I have published an updated version. Initial Unit count is down to 1858, so almost half of what it used to be. The rest are spawned with triggers.
You may experience some lag when reaching the first ramp, the first bridge, or the first ultralisk, as new units will be spawned.
Let me know how performance is affected, especially if crashing persists. If this approach has a positive effect I will continue using it. The alternative is to remove units entirely, replacing them with fewer but more powerful units.
Just played it and some nasty bug occured. I was already wondering when i watched the loading screen "hm, 6 heroes but we have 7 players" and then it happened. I was the seventh player i think, and i could control the zerg^^
That bug happened to me before on a map i'm making, did you set the zerg in player properties to cpu or hostile? I had that problem when i set the zerg to cpu, he didnt appear in the lobby as cpu but as an extra slot where a player could join. Fixed it by making him hostile instead of cpu.
And i think you messed something up with alliances, some of us couldnt attack the zerg. The marine and the reaper i think
No, that happens when you choose Custom instead of Coop RPG. Custom can't be removed due to editor bug. Make sure you select the correct Category or the map will not function.
I've managed to play some games on B.net and seems people aren't crashing. Still, I would like to hear from those who experienced crashes before, to see if their situation is improved.
On another note, I had some ideas for adding more flavor.
Pygalisks, Ultralisks and Omegalisks would have a charge ability that makes them rush at you if you are within a certain range, even if you aren't within sight range. If they reach you before the charge expires, you get stunned.
Aberration attacks would apply a debuff that makes you impossible to heal and removes health regeneration.
Was also considering adding Banelings here and there.
Finally, I had the idea to add another class, an Assassin type character that would be a Ghost based on weapon skills and having the ability to cloak for 5 seconds to avoid aggro or escape.
I have reduced initial unit count to something like 1450, if I recall correctly, and published the new version. Hopefully the crashes and lag will now be competely eliminated, but let me know if this is not the case.
Also includes some balance changes. For those who are interested, I increased the stun duration of Stun Grenade, and increased radius of Frag Grenade. Also improved Dave's Combat Shield passive with increased stun chance and longer stun, and +1 armor. I noticed nobody was using Dave (well, not in the games I played) so I figured he could use a boost.
I have also put together a new video, one which demonstrates the three caster classes in Fringe.
The new video is available .
Fringe 2.11 is now live. The inital unit count is 500, as opposed to 900 in 2.10 and 1450 in 2.9 as I posted about above.
I also added a new event in 2.10. It's in the town. If you only played 2.9 or earlier, you'll notice the difference.
I hope all crashes are now gone. The map is probably ready to be published on other servers. I will ask someone to publish it after I've played some online and made sure things are running smoothly.
Played 2.9 and all performance/lag issues were gone, seeing that 2.11 drives this even further it will improve for all players. I started with 30 fps (I capped it, no idea how far it could go) and never even had a dent in that number, nice job.
Hey i just got your map on fun or not, and its the best custom map ive played yet. With a bit more work it could be even better, but great game :D
A few extra chats and abilities and a little bit more interesting terrain/enemies and it would be even better. And the most important part: an ending. AND THEN A SEQUEL! :D
Glad you liked it! And yes, the most common complaint is the lack of variation, that it becomes repetitive. It's not something I mind all that much personally, but I can see that others do. Due to the restrictions of the story I was limited to only Zerg, but I used every Zerg unit (hybrids not included) I could find. In 3.0 (which is the published version) I also added some unique features to the enemies, like the Hydralisks draining energy on hit or the Mutalisk kamikaze attack. I think the main issue is that it's a 256x256 map with almost all space used, and with only Zerg you do tend to run into the same things over and over.
Terrain is sadly my weakest point, I really don't have any talent for art. Since this was a solo project there wasn't much to be done about that. I did try to add some height variation and different textures but that's about all I can do in that department.
As for an ending, do you mean a cutscene? Because my observation has been that nobody cares for that. Everyone always skips the intro, so I don't see why they would want an ending cutscene. The effort on the story and dialog seems rather wasted when you play it with others, very few people seem to care about it.
As for a sequel, I will not be making one. However, PinkyBlue is working on one based on the map file I released. Instead, I am working on another map now, which has some in common with Fringe (focus on action, minimal inventory, easy respawn etc) but will be more varied (through randomization), have more classes, more levels, characters saved between games, more unique abilities, custom UI, loads of custom ability icons and much better terrain (since I am working with a guy who is actually good at it). It will also be a Hero Survival where you face waves of enemies in different arenas.
Fringe was my first map, and I think I've learned a lot from it. The core gameplay goals are still sound, but the execution would probably be a bit better if I had done it today (apart from terrain, most likely). But I think it's a pretty good map on the whole. Next map should be even better!
Thanks for the reply, this will be the last here and ill make sure to make a new post on the new thread right after this. About the ending cutscene, i mentioned it because i played a game with 4 players including myself (the marine used the medic and firebat as well) and after we finally went through the huge grind of units it just ended :(. Everyone stuck around a few minutes and made a few comments especially about the lack of an ending :P. Anyway ill be watching your next map and thanks again for such a detailed response :D.
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@marcxdid: Go
When it doesn't lag, and I find someone to publish it. Within a week at least, I would guess.
I have published an updated version. Initial Unit count is down to 1858, so almost half of what it used to be. The rest are spawned with triggers. You may experience some lag when reaching the first ramp, the first bridge, or the first ultralisk, as new units will be spawned.
