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    posted a message on SotIS Unlocked

    @Yaos01: Go

    The author is dead, what do?

    Posted in: General Chat
  • 0

    posted a message on SotIS Unlocked

    You're getting it all wrong.

    Here, how about this:

    Open source is good for something as inconsequential as mapping/modding.
    Open source != not taking pride in one's work.
    Closing maps off only slows down how quickly maps can develop.
    There are other ways to protect your credit besides protecting a map.

    Thanks for insulting me, though. By the way, the previous statement was of a sarcastic nature.

    Posted in: General Chat
  • 0

    posted a message on SotIS Unlocked

    @barakatx2: Go

    You are implying that open source means that the creator didn't appreciate his own work, which is wrong; if you really appreciated it, you would let your work see the light of day and have others learn from it and critique it because it is clearly a superior work that can be learned from, or maybe it's a good idea that could use improvements and modifications to make something even better.

    I also dislike people who don't learn from examples that open source provides, but the reason why I would release something as open source would be for the people who actually do benefit from learning by example, not to piss myself off thinking about all the people who would copy/paste it. Even if they copy/paste it and make something wildly popular, I think they would be willing to credit you for your idea, and if they don't, you could just as well contact them about it. Or, you may not; as can be observed on YouTube, "mash-ups" can indeed be very popular and no credit may be given, but there are people who are curious enough to ask where something comes from, and then there will be parties who understand something's origin and those who are stupid who don't (or just don't care - see AoS vs. its millions of clones - and then see that the concept of AoS isn't even that creative to begin with).

    Just like how others can ask you about how you did something, you can ask others to credit you properly.
    However, you will not always be there to answer a question because you die/give up on SC2/suffer amnesia/etc. What happens when there are no open source maps out in circulation? In that case, a map becomes outdated and bugs and flaws are discovered in it that cannot be fixed because the original developer is gone and there are no sources for an unlocked map. Perhaps, even, your HDD dies one day and there are no open source copies distributed or even kept backed up. The other advantage in open source is that these problems are non-existent - even if your original map spawns a million and one clones, it will be inevitable that there will be people who credit you and those who do not, and then it becomes general knowledge that X came from Y, even if an author didn't properly credit something.

    Piggy-backing is annoying usually because someone is not credited properly. When a work clearly states, such as through citations, that X concept came from Y source, the artist is perfectly legitimate. Without piggy-backing at all, we wouldn't have stupid memes to laugh at or witty parodies to humour us. And, even if you are still mad if someone credited and sourced everything properly, then that would be a very selfish-childish manner of thinking. I'd be pissed too if someone didn't credit me properly for using my 3D models, but if I could just as easily e-mail the other creator, or do it myself if the creator was good and kind and kept his map open source.

    (IMy stuff was used, once, except the author simply forgot that he actually DID credit. Afterwards, I dropped bothering with trying to keep track of people properly crediting and just said "Fuck it, I'll just remind the users of my model to credit properly, and if they don't, I don't give a shit". If I see my work being used like that without proper crediting, I might have mixed feelings - I'd be upset that I wasn't credited, but I'd be happy to see my work being used. To resolve the issue, I could just tell the other mapper/modder to credit me, or if the map was open source, I'd insert a footnote somewhere.)

    Point is that just because I like open source doesn't mean I value my own work any less than you do. Hell, I had that same attitude some time ago, but I've realized that it's a bother to have to answer a million questions and I'd rather just give out my stuff as open for tinkering.

    I find that examples are very helpful anyway.

    Quote from s3rius: Go

    Since there also is no important reward for the map-stealer, what right has he to steal my map? He has as much reason to steal my map as I have to protect it.

    The problem here is that there is a reward for the map stealer - otherwise, they would not steal it. We can safely assume they want it for the credit. However, when you release something as open source and set your name under an unchanging credit page (as on a website, or something), you ensure that they cannot ever completely steal a map. Not only that, but if they do try to steal your map anyway, they would look like a sack of dumb bricks who are trying to steal something that is open source in the beginning.

