like to test.
Report, edit, etc...Posted by Schtauffen on 2006-12-14 at 19:20:18
I have an account on both, West is my preference (where I host open betas) but if you're up for testing I could host east.

What's your contact info?
Report, edit, etc...Posted by Shocko on 2006-12-14 at 19:33:01
Name: Shocko[xM]@USEast
Channel: Clan xM
Most Active at: 3pm - 11pm my time ( it is 7:32 when i typed this so you do the math )

So yeah, tell me when you want to test, i don't go on like all the time, but every couple of days i will.
Report, edit, etc...Posted by EcHo on 2006-12-14 at 19:54:34
Wow nice map. Looks really fun and a better version of mutalisk island tongue.gif. Old version is too boring and repeative. I like how you did that drop down menu for a game liek that tongue.gif. Nice screen shots too
Report, edit, etc...Posted by Schtauffen on 2006-12-15 at 13:58:22
Thanks much EcHo ^_^

Hey guys, I've redesigned the map a bit, and it freed up some space. I am now able to incorporate some new things and new way of doing some of the things already in the map. To make it easier on myself, I'm re-triggering the entire map.

Shouldn't take long though, as I'll be using some easier methods of getting what I need done.

-Schtauffen
Report, edit, etc...Posted by n0b0dy- on 2006-12-15 at 15:07:23
This map is going to fun and great I bet, but judging by the screenshots that you posted with one person producing that many mutalisks, will there be any way of controlling how many a person can create at one time, or will the map just max out?
Report, edit, etc...Posted by Schtauffen on 2006-12-15 at 17:01:07
At the moment, a person can control 1000 mutalisks. The first few test games proved that the number of mutalisks we were recieving and the max combined were too great for the game, as it got way to laggy. Since I've doubled the time it takes to spawn, and the map seems to have dropped in laginess, however... I might lower the number allowed to 500.

I've decided to release v0.2 right now (a demo/prerelease) instead of making everybody who wants to test it wait until I'm online. If you download, I would like a review. Maybe throw in a couple suggestions (I have more things coming already in the next version, however.)

-Schtauffen
Report, edit, etc...Posted by Shocko on 2006-12-15 at 23:42:34
2-4 players, 500 each, the max unit limit is 1550 or 1650 somewhere along those lines. that is 1000-2000, and seeing as not so much that create unit is a huge problem, but the units animations, so even when there isn't maximum mutalisks, there will be a possibility of lag. I would advise lowering the mutalisk limit to something like 200-300 so it will get to roughly 800 or 1200 mutalisks at most, that could still mean lag if the players all horde and get 300 each, however the lag would be less then if they all horded and managed to get the odd 1500 or so units that they can spawn vs. the preplaced and other units.

You came into my channel the otherday like i suggested, however i was on msn talking and didn't notice until shortly after you left, sorry about that.
Report, edit, etc...Posted by KABOOM on 2006-12-16 at 00:34:46
This does look awesome i wanna play it, ill try it out when i get the time.
Report, edit, etc...Posted by Schtauffen on 2006-12-16 at 18:27:11
Thanks KABOOM.

Update: When I added the new areas, I didn't foresee the difficulty in making them unpassable. Atm, I'm working on a grid system to take all units in the unpassable zones and move them to where I want them, but I think until that's done I'll be making a more archaic system. If you bring 1 unit to them, it will move them out. If you bring more than one, it will move the one out, and kill the rest.

ADDITION:
Me and Halo talked today, and through his suggestions we devised a pretty nice system, albeit not perfect, I think it will be quicker to produce, and more efficient (trigger-wise, especially) than my grid system.
Report, edit, etc...Posted by Shocko on 2006-12-17 at 08:46:00
I'm sorry this is a little off topic, but what does Albeit mean? i've seen several people say it and i have no clue what the word means. Also did you even read my last post happy.gif?
Report, edit, etc...Posted by Schtauffen on 2006-12-17 at 21:48:50
Yes, I did tongue.gif

The cap is being lowered to 380 each, but seeings how I am restarting trigs... I haven't gotten there, hence why I didn't say anything.

Albeit:
QUOTE(http://dictionary.reference.com/browse/albeit)
al·be·it   
although; even if: a peaceful, albeit brief retirement.
Report, edit, etc...Posted by Dark_Marine_123 on 2006-12-21 at 03:28:31
I remeber the islands :O

This looks like a very civilized mass map, about time someone could do one. If you are in need for another beta tester lemme know. I wanna see this through :D
Report, edit, etc...Posted by Schtauffen on 2006-12-29 at 03:25:20
I'm currently in the process of triggering. I've also decided to redo my first post. I will finish adding the details section tomorrow.

-Schtauffen
Next Page (1)