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    posted a message on [Video] Speeding Ticket Escape

    @vicml21: Go

    I'll get zeldarules28 to upload it :)

    Posted in: Map Feedback
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    posted a message on [Video] Speeding Ticket Escape

    @Ahli634: Go

    Bad computers!
    No, but on a serious note that might have been due to a infinite loop on an effect in the data editor.
    It should be fixed now but I'm not sure seeing I can't get the crash ^^

    Posted in: Map Feedback
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    posted a message on [Video] Speeding Ticket Escape

    @zeldarules28: Go

    Thanks :>

    Posted in: Map Feedback
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    posted a message on [Video] Speeding Ticket Escape

    http://www.sc2mapster.com/media/images/33/717/STEMiniPic.png

    I'm a person who start up projects but never finish them up until now!
    The escape has some nice features or perhaps.. Silly stuff? That other escapes lack/don't have.
    The map can be found on Battle.net EU and nowhere else (That can be changed!).
    Well, if you decide to try the map I hope you enjoy it and give me your feedback.

    For those who don't know what an escape map is it's basically a map where you have to make your way through different levels and obstacles AND survive until the end. The difficulty varies from person to person.




    And for my next project.. A new attempt at making a bound? Hm..




    Here's the fast RP for those RPers:

    [RP] You are a really nice biker who's late for his art class and therefor you drive beyond the speed limit on that road.
    Unluckily the cop, Jim Raynor, sees this and pulls you over.
    Once Jim gets out of his car you put the pedal to the metal and drive as fast as you can away from him and now the hunt is on.
    Of course, a speeding ticket is probably not everything you'll get once he catch you but lets pretend you're trying to escape that!
    Anyways.. You drive so fast that your bike flies towards the mountain wall but luckily enough there's an alien teleporter which teleports you to some weird place. Time to escape!
    [/RP]




    • Make your way through the levels in a team with up to 10 players.
    • Lives are shared and used when everyone's dead. (Might get changed or a thing you vote for)
    • Restart the game without remaking it. (Shouldn't be bugged :>)
    • A somewhat helpful menu with a lot of answers to possible questions.
    • Fully functional vote-kicking system when it's needed.
    • Play with a time limit when you want to feel a bit hectic.




    Embed Removed: https://www.youtube.com/v/6-1sqj4pvAw?fs=1



    Please report if you find any bugs or want to suggest something.

    Posted in: Map Feedback
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    posted a message on [Custom Deathmatch Tournament] Bounty Hunters

    @Sntenshi: Go

    Thanks! BTW I noticed that you replaced the Gravity Beam with Repulse in the latest patch :) That made me happy!

    Posted in: General Chat
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    posted a message on [Custom Deathmatch Tournament] Bounty Hunters

    http://www.youtube.com/view_play_list?p=FFEF6FB9B2C3CAE1

    There's my FRAPS material, sadly I didn't commentate due to lack of time but I might do it later next week.

    At least people can see it from a participants point of view ^^

    Posted in: General Chat
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    posted a message on [Custom Deathmatch Tournament] Bounty Hunters

    Yea, gg. Was a fun tournament :) Grats to Tenshi for a great map.

    Posted in: General Chat
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    posted a message on [Custom Deathmatch Tournament] Bounty Hunters

    @Sntenshi: Go

    Yea, it has indeed. Havn't played StarCraft 2 for a month or so :<

    Posted in: General Chat
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    posted a message on [Custom Deathmatch Tournament] Bounty Hunters

    aTTari.389

    It's go time!

    Posted in: General Chat
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    posted a message on Legend of Zelda!

    Thanks all for the nice comments!

    @ubermikeleet: GoThat's just the quick camera system I made just for this video.

    EDIT: Done with the whole Outworld now!

    RE-EDIT: Erm.. So apparently a lot of the world disappeared. I guess I reached a unit cap or something. I'll try to fix the problem tomorrow I guess. Too sad/mad/tired to do that now.

    http://img819.imageshack.us/img819/9001/awwz.png

    Posted in: Project Workplace
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    posted a message on Legend of Zelda!

    @QMJ3: Go

    It's just timeconsuming but I've made it so every "unitX" automatically has the text tag of for example a green wall and "unitY" is a brown wall etc. So all that's needed is watching the real Legend of Zelda map and just place those units over the whole map in the right place.

    Posted in: Project Workplace
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    posted a message on Legend of Zelda!

    @HellGateSc2: Go

    What Engine? All that's used is the sprites from the real Legend of Zelda and it's made in the Galaxy Editor O.o

    Posted in: Project Workplace
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    posted a message on Legend of Zelda!

    @ramong: Go

    There is a space problem seeing the size limit is 256 and Outworld is exactly 256 in size, but it is possible to shrink everything to make it fit a lot better and give me more space for the dungeons etc.

    Posted in: Project Workplace
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    posted a message on Legend of Zelda!

    @progammer: Go

    Hm.. That's true.. Meh, I'll upload a new video later today

    Posted in: Project Workplace
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    posted a message on Legend of Zelda!

    Hey Hey!

    Text Tags are all fun and games until you get a stupid idea, like making Legend of Zelda for StarCraft 2. So I've been making about 2/3 of the "terrain" for Outworld as of now and intend to finish the rest tomorrow or so. I just felt like sharing this :> Something I noticed is that Outworld is exactly 256 "squares" horizontal which is the SC2 size limit! I can shrink the map though into like half without a problem.

    And a video to demonstrate

    Embed Removed: https://www.youtube.com/v/kAZVEWP621k?fs=1

    Link (The Unit I'm moving -.-) in the video is not working properly at all but he's not top priority atm. Same goes with the unit movement controls.

    I'm kinda wondering how I'll manage to make the so called "AI" for the mobs seeing I suck when it comes to that ;_;

    A picture of how it looks like in the editor:

    Posted in: Project Workplace
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