    However, I look at the above and I just seem to be avoiding the problem. Maybe I can come up with a more concrete argument. However, your own argument here is a bit ambiguous to me. I get the part about where you would want to protect something that's "yours" (in essence, anyway, since we all know Blizzard likes to hog this), but is the motivation behind it is just to keep claim on your own work or what? If it is, could this problem not be resolved by keeping a permanent record somewhere of the map with a proper credit list?

    Your point of view of "spoiling" is pretty selfish. If you take this view, parodies and such would also be "spoiling" it, when it could also be seen as a valid protest over something wrong with your map.
    Cheatpacks and hacks that are added to maps were done with an objective other than "lollet'sspoilhismap". It could just as well be that they want to see their own suggestion being implemented in a map and they just want to play with some friends or with just themselves - maybe they suck too much to win through an awesome RPG you made, so they use such a cheatpack or hack to increase the map's ease, or they may even just be screwing around with no malicious intent. It's rare to find that someone actually wants to hack your map to make you look bad - I would think that people usually want to make themselves look good. In the former case of making the map easier, a developer may take this as a sign that a warning about the map's difficulty level should be inserted, or that an "easy mode" for the map be implemented, or that the map should outright be made easier to play through.

    However, in the example of the difficulty of a map being the instigator for a cheatpack or hack, the target audience should also be taken into consideration. If you made a micro-map for people with 700APM, you don't have to bother with decreasing your difficulty just because some people suck. If they change the difficulty, your map becomes the root of a branch map, and you might even want to endorse another's map if you think their change was of good quality (e.g. they actually professionally lowered the difficulty in your map, so you might want to contact the modifier and tell them "you did a good job, I'll link your map in mine!"), and if your purpose in mapping is to get credit and large audiences, then good job - you benefit from an artificially wider audience, who may eventually play your original-insane-mode map and enjoy it.

    In the same situation of difficulty of a map - what if someone enjoyed your map, loved it, but wanted to make an even harder version of it because it was too easy? Even if they contacted you and gave you a suggestion, you might not implement it, so why not give the map to them to edit openly?
    And then, what if many people have many ideas for your map, and you don't want to be swamped with contacts? You would open source your map, simply request that the original credit's page is kept, and then problem solved - at this point, thieves would be trying to steal something that is already so-well respected that it has modifications of it springing up of itself, and would be hopeless in trying to actually take a bite out of your audience (even if they do, it would be insignificant).

    Especially in the case of someone trying to make an authentic improvement to your map, if they actually do it, are they still "spoiling" your work? And, when it's open source, you are accepting that changes are going to be made, but generally, for the better.

    Yea, seeking praise for legitimate work is perfectly fine, which is why instead of passively waiting, you can release and distribute your map openly. In doing so, you are spreading your name, gathering a larger audience, and promoting yourself and your map. IMO, open source works so well because it's pointless to try to ruin it and the only way it can go is up (or left, but never down unless someone is doing a bad job of maintaining a map). One can proudly show off open source work and say, "I started this, want to help?" And then eventually, "I started this, and it was so awesome everyone helped to make it even better." See Firefox: some people found it interesting, helped it, now it's a huge competitor against IE, Safari, etc. and everyone knows it because so many people have contributed to it and told others about it, that they had a part in making Firefox. And then, think of the Mozilla Foundation, the maintainers: they must feel great that everybody helped and made their shit so awesome (even if there are problems like memory usage and bloat and whatnot, which can just as easily be stamped out by a different distribution of Firefox).

    In any case, I know what you're talking about - although I've never had to bother anyone about stealing a map/mod of mine anyway. 'Cause I suck? Maybe, but maybe not. I like to think that there simply weren't many people interested. :P

    I mostly stick to myself - I browse through SEN and CC, for the most part. I'm not too much into SC2 mapping overall, and I never released that much stuff to begin with. That which I have released generally did pretty well (SC modding, for the most part - good reception, but the community was dying, and I was just trying to help inject some life into it).

