Fringe is a coop RPG map recently released on EU servers. It is designed to put a focus on action, avoiding much of the tediousness of RPGs.
Fringe takes place at the start of the Second Great War, on a fringe world under attack by the Zerg. With the Dominion retreating back to the core worlds, the only chance of survival a group of six soldiers have is to find a ship and leave the planet before it is fully engulfed by the Zerg.
Some of the map features are:
Support for up to six players.
Six different classes, with their own tactics, stats and abilities. Each class is also a character with a unique personality.
A level up system that will take you from 1 to 10, improving your character and adding abilities without requiring you to take focus away from combat.
A system that lets you revive your hero with levels intact, and then rejoin allies instantly by teleporting to an allied hero of your choice. No need to walk across the map.
Medkit and experience pickups, with no inventory management necessary. Medkits can be used through the command card, or a hotkey.
Up to 5 abilities per class, with hotkeys designed for easy access on QWERTY keyboards.
Large in scale, with a map size of 256x256 and almost all of the map area put to use.
Detailed environment; lots of effort put into terrain and doodads. There are three different zones with different themes.
Character dialog which depends on which characters you choose and what characters complete objectives.
We played this yesterday its very funny and cool 1 Problem is the damn damn outstanding FPS drops. Seems there is something wrong with the triggers.
But overall we loved it.
Id like to see more of these games but with hero characters not just units. Just the hero's
Me and four buddies tried to play this the other day. One of my friends crashed in the load-screen, I dropped from the party as the game started, and the other three had some lag apparently. Seems like a very cool map though, we'll give it another shot in a few days time.
sounds like somebody is capable of making a better map!!!.
nah im just kidding if your expecting something like TBR RPG. Your in for a long wait dont expect too much from the maps that come out now people are still getting used to the editor. so lets these guys inspire others to make more complex maps by looking at how things are done in this one.
keep up the great work guys, dont let the trolls get to you.
Yeah, I don't know why that happens, maybe it's due to having 2627 units and 728 doodads, as well as a 256x256 map with foliage... If I knew for sure that was the problem I would just remove some stuff. Perhaps people who crash could compare specs to those who don't and I'll at least be certain it's a performance issue.
Yeah, I don't know why that happens, maybe it's due to having 2627 units and 728 doodads, as well as a 256x256 map with foliage... If I knew for sure that was the problem I would just remove some stuff. Perhaps people who crash could compare specs to those who don't and I'll at least be certain it's a performance issue.
Foliage can be quite demanding, aswell as too many doodads.
The problem is the 2k + enemies from the beginning of the game. Not only does it screw with performance it also causes lag. You could easily fix this with adding buffers. You make regions which trigger the spawn for the next 200-400 Zerg. These regions are placed along the whole trajectory of the map and spawn the necessary Zerg enemies. Your map easily allows this approach since you have multiple barriers and choke points. Examples: The stone barrier in north of map, The bridges in south of map, Entrance of Starport, etc... When all heroes make it past the region you can set a trigger spawning the Zerg at specific points (like a group of 5 hydra and 10 lings at one point) or randomly trough out the new uncovered region. It'll take some triggers and time but it'll probably clear up a lot of performance issues that most people tend to have with this map. The massive spawn trigger will only pause the game for 4-5 seconds instead of having people play at 15-20 frames. Hope this helps.
I've reduced foliage to half and removed 200 doodads. I'll have a go at spawning via triggers later, at least partially, when placement is unimportant.
Good to have some input! Hopefully I'll have a new version up soon, one that doesn't crash and lag.
Ooooor you just killed of 1000 Zerg. From a certain amount of units performance declines steadily. This happens in every map, see Galactic Command v 0.5, people kept spamming marines and from around 1.5k+ units no matter what specs or settings, it was just like the game was not able to run it correctly. See my other comment on how it might be solved. When you kill of or remove enough units performance will rebound back to giving normal amount of frames. For example in my situation with Fringe I start off with 17 fps, when I'm half way I'm up to 20-21 fps, when I'm in the town I mostly get 24+.