Let me know how performance is affected, especially if crashing persists. If this approach has a positive effect I will continue using it. The alternative is to remove units entirely, replacing them with fewer but more powerful units.
Just played it and some nasty bug occured. I was already wondering when i watched the loading screen "hm, 6 heroes but we have 7 players" and then it happened. I was the seventh player i think, and i could control the zerg^^
That bug happened to me before on a map i'm making, did you set the zerg in player properties to cpu or hostile? I had that problem when i set the zerg to cpu, he didnt appear in the lobby as cpu but as an extra slot where a player could join. Fixed it by making him hostile instead of cpu.
And i think you messed something up with alliances, some of us couldnt attack the zerg. The marine and the reaper i think
No, that happens when you choose Custom instead of Coop RPG. Custom can't be removed due to editor bug. Make sure you select the correct Category or the map will not function.
i see no lags at all ! great job ! And no fps drops
I've managed to play some games on B.net and seems people aren't crashing. Still, I would like to hear from those who experienced crashes before, to see if their situation is improved.
On another note, I had some ideas for adding more flavor. Pygalisks, Ultralisks and Omegalisks would have a charge ability that makes them rush at you if you are within a certain range, even if you aren't within sight range. If they reach you before the charge expires, you get stunned.
Aberration attacks would apply a debuff that makes you impossible to heal and removes health regeneration.
Was also considering adding Banelings here and there.
Finally, I had the idea to add another class, an Assassin type character that would be a Ghost based on weapon skills and having the ability to cloak for 5 seconds to avoid aggro or escape.
But that will be for Fringe 3.0, or something.
Good news everyone!
I have reduced initial unit count to something like 1450, if I recall correctly, and published the new version. Hopefully the crashes and lag will now be competely eliminated, but let me know if this is not the case.
Also includes some balance changes. For those who are interested, I increased the stun duration of Stun Grenade, and increased radius of Frag Grenade. Also improved Dave's Combat Shield passive with increased stun chance and longer stun, and +1 armor. I noticed nobody was using Dave (well, not in the games I played) so I figured he could use a boost.
I have also put together a new video, one which demonstrates the three caster classes in Fringe. The new video is available .
Fringe 2.11 is now live. The inital unit count is 500, as opposed to 900 in 2.10 and 1450 in 2.9 as I posted about above. I also added a new event in 2.10. It's in the town. If you only played 2.9 or earlier, you'll notice the difference.
I hope all crashes are now gone. The map is probably ready to be published on other servers. I will ask someone to publish it after I've played some online and made sure things are running smoothly.
Played 2.9 and all performance/lag issues were gone, seeing that 2.11 drives this even further it will improve for all players. I started with 30 fps (I capped it, no idea how far it could go) and never even had a dent in that number, nice job.
Works kinda fine with the loading until 50% now, its slowing down a lot after that.
It needs a lot of work. It just is nothing but a bunch of enemys, ugly terrain and overall not very interesting skills - sadly :\
Author, Nashadun, check your PM please.
To all: people how do you think, whether it is good to make continuation of this fine story about gallant hero six?
Hey i just got your map on fun or not, and its the best custom map ive played yet. With a bit more work it could be even better, but great game :D A few extra chats and abilities and a little bit more interesting terrain/enemies and it would be even better. And the most important part: an ending. AND THEN A SEQUEL! :D
Glad you liked it! And yes, the most common complaint is the lack of variation, that it becomes repetitive. It's not something I mind all that much personally, but I can see that others do. Due to the restrictions of the story I was limited to only Zerg, but I used every Zerg unit (hybrids not included) I could find. In 3.0 (which is the published version) I also added some unique features to the enemies, like the Hydralisks draining energy on hit or the Mutalisk kamikaze attack. I think the main issue is that it's a 256x256 map with almost all space used, and with only Zerg you do tend to run into the same things over and over.
Terrain is sadly my weakest point, I really don't have any talent for art. Since this was a solo project there wasn't much to be done about that. I did try to add some height variation and different textures but that's about all I can do in that department.
As for an ending, do you mean a cutscene? Because my observation has been that nobody cares for that. Everyone always skips the intro, so I don't see why they would want an ending cutscene. The effort on the story and dialog seems rather wasted when you play it with others, very few people seem to care about it.
As for a sequel, I will not be making one. However, PinkyBlue is working on one based on the map file I released. Instead, I am working on another map now, which has some in common with Fringe (focus on action, minimal inventory, easy respawn etc) but will be more varied (through randomization), have more classes, more levels, characters saved between games, more unique abilities, custom UI, loads of custom ability icons and much better terrain (since I am working with a guy who is actually good at it). It will also be a Hero Survival where you face waves of enemies in different arenas.
See this thread for how the arenas are shaping up curently: http://forums.sc2mapster.com/resources/project-workplace/21591-untitled-hero-survival-arena-showcase-requesting-feedback/
Fringe was my first map, and I think I've learned a lot from it. The core gameplay goals are still sound, but the execution would probably be a bit better if I had done it today (apart from terrain, most likely). But I think it's a pretty good map on the whole. Next map should be even better!
@Nashadun: Go
Thanks for the reply, this will be the last here and ill make sure to make a new post on the new thread right after this. About the ending cutscene, i mentioned it because i played a game with 4 players including myself (the marine used the medic and firebat as well) and after we finally went through the huge grind of units it just ended :(. Everyone stuck around a few minutes and made a few comments especially about the lack of an ending :P. Anyway ill be watching your next map and thanks again for such a detailed response :D.