    I did reference academia, but I did not say that plagiarism was allowed. To clarify, what I meant was that so long as the source was referenced and the author credited/acknowledged, there was no problem(of plagiarism).
    When I say that I support open source, maybe I'm being a bit too liberal with my definition of open source. I meant to say something that is released (hopefully free of cost) that allows anyone to take the work and modify it and create derivatives, so long as the derivatives properly credit the original. This is my fault. I'll make it clear now: I don't support stealing credit. What I support is releasing things for anybody to tinker, learn from, and improve, and then crediting the original open source product and its creator.
    (So I guess something more like creative commons.)

    A map thief can't really go into your forum account and edit your post to say something else, which is why I say so many times that the map should be distributed far and wide with explicit statements on who made it and helped to make it. (The added benefit is that the other people listed in the credits may be contacted, or their resources may be used for something else.)

    When the above is fulfilled, if a thief tries to steal a map, he's going to get caught, banned, etc. That's what I meant by calling the thief a fag.

    Considering how inadequate Blizzard's lock protection is anyway, releasing the tutorial (which won't work for people who don't understand it -> probably majority of thieves, since those who do probably have something called morals) in its current format is not going to do more harm than good.
    However, it's probably more accurate to say this: if the people who want to steal maps are made up mostly of those who wouldn't understand the tutorial, it wouldn't do much harm to anything to release the tutorial to those who do, who can productively discuss the issue and provide better solutions.

    (Though I still think it's better to release things open-source/as a creative common.)

    -

    I release my stuff open source because I appreciate them. Otherwise, I wouldn't release them at all. The best way to show that you know something is to teach someone else the concept (properly), right?

    Also a good way to detect people who don't know what they're talking about (maybe be lol).

    Posted in: General Chat
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    posted a message on SotIS Unlocked
    Quote from SouLCarveRR: Go

    But I write software for my own entertainment as well. I see no difference between the time I spend programming vs mapping.

    That's because you don't write software for a living in a free marketplace economy. :l

    I program little stuff for shits and giggles too. I also see no difference between this PERSONAL time I spend on programming vs mapping.

    But I would if I had to scrounge a living out on this flying rock through space, because my effort spent on my programs would directly directly correlate with the program's quality, and improve its worth in the eyes of a consumer.

    Thankfully, even if I did program for a living, I wouldn't really mind, since I think it's fun. andthenyouarguethatsamegoesformapping

    Posted in: General Chat
  • 0

    posted a message on SotIS Unlocked

    @SouLCarveRR: Go

    AFAIK, in academics, work is built upon previous works and proper credit is always given; so long as a source is authoritative, there is no such thing as "MYWORKGTFO".

    Quote:

    So your saying software companies shouldnt be able to lock thier code which is an extreme, but thats what your saying.

    No; I thought I had clearly stated and emphasized that there is no point to locking a map or mod because there is no monetary value to them (and I'm against the map marketplace; just saying), and that no one is going to make a damned living out of it.

    The commerce and the marketplace, competition between closed-source works because people have to make sure their products are the best in order to get a fucking living. In mapping and modding, none of us are getting paid to make a famous map because even if it is famous, there is nothing to be gained out of it, and it would be stupid to try to monetize it because of how BAD SC2 is for a developer. Granted, some parts of SC2's engine may be fit for small projects, and the map marketplace would work because stupid people think everyone has money to spare on a few hundred maps.

    RANT
    IMO, Blizzard's target audience for custom maps are little poor young children (see: censorship "GRAPES LOL"), who wouldn't be able to afford maps because parents wouldn't want their children to be playing a violent video game online with strangers and wasting money on craptacular maps (like craptacular iPod apps!).
    microtransactions -> spawn of the devil, censorship -> spawn of the devil,
    Blizzard -> the devil
    FFUUUUUUUUU
    /RANT

    SC2 mapping and software development are completely different. One is for entertainment, the other is for a living. (Note: Entertainment software really blurs the line, doesn't it?) Although, if you think about it, even open-source software competes well against closed-source software (see: Linux and it's million-and-one derivatives vs Windows vs Mac vs etc.). I think open source is superior to closed source in general.