I finished it with two pals. We had lots of fun running around killing xenomorphs... Yet even with your efforts with bestiary, it's really about killing zergs and nothing else the whole map. The abilities and heroes are really cool and all, but you should work a little on the level design part, for now it's really repetitive and there's not really anything in the map making it worth playing it a second time. I would suggest making the map harder (as we beat the map with 3 characters easily) not with spawning more hydras than before, but by creating your own custom units that acts randomly and that are challenging somehow, following the Roach idea. Lurkers are not fun, just annoying, they could unburrow when you're too far or something.
That's just some random idea I throw to you. Triggered Bosses would be nice, mazes, riddles...
That's about the most achieved RPG I've seen in Starcraft II since its debut, keep up the good work !
I'll see what I can come up with. I do agree it's a bit easy, if you know how to pull and retreat properly. I just don't have any ideas at the moment, and right now I'm prioritizing performance.
There is some replay value in what heroes you pick, as you get different abilities and dialog, and personally I find it fun to play over and over. But sure, more replay value is never bad. No riddles and stuiff however, it's an action RPG.
In my SC1 RPG Lurkers actually did unburrow and chase you automatically, but not in SC2 it seems...
Oh well, I need sleep, I've been up for 34 hours. I want to get a more playable version up ASAP, but I need a working brain for that. I'll work on it more when I get up.
This sounds just like the kind of map I've been looking for. Something with RPG elements, like hero units, but with gameplay more based on running and gunning with some teammates. I would love to play this though I'm an Aussie, any chance of a download link so I could put it online to play with friends? I don't mind if it isn't completely polished at the moment, it still sounds fun.
There's a computer terminal nearby you must use, which in turn triggers another objective... Objectives aren't always so clear, I figured I would let people look around a bit for the answer, but I'll change it if it turns out people are just getting stuck and giving up.
The problem isn't that it's not completely polished, the problem is that some players crash while loading or lag horribly. I am not going to upload it anywhere else in that state. I don't want to subject people to such horrors.
Fringe is a coop RPG map recently released on EU servers. It is designed to put a focus on action, avoiding much of the tediousness of RPGs.
Fringe takes place at the start of the Second Great War, on a fringe world under attack by the Zerg. With the Dominion retreating back to the core worlds, the only chance of survival a group of six soldiers have is to find a ship and leave the planet before it is fully engulfed by the Zerg.
Some of the map features are:
There are two videos of the map available:
We played this yesterday its very funny and cool 1 Problem is the damn damn outstanding FPS drops. Seems there is something wrong with the triggers. But overall we loved it.
Id like to see more of these games but with hero characters not just units. Just the hero's
Me and four buddies tried to play this the other day. One of my friends crashed in the load-screen, I dropped from the party as the game started, and the other three had some lag apparently. Seems like a very cool map though, we'll give it another shot in a few days time.
@Underp4ntz: Go
i played it yesterday, this map is shit, it lags as hell, and its boring......
sounds like somebody is capable of making a better map!!!.
nah im just kidding if your expecting something like TBR RPG. Your in for a long wait dont expect too much from the maps that come out now people are still getting used to the editor. so lets these guys inspire others to make more complex maps by looking at how things are done in this one.
keep up the great work guys, dont let the trolls get to you.
@Underp4ntz: Go
When do these FPS drops occur? I haven't noticed any during testing, apart from minor slowdown when nuking (which is rather normal).
@Callex: Go
Yeah, I don't know why that happens, maybe it's due to having 2627 units and 728 doodads, as well as a 256x256 map with foliage... If I knew for sure that was the problem I would just remove some stuff. Perhaps people who crash could compare specs to those who don't and I'll at least be certain it's a performance issue.
@Roflincopter: Go
Yup, this is my first map after all. Don't expect to please everyone. I just made something I felt was fun.
Foliage can be quite demanding, aswell as too many doodads.
You better use few, but well placed.
