Project 2 : FroggerCraft 2004
This will be started once Do Nea Bound is completed, which just requires the final triggers, and testing, to make sure its damn difficult.
What will be started afterwards, will be a new Frogger Craft style map, with not just '7' Rounds, but maybe '20' Rounds, and different difficulties, and extra's to keep the game interesting. First of all, it will important to get the rounds working well...This will first require some testing to see what happens when certain things are done. The triggering of this will be done using 'Constant Values', which some WC3 Map Makers will understand, basically, not using Switches to large effect, but the Minerals and Gases of a Computer Player to keep record of amounts. This will always be kept to the lowest possible. This is how: 1 Gas, 2 Gas, 3 Gas, 4 Gas, 5 Gas, 1 Min 1 Gas, 1 Min 2 Gas, 1 Min 3 Gas...And so forth, a very clever system, enabling a huge list of triggers to work! I hope this will get people back into these sort of maps...The Old Great Maps, before Bounds, RP (In Mass), Madness...etc..
Please post your views below, and what you think i should add; which can be anything! Maybe a quick idea of some ways to make a Round, and how it should work...What should be included...What Terrain i should use, how should i use it? What units should the Player control? What special effects should i have to keep the game entertaining? IMPORTANT - Should it be a constant respawn map, or a limit on lives? Either per round, or per Game? Help make this game!
Interesting...
I think that Constant respawn is better than kicking people out, but maybe with a 5 second delay?
Yes. I think that sounds better, i mean FroggerCraft 2001 you died huge amounts of times...But here's what i am thinking. Since people sometimes like to hotkey their units. I'll create an area that holds your unit for five seconds after it has "Died" and then takes it back to the respawn location.
Maybe also add in a Arbiter, with Stationary Positions so you can recall it out of trouble. This will done because each death costs you some Minerals, and these Minerals are helpful in gaining access to better units! Or infact funnier levels!
Terrain - Pure Square, or including Basic Terrain? - What Terrain Style?
Reg. Terrain seems more original plus you can make stiarways.
I suggest you add items, as you advance further and all. I liked the froggercraft I played last time (cant remember which) but you basicly only had one item which was a faster zergling... Can't think of anything precise right now, sorry...
Infinite life! If your gonna make it 20 levels, your basicly sure to die AT LEAST 50 times; 300 times for newbs =P.
Make it difficult! I mean... very... hehe. I like when micro takes a very important place in the game.
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http://nickciske.com/tools/hex.phpTo understand it...
Perhaps random levels... if implemented, the replay value would be enormous which would cause this map to become a revolution. I like your system of minerals and such, but death counts are so much easier

But his mineral systems would make the game different. And its not really much harder. And it is more self-explanatory.
Hexing is accually pretty hard to get used to. Its stupid school that does it.
The Math system we have is based apon the fact that theres only 10 different numbers (0-9) and the rest are a combination.
Binary uses (0-1)
Hex goes: 0-9, then does letters.
Theres also octal, which does 0-8 I think.
Indeed!
Hex is great fun!
"octal" goes in 0-8, thus the name!
I'll keep the Mineral Idea, and that should work fine. I'm also looking to now include air units into the fray. Something not included in the other versions.
This should increase the difficulty. Espicially if they run onto of slower, ground units, imaging trying not to hit units, cloaked thanks to an arbiter going above it...That would be fun!