    However, I think open source is even better when it comes to mapping and modding, since it's built by community members for other community members and altogether, the system is pretty altruistic, considering that there is no monetary return on mapping. I'm all for getting paid for a really good map though, which is why I might want to put a "please donate" button on the website or thread that hosts my map, but I would never force anyone to pay for my map, let alone ban them from opening my map and tinkering with it for their own education/amusement, so long as they just remember to credit me for the base map. Hell, what would they be paying for? A map inside of a game! It would be ridiculous to make someone pay for something of so little extrinsic value. (I wouldn't mind so much for paying something that someone had to code from absolute scratch though; expanding on this, I wouldn't mind donating to someone who made a map with a lot of custom content and high worth all-around.)

    I've never had to use an unprotector in my life, except to open up a few SC1 defense maps that I wanted to play offline (the maps would fucking defeat me if I was playing alone; can you fucking believe that? FUCKING STUPID: MAPMAKER, PLEASE SHOOT YOURSELF), and those I never shared or learned anything from.

    In any case, I prefer solving any mysteries of mapmaking on my own anyway. I have more fun building the map than releasing it, which is partially why I have a slew of unfinished maps and mods that never got anywhere (they were never meant to; I'd show it off to a friend or two, and then do something else).

    Generally, I think that people should be releasing their maps open source in the first place, and simply request that their name be kept as "original creator" or something. Personally, I'm satisfied with just that; so long as the person doesn't plagiarize and outright claim they made everything, I stay cool. Besides, people are more willing to comply with something like that than "DO NOT OPEN MAP, I KILL U IF U DO".

    Especially in this case of mapping. The only reason someone would want to steal a map is to steal credit; these someones are probably antisocial, sociopathic, or otherwise too mentally retarded to understand the effort a creator puts into a product - even if you threaten them not to steal your map or whatever, they're still going to do it, and just out of spite, they would clear your name from the map regardless of how much you threaten or plea or beg or otherwise protect the map. You're better off trying to softly persuade a shred of their humanity to leave your name in. If they don't they're just a bunch of fags anyway, and you already posted your map on 20 different websites, right? :l

    Yea, map-stealers are fags, no doubt about that. However, since they'll go to any lengths to unprotect a map, they would find relevant information regardless of whether or not it's posted on SC2Mapster or not. Information like that ALWAYS gets around; the knee-jerk reflex thought is that the best thing to do is to beat whatever unprotector they have; however, they'll just beat that one, and you'll have to work more to protect your map, and so on and so forth. All this effort over trying to protect a map that you're not even going to get paid for. You are much better off open-sourcing your work, spreading your originals far and wide, and then focusing on mapping.

    Objectively speaking, open source for maps is really just the better way to go, presently. Maybe when the map marketplace gets implemented, something might happen, but even then, I'll be against closed source and buying maps.
    (Though, again, I wouldn't mind donating to my favourite mappers - if I had any money, that is. Seriously, the money-issue would block me from enjoyment of cool maps, not get me to pay. I'd sooner stick a fork up the mappers butt than pay.)

    Posted in: General Chat
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    posted a message on SotIS Unlocked
    Quote from s3rius: Go

    @Pimpmunkeh: Go

    I say my coding is so precious that I don't want anyone else to open my map, put his name in instead of mine and republish it under a slightly different name.

    I'd also say that it's so precious that I don't want people to be able to cheat my storage system to gain an unfair advantage over others (level hacking in rpgs and stuff).

    Yea, I'd say that.

    Then it's time to lower your own self-esteem C:

    Why even care if someone steals your work? People who go around trying to steal maps to get credit they don't deserve don't deserve to be worried over, and if they're stealing a popular map, then thanks to the Popularity system, it would be difficult for them to steal (successfully) a popular map.

    In any case, I've been trying to make maps and mods for various games for years. I've come to the point at which I've realized that there is no good reason to lock a map or ask someone not to steal. There is no monetary value in maps, so the only reasons that one would have are:
    -for personal enjoyment
    -for others' enjoyment
    -for credit and praise and recognition.

