Metal Slug [Act 1]
Metal Slug [Act 1] is now RELEASED.
1 Player: Download the map and drag the file over your Starcraft 2 icon to play it LAG FREE
2 Player: Look up "Metal Slug [Act 1]" on Battle.net (US and EU)
This is the first part of a map series based off of everyone's favorite arcade side scrolling shooter, Metal Slug. Most of the game play is derived from the arcade version.
Please report any bugs you find. Let me know all the details about how it happened.
Details:
- 1 or 2 player
- Uses the Keyboard for control
- Avoidable Missiles with Jump or Crouch
- Easy, Medium, and Hard modes
- Unlockable Cheats/Weapons
- Customizable Key Binds
- 7 Unique Weapons
- 4 Missions
- 2 Boss Fights
- Drivable Tanks w/ 5-direction Machine-gun Turret
- Viking Dogfight Mission
Default Controls:
D - Move Right
A - Move Left
W - Aim Up
S - Crouch
Space - Shoot
Up Arrow - Jump
Right Arrow - Next Weapon
Left Arrow - Previous Weapon
Down Arrow - Throw Grenade
All keys are customizable in-game.
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SO the respawn error doesnt happent only on the train. Now it happened to me during last bossfight and it was impossible to get back there =(
Also i found one more bug: when flying the viking, it quite ofter gives this error: "trigger error in 'gt- hpbarcolorfure' e-array'nde x overflow" and regains all my life back.
Also it has written something similar when i got the second siege tank and i had no large shots.
And the last one (dont know if it is a bug or on purpose): When i jumped out of the siege tank (first one) there was still written "jump!" , but when i jumped i didnt get it back (i had to continue on foot)
Ill tell you more if i found them. And dont get it wrong, even with these bugs, it is still a great map. Keep up the good work. =)
Nice game! I found a glitch though, cause when i was on the final boss I died (I had already died a couple of times on him and was on easy) some red text popped up saying error something or other, and I poofed to the beggining place and started walking vertically i guess, or not the right way. Rather undescriptive I know. =/
Is the current version of the map not localized because im getting the param errors i tried the SC2 localizer but it had no effect
oh, I don't mean for the right thumb to be able to hit spacebar-shooting. Sorry, i must have been confusing by being too wordy. let me lay it out concisely.
First, by all means, do try it out and see how it feels to u. notice how your right hand falls very naturally over the 4,5,6, and right arrow keys. no reaching, no straining.
Benefits:
@gwho
I'll zoomed the camera out just a little bit in the latest version. I didn't wanna zoom it out TOO much cause I don't want people to start saying the camera's too far and they can barely see the shooter. If its still too zoomed in let me know. I'm still trying to figure out a way to reduce the camera follow lag.
I added a previous weapon key and changed the default keybinds to:
Jump - Up Arrow
Next Gun - Right Arrow
Prev Gun - Left Arrow
Grenade - Down arrow
But like you said I want you to be able to hit the shoot key with your right thumb and spacebar is waaay too far away from the arrow keys for that. Maybe numberpad keybinds aren't a bad idea.
Anyways thanks for the input. Much appreciated. On a site note, I think I'm gonna put Act 2 on hold until I can make the controls for this game smoother. Instead i'm gonna work on a Bomberman map >:]
the crappy thing is. i bricked my good laptop. and now im using a laptop with dual core @ 1.66 GHz, 1 GB ram, and like 125 mb of video memory.
i can't even test out my own map to debug it cause this PoS can't handle it. so tragic.
@BloodyOrange
I'm trying to figure out what's causing this bug. Are you sure it only happens while your jumping in mission 2? Does it happen when the viking is attacking the train or the second train is coming? Those are the only triggers i have that change the respawn point =/= the point where you died.
pick what u think will match what most ppl will find comfortable. glad i could give some good ideas u consider considerable.
i'll try playing with spacebar as shooting and uparrow as jumping and see how that feels. i'm really used to spacebar as jumping (especially when wasd is movement with the left hand) and separating one hand purely for movement and the other purely for firing control.
one thing i see is that the fire key is pretty much held down most of the time. But so is WASD; it too is being pressed 24/7 as well. if both of these are assigned to one hand, the right hand is very idle, when it can be used to "distribute the load" so to speak.
another reason i like 456 is that it's even with ASD (i.e. they're on the same horizontal level), so it feels really nice and symmetrical with the left hand. (try it =] )
and 456 also lets you use the right thumb independently of the other fingers, whereas having your 3 fingers on the arrow keys means the middle finger is pulled apart to govern two different functions (not that jumping and throwing a grenade at the same time is super frequent, but u get the principle)
oh, and i think u use jump, and switch weapons much more frequently than the grenade. this means your right hand is over the left, up, and right arrow keys. it's much more natural to have your fingers on 3 horizontal keys, it feels much less strained, much more natural, i find.
im basically repeating myself for the most part, just adding inserting a bit of other points. your call. as you may have guessed, the reasoning behind my setup is very much ergonomics driven, more so than matching the traditionally used buttons according to their labels. (right arrow as grenade without using the other arrow keys? unheard of. not using the up arrow key as jump? what nonsense)
great map... u editors never cease to amaze me... xp. so excited ur gonna change the zoom!!! <3 swoons.