The problem is the 2k + enemies from the beginning of the game. Not only does it screw with performance it also causes lag. You could easily fix this with adding buffers. You make regions which trigger the spawn for the next 200-400 Zerg. These regions are placed along the whole trajectory of the map and spawn the necessary Zerg enemies. Your map easily allows this approach since you have multiple barriers and choke points. Examples: The stone barrier in north of map, The bridges in south of map, Entrance of Starport, etc... When all heroes make it past the region you can set a trigger spawning the Zerg at specific points (like a group of 5 hydra and 10 lings at one point) or randomly trough out the new uncovered region. It'll take some triggers and time but it'll probably clear up a lot of performance issues that most people tend to have with this map. The massive spawn trigger will only pause the game for 4-5 seconds instead of having people play at 15-20 frames. Hope this helps.
I've reduced foliage to half and removed 200 doodads. I'll have a go at spawning via triggers later, at least partially, when placement is unimportant.
Good to have some input! Hopefully I'll have a new version up soon, one that doesn't crash and lag.
@Nashadun: Go
Is this map available in the US yet?
@Nashadun: Go
The host putted the game on Fastest, And we had around 1 fps all players. and some crashed while loading.
When we were at 50% of the map the fps went back to 60. cpu is running on 80% its bit high so seems a script issue.
@Underp4ntz: Go
Ooooor you just killed of 1000 Zerg. From a certain amount of units performance declines steadily. This happens in every map, see Galactic Command v 0.5, people kept spamming marines and from around 1.5k+ units no matter what specs or settings, it was just like the game was not able to run it correctly. See my other comment on how it might be solved. When you kill of or remove enough units performance will rebound back to giving normal amount of frames. For example in my situation with Fringe I start off with 17 fps, when I'm half way I'm up to 20-21 fps, when I'm in the town I mostly get 24+.
I finished it with two pals. We had lots of fun running around killing xenomorphs... Yet even with your efforts with bestiary, it's really about killing zergs and nothing else the whole map. The abilities and heroes are really cool and all, but you should work a little on the level design part, for now it's really repetitive and there's not really anything in the map making it worth playing it a second time. I would suggest making the map harder (as we beat the map with 3 characters easily) not with spawning more hydras than before, but by creating your own custom units that acts randomly and that are challenging somehow, following the Roach idea. Lurkers are not fun, just annoying, they could unburrow when you're too far or something. That's just some random idea I throw to you. Triggered Bosses would be nice, mazes, riddles...
That's about the most achieved RPG I've seen in Starcraft II since its debut, keep up the good work !
@rockerbros: Go
Nope. I only have a EU account. I'll have to get someone else to publish it, but that can wait until it runs smoothly.
@Underp4ntz: Go
We shall see if this issue is solved by using triggers to create units. I doubt it's a trigger issue, it's not a trigger heavy map.
@Yaos01: Go
I'll see what I can come up with. I do agree it's a bit easy, if you know how to pull and retreat properly. I just don't have any ideas at the moment, and right now I'm prioritizing performance.
There is some replay value in what heroes you pick, as you get different abilities and dialog, and personally I find it fun to play over and over. But sure, more replay value is never bad. No riddles and stuiff however, it's an action RPG.
In my SC1 RPG Lurkers actually did unburrow and chase you automatically, but not in SC2 it seems...
Oh well, I need sleep, I've been up for 34 hours. I want to get a more playable version up ASAP, but I need a working brain for that. I'll work on it more when I get up.
We just played Fringe, was fun but we stuck at the Gate. Wasn't able to do anything with the Gate Control.
@Nashadun: Go
looks fun, can't wait until its on the USA server
Good job nash. :)
This sounds just like the kind of map I've been looking for. Something with RPG elements, like hero units, but with gameplay more based on running and gunning with some teammates. I would love to play this though I'm an Aussie, any chance of a download link so I could put it online to play with friends? I don't mind if it isn't completely polished at the moment, it still sounds fun.
@Verminion: Go
There's a computer terminal nearby you must use, which in turn triggers another objective... Objectives aren't always so clear, I figured I would let people look around a bit for the answer, but I'll change it if it turns out people are just getting stuck and giving up.
@i706i: Go
The problem isn't that it's not completely polished, the problem is that some players crash while loading or lag horribly. I am not going to upload it anywhere else in that state. I don't want to subject people to such horrors.
2nding this, any idea when this will be on North America?