    Locking your map means:
    -you don't want others to steal your ideas
    -you don't want others to steal credit and praise you deserve
    -you don't want to share your achievements with anyone else
    -you don't want others to learn your techniques without having to ask you
    -you're inhibiting mapping (competition is not something to worry about, considering that there really is not any benefit in having a popular map besides e-peen)

    Open-sourcing your map means:
    -you are sharing your achievements with everyone
    -you are sharing knowledge with the community so it can create better maps
    -you don't have to answer questions
    -if you release your map on a website and provide links in your map to the website, you're preventing map-stealing
    -knowledge that you've shared can come back to you in the form of better maps

    I want to just straight-up say that people who close-source things they don't make a living out of are selfish fags, but that would be kinda unfair and barbarous. The way I see it, the only "good" reasons one would have for locking a map is to siphon all credit and praise to oneself - no one besides one person benefits from this. Nothing is given back to the community. Any good ideas in the map are kept under a lock and other map developers have to break their backs in trying to recreate the effect, which doesn't really help anything get anywhere any faster.

    When you open-source something, you can't "steal" it. People take it, build on it, and maybe have their name written on a digital plaque in the list of contributors made of up 1s and 0s that digitally float on a rock flying through space. Some people will take it and try to steal it, and you laugh at how stupid they are. Then, there will be people who learn from it and are thankful that they don't have to force a map open in order to find out how something works. People don't have to wait for bug fixes to be released, they can create their own fixes for a map, which might spawn another map series that may prove to be better or worse than your original, but in the end, the better map remains. Sure, you don't get as much personal credit, but considering that your efforts, made open, will help provide other map makers something to build upon and make other fun maps that other people will enjoy, and maybe you will eventually find some concept of yours being used in a map you think is better than your own.

    Clearly, open source is better because the community grows faster, and when a list of contributors is kept, no credit or praise is lost. Fixes are made sooner, better maps come out, everyone can find a map that they like, everyone wins.
    Compare that to closed-source: people are forced to go leftwards and upside-right and back into the future to do something interesting that they think can make a better, funner map. People are trying to crush each other underfoot to make a cool map. Why would you support this in something that doesn't even provide you with a living (and you'll never be able to make a living off of maps anyway unless you're godlike at mapmaking).

    And when you ARE godlike at making maps, what do you care that others steal your ideas and such? People who would try to steal your things are naive and stupid, or maybe they can take a concept you've developed and make it into a good map (maybe because you suck at creative mapping?).

    It should be clear that closed source is an assbackwards way of doing things considering that THIS IS A GAME and DOESN'T EVEN PROVIDE YOU WITH MONEY REQUIRED FOR SURVIVAL. Especially if you're mapping for personal enjoyment. If you map because you want credit, your intent is as bad as any map-stealer's. If you're mapping because you want to entertain others, doesn't releasing your map for tinkering help spawn other maps that will entertain more people?

    If you're releasing a map open and free, you will inevitably fulfill the entertainment of others factor. If you provide a little note that asks for credit and post your map on a website, you will inevitably be credited (and if you're not credited, then you can go out of your way to call someone a fag). Mapping for personal enjoyment is automatically fulfilled to begin with.

    I've thought back and forth with this so much that my brain feels like it's going to melt. This is the 3rd revision or so of this post.

    But, maybe I'm just being a hipster-fag. In any case, I don't really see any reason for close sourcing something as intangible as a map (that you're not even gonna get paid for; if you expect money, do humanity a favour and shoot yourself) anymore. Maybe 5 or 6 years ago I would have cared, but since then, it's come to my attention that when it comes to mapping and modding and shit, it's really naive, pointless, selfish, and outright dumb to try to lock/protect the map/mod.
    The best you can do is ask for credit and post to a website to set your name in stone, figuratively-speaking. (And then when someone steals your map, it's pretty easy to label the thief "FAG" and get'em banned.)

    (If you have any articles/essays on open-source vs. closed-source, I would appreciate it if you shared it.)

    wtf I swear I typed "tl;dr" somewhere

    -

    And, yea, this has been debated to death in SC1 and WC3 and who knows where else. At this point, I think it's safe to say that everybody does their own shit and nobody cares. I know SC1's modding community (while it was alive) was pretty much "open source," except for a few people like Mesk and whatnot who were superbly dedicated. Stealing from them was a crime in itself, but it was generally agreed that no one gave a rat's ass.