Theres a bug: If you die on train in mid air, you will respawn on the beggining of the map and you have to walk like 3 minutes right to get back on the train. (and theres a fog all around you)
@ArcadeRenegade In arcade games.. there wasn't delay like on this.. ik thats not your fault its sc2/editor or w/e but i'm just saying its more of a pain to take them out on here than an arcade game.
@SaucySC
You could only shoot strait up and at diagonals in the arcade game. It had helicopters and stuff that were a pain to take out >.>
@gwho
I believe the reason it's laggier is because the full version map is HUGE and has a ton of doodads to render. Especially mission 4. I might just make every mission a separate map file to compensate.
As for keybinds. I like you're numberpad and weapon switch idea. But instead of the numberpad keys I'll use the arrow keys.
I'd set jump to up arrow. Next weapon to right arrow. Previous weapon to left arrow. And grenades to down arrow. Or is that a bad idea?
As for the camera. I'll zoom it out a bit.
I'm also trying to figure out a way to reduce the camera follow lag but changing the values in the data editor doesn't do anything. Maybe its a bug.
is it just me or is it laggier than the version prior to release?
custom keybinds is awesome. maybe a display would be good to add when u have extra time.
agree with changing default keybinds. no reason to play the game with only one hand. i like to have all movement for one hand, and all shooting-related to the other
this setup allows you to hold down the fire button (5), and easily cycle weapons forwards(6) or backwards(4) without having to stop shooting, or twist your hand awkwardly. 7 as the grenade button is easily to reach, but it's not right on your hand to that you don't waste one accidentally. it also does not require you stop shooting. the alternative right arrow key as the grenade is pressed with your right thumb. 7 and 4 compete for the index finger, so when you're throwing grenade, u can't cycle backwards. having grenade as thumb allows you to press anything at once no resctrions.
thanks for the hard work!
also, i find the position you are at, as you are moving forward is way close to the enemies that show up. it's always a big surprise, and a reaction game. if the left side is 0 and the right side is 100, the present position of the marine as the screen is scrolling is about 60. can the marine's position be around 40 instead? or at least dead center 50.
more zooming out is another method too.
I find it very difficult to shoot flying objects.. i wish you could shoot where ever your mouse was pointing :(
thanks for the feedback guys. i appreciate it.
fixed those bugs you guys pointed out.
i can't really add more platforms for this map cause its a city landscape and the terrain is pretty much done but i'm working on adding a ton more platforms for the second part (which is versus protoss btw).
With more platforms and the new jumping function that I added, it'll feel more like a platform sidescroller shooter. Stay tuned!
I just finished the game again,and here's more bugs to report:
1. Bridge. Once I was killed on the bridge(maybe while jumping in the air) then rebirthed under it.
2. The "friendly" enemy aircrafts. When I was combating a banshee, I felt that my key settings are not convenient eough, so I changed the keys, after which I was surprised to see that the banshee stopped moving and attacking, just standed there waiting my bullets. Similar things happened some times, It seems that something is wrong with the AI of air units, so they are just hovering but doing nothing on occasion.
Great map, lots of potential for becoming one of the best UMS yet in SC2. Keep up the good job, fix the bugs and then focus in having a fun level design and you are all set for becoming a rock star.
Couple of things to suggest: Bugs: Some trigger errors, and in the Banshee fight, I died and I respawned way back but the camera was moved to the top and I couldn't see the marine, I could advance but only up to certain point.
Controls: Consider changing the default controls, because at this point it seems like they are designed around only having one mouse on the keyboard, so try having jump and shoot be like L and K, or moving with the arrow keys. I know you can change them, but having the default controls be the best controls yet is always great.
Gameplay and Level Design: Really cool work so far, specially considering its the first chapter and we are only just beginning seeing this kind of maps. But try to mix things up, enemy positions and stuff because having just enemies in front of you and having you dodge by either jumping and crouching gets kinda tiresome and repetitive.
Having a guys that shoot to crouch position or in weird patterns(like the ghosts up top, those are great) help to keep you on your toes, if you can just run shooting diagonally and you win then it gets boring. Maybe having enemies less clustered but in more positions (spawning from both sides and from various heights) will help a great deal towards this. Keep in mind that one of the things that made the original Metal Slug(and most shooters of this kind) great was its vertical gameplay.
I really don't know how this works, but maybe if you could slow down both the jumping and the bullet speed would make things more interesting because it would mean that players would have more time to react and giving them more control, and in turn this helps the level designed add more interesting things. I guess working around these issues is a really hard thing to do, though. Also, jumping tanks
Anyways, great job so far and the best of luck in the future.
k that should've fixed those bugs. let me know if you find any more.
Awesome job! Best sc2 ums map so far.
Bug report: 1. Some trigger erro messages still appeared (but I forgot where). 2. The second time I got a tank, I jumped into it and it was immediately destroyed(very low hp then), then the camera was quicky swithed to somewhere else and I can not see the marine at all.
I found a bug on the train part where I died while was jumping to get of the train part that was getting shot and i ended up under the train
@yukaboy
unfortunately its not possible to set up mouse controls just yet because blizz doesn't allow us to use the position of the cursor w/o clicking.