I have a comical approach to dealing with No Gaps; people who vote for it in a game I'm in get turned unto silly things like lemons or sheep. I've seen a dramatic reduction in the number of No Gaps matches because of this, haha.
Naw, during development I tinkered with various values to get the right spawning quality with No Gaps, but it may have made the shorter gaps even more difficult to navigate.
Maps that make use of custom mods, in this case a mod with music files, are less stable on battlenet (because it's a terribly, terribly damaged system) and cause random drops during loading. I may be forced to remove music if this continues to be a problem.
The old floor did not render correctly on lower graphic settings. demonstrated . I made a minor update a few minutes ago to reduce the brightness of the floor tile seams, however, since some people's eyes apparently hemorrhage from the overwhelming beauty of it.
The new version doesn't require thought; you can simply hit Finished as soon as the game begins.
I can understand that some people are aversive to change, but note that the old way of playing is still accessible with Survival and Round enabled. Personally, I only play Survival and Slayer without any options, because those are the most compelling and competitive modes of play. But I would be a poor host if I didn't acknowledge that a significant vocal portion of the community requested new features and modes of play, so in the spirit of fostering a productive report, I implement the features I think are good and do not undermine the core gameplay.
The pause key is detectable. I have yet to find a way to detect pausing from the option menu, and the particular layout file that defines the pause button is locked.
The stuck mouse pointer appears to be a random bug with enabling relative camera motion, about which nothing can be done.
Empty death text window? I've never seen this bug. Please provide a replay, if possible.
The board walls have been darkened. Further changes to the board are contingent on significant player feedback.
Slayer is intended to be ultra-aggressive.
Pause griefing is not acceptable. Trolling is inevitable. =D
Gender neutrality in the death messages is preferable to awkwardly worded "him/her" expressions or exclusive use of male or female pronouns.
The loading screen will be subject to major modifications. I shall attempt at making the controls more obvious for people who apparently can't read.
Unlocks will never be supported. Skillful, enjoyable gameplay is its own reward. Incentivizing enjoyable activity is then pointless, while incentivizing unenjoyable activity makes it a job.
I don't much care for goofy fanfare like a podium and placing, but it's not a terrible idea altogether. I'll toss it in the Consideration bin.
The update will be released "soon". There will be other new features besides the in game option selection menu. like hopefully music will be included in this update, provided the uploads don't time out.
It would be cool if it was on page 1, but I doubt that would ever happen. For all the skill and tactical nuance involved, I think it's entirely too niche to get much higher than it is, mostly for lack of all the silly junk people associate with "replayability", like persistent score tracking, achievements, and unlocks. It's also perfectly balance, entirely skill driven gameplay, which turns off people who play maps for the experience of leveraging minor imbalances to greater total effect. Haha, I'm surprised it's on page 2 at all.
Thanks for the support, glad you enjoy the map. Sometime, I'd like to know who the best EU players are. =D
Sounds neat. I don't have a smart phone or any such thing, though. Not really interested in those novelties.
There are plans to eventually support different stages, but it's not a high priority. Pathing levels are not supported by the engine, so floors stacked atop one another is simply out of the question, short of scripting all movement, collision, camera tracking, and so forth.
This next major update will support choosing vehicle models for purely aesthetic purposes, and an option for a jump ability is planned for a future update.
I have a comical approach to dealing with No Gaps; people who vote for it in a game I'm in get turned unto silly things like lemons or sheep. I've seen a dramatic reduction in the number of No Gaps matches because of this, haha.
Naw, during development I tinkered with various values to get the right spawning quality with No Gaps, but it may have made the shorter gaps even more difficult to navigate.
I noticed that I accidentally had left the barrier radius higher than intended and have updated the map to correct this.
I still navigate the gaps and clutter with impunity, haha. Short gaps may make it more challenging, but it is far from impossible.
EDIT: I don't maintain old versions of the map, so even if I thought it a good idea to divide the playerbase for my map, I couldn't.
Maps that make use of custom mods, in this case a mod with music files, are less stable on battlenet (because it's a terribly, terribly damaged system) and cause random drops during loading. I may be forced to remove music if this continues to be a problem.
The old floor did not render correctly on lower graphic settings. demonstrated . I made a minor update a few minutes ago to reduce the brightness of the floor tile seams, however, since some people's eyes apparently hemorrhage from the overwhelming beauty of it.
The new version doesn't require thought; you can simply hit Finished as soon as the game begins.
I can understand that some people are aversive to change, but note that the old way of playing is still accessible with Survival and Round enabled. Personally, I only play Survival and Slayer without any options, because those are the most compelling and competitive modes of play. But I would be a poor host if I didn't acknowledge that a significant vocal portion of the community requested new features and modes of play, so in the spirit of fostering a productive report, I implement the features I think are good and do not undermine the core gameplay.
The pause key is detectable. I have yet to find a way to detect pausing from the option menu, and the particular layout file that defines the pause button is locked.
The update will be released "soon". There will be other new features besides the in game option selection menu. like hopefully music will be included in this update, provided the uploads don't time out.
It would be cool if it was on page 1, but I doubt that would ever happen. For all the skill and tactical nuance involved, I think it's entirely too niche to get much higher than it is, mostly for lack of all the silly junk people associate with "replayability", like persistent score tracking, achievements, and unlocks. It's also perfectly balance, entirely skill driven gameplay, which turns off people who play maps for the experience of leveraging minor imbalances to greater total effect. Haha, I'm surprised it's on page 2 at all.
Thanks for the support, glad you enjoy the map. Sometime, I'd like to know who the best EU players are. =D
Another preview of update progress.
I have returned from vacation and have resumed work on the update.
Also, haha.
I've finished the end condition images and have moved on to toggleable option images. Like this one.
If I get an SEA contact to publish it for me, sure, absolutely. Best way for anyone interested to get a hold of me is in the sc2mapster irc channel.
Sounds neat. I don't have a smart phone or any such thing, though. Not really interested in those novelties.
There are plans to eventually support different stages, but it's not a high priority. Pathing levels are not supported by the engine, so floors stacked atop one another is simply out of the question, short of scripting all movement, collision, camera tracking, and so forth.
This next major update will support choosing vehicle models for purely aesthetic purposes, and an option for a jump ability is planned for a future update.
I've been working on the option card images for which I won't be using screenshots (there are a lot). How does this look?