    Posted in: General Chat
  • 0

    posted a message on [Dev.] Shooter Map

    Incoming quick fix! If you downloaded the map before this message, please download it again!

    QUICKFIX 1:24 AM September-11-10 > 1:41 AM September-11-10
    -fixed Stalkers not dropping any Drones
    -bullets travelling into untraversable ground are destroyed (possible bug: bullets sometimes don't connect. Please report if you notice this.)

    Posted in: Miscellaneous Development
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    posted a message on [Dev.] Shooter Map

    Greetings. I'm New-/Hydrolisk. I hail from the mountains of Staredit.net and I'm bringing a map over here so that I can get some more feedback on it. So, on with the copy-pasta.

    Granted, some of this is pretty old, so I'll insert an interesting forward.

    I've been working on this scrolling shooter map for the past few weeks, starting since mid-August or so. Originally, it was just a testing or concept map that I was toying around with in an attempt to emulate scrolling shooter concepts from the Touhou project games, Blizzard's Lost Vikings mini-game in the SC2 campaign, Galaga, etc.

    At this point, a lot of the basic systems I want to see are in place, and I'm at the final stages of polishing off my systems; that is, I seek to streamline triggering and data information for efficiency. Maybe add some new features.
    After this, I will be able to start on a real map using many of the concepts and systems from here to create a true vertical-scrolling shooter game in the spirit of Touhou project.

    So, here I am, looking for as much feedback as possible. For reference, the original thread from SEN is here: http://www.staredit.net/topic/12181/ .
    Feel free to post in either one of these topics for questions, feedback, comments, etc.

    Since I'm already managing this map across 3 different sites, I would appreciate it if you would just direct yourself to the SEN thread to download the latest version of the map, though I'll try to keep an updated download link here.

    DOWNLOAD (tell me if it's not working): bottom of this post :)

    -

    Hey all, Hydro here. I'm bringing in a proof-of-concept, yet conceptual, map project.
    Straight-off, it's a vertical/horizontal shooting game system I'm working on, which presently is tooled for single-player use. That said, it's inspired by Blizzard's Lost Vikings and the Touhou project games (which it also borrows heavily from).

    In it's current state, the map is just a square of terrain that has enemies spawning on it periodically, and the player can run around shooting stuff.

    At this time of posting, some key features are:
    [*]8-way movement
    [*]Complete keyboard input
    [*]triggered player and bullet movement
    [*]holding Shift for "precision" (slow) movement
    [*]upgrading attack in the spirit of Galaga, Lost Vikings, and Touhou combined
    [*]bombs (and deathbombing)
    [*]powerups, including +power, +1up, +points, +bomb
    [*]custom leaderboard containing gameplay-relevant info
    [*]i dunno

    All in all, the map is a bit primitive and quite a improvisation, seeing as how I made it on a whim and kept updating it for some time.
    At the same time, I also consider it approaching it's implementation stage; that is to say, soon enough, I can consider the system "finished" and I can start trying to modify it for a more practical map-game.

    At this point in its development, I would really like input from testers on the system and map in general. This would include a whole slew of things, from bug reports to suggestions to whatever; even whether or not you found it fun running around shooting stuff (one person collected 100 power when upgradable weaponry wasn't even implemented; LOL).

    Change log (oldest first)

    UPDATE 11:27 PM August-19-10 > --
    -increased missile collision accuracy
    -implemented the bomb (costs 1 vespene)
    -implemented "tips" for new players
    -changed all projectile units to be fliers
    -made all projectile units to be invulnerable on spawn
    -implemented a rudimentary leaderboard
    -made changes to the camera settings
    -Marauder spawning

    -

    UPDATE 11:42 PM August-19-10 > 4:13 AM August-20-10
    -changed Marauder stuff
    -reworked scoring system
    -reworked shoot system
    -implemented "precision" movement (hold shift)
    -bomb now destroys enemy projectiles
    -use ESC to regain 3 vespene (debug purposes)
    -added Zealots and Immortals, which give bombs and lives respectively upon death
    -implemented lives
    -some balancing with shooting Zerglings
    -changed Ultralisk size/collision
    -added walk/stand animations for the Ultralisk
    -reworked bomb so that it doesn't also instantly destroy normal units
    -bomb uses a function to determine speed of blast
    -1.2s cooldown to bomb

    -

    UPDATE 4:54 AM August-20-10 > 5:23 AM August-20-10
    -fixed bomb
    -changed Ultralist collision
    -changed unit scores around again

    -

    UPDATE 7:34 PM August-20-10 > 8:42 PM August-20-10
    -added on resurrect invulnerability (2s)
    -fixed bomb AGAIN
    -fixed walk/stand animations a bit
    -(a previous update: enemies wander)
    -converted all timers to Game Time

    (screenshots update)

    -

    UPDATE 9:14 PM August-20-10 > 12:35 AM August-21-10
    -implemented "death bombing" (PHOBOS IS COOL)
    -SCVs (points), Probes (powerups), Drones (bombs), and Mini-Ultralisks "Minilisks" (lives) have been implemented
    -running over any of the above units will give you the associated bonus
    -Zealots drop Drones on death instead of giving a bomb
    -Immortals drop Minilisks on death instead of giving a life
    -added metadata
    -some more tweaks to everything
    -corners of the play area forbid ground movement now
    -changed up movement process (now faces, and then moves)

    -

    UPDATE 3:40 AM August-21-10 > 10:33 AM August-21-10
    -increased powerup pickup radius
    -decreased Zergling impact radius
    -Immortals and Zealots may drop more powerups at once now
    -POWERS IMPLEMENTED

    • at 10 Power, you shoot 1 Zergling to each side, high angle
    • at 20 Power, you shoot 1 more Zergling to each side, low angle
    • at 30 Power, you shoot 1 Hydralisk straight instead of 1 Zergling straight, and you don't shoot Zerglings to sides at low angle
    • at 40 Power, you shoot 1 Zergling at each side, low angle, again
    • at 50 Power, you shoot 1 Hydralisk at high angle instead of Zerglings
    • at 62 Power, you shoot 1 Overlord toward random enemy's location; stops only for its timer;does not fire unless there is at least 1 enemy in play
    • at 74 Power, you shoot 2 Overlords total
    • at 87 Power, you shoot 1 extra homing Overseer; stops only for its long timer; can pick up powerups; max 3
    • at 100 Power, you can run over enemies
      -increased grace period
      -increased death bomb window slightly (0.2s)
      -fixed death bombing a bit
      -some stuff I forgot
      -when collecting power, there is a 1/10 chance for a x10 bonus
      -hints made less empirical so that I don't have to change them all of the time
      -fixed animation again
      -bombs will cause powerups in the blast to go towards you

    -

    QUICKFIX 10:49 AM August-21-10
    -start at 0 power you bitch
    -removed pathing stuff

    -

    UPDATE forgot > 12:52 AM August-24-10
    -powerups spin on the spot
    -powerups play walk animation when being dragged
    -tweaked speed at which powerups are pulled
    -some trigger optimizations
    -fixed Zergling firing on 20-29 power
    -shortened lifespan of all Overderps
    -reworked power-up system
    -modifed some bullet properties
    -some bullet/powerup properties moved into data editor (e.g. invulnerability, no supply, etc.)

    -

    UPDATE 1:08 AM August-24-10 > 11:45 AM August-24-10
    -more trigger optimization
    -shortened CD on bomb

    -

    UPDATE forgot > 11:58 PM September-10-10
    -Bombs to Infestors (Minifestors), instead of Drones
    -Drones, RGB: 25HP, 50HP, 100HP
    -No more random Probes with +10; Observers are +10 power now
    -drop rates adjusted for Observers
    -fixed retard Probe (sort of, not really)
    -death-bomb window set to 0.3s
    -reworked death-bombing and respawning mechanics
    -changed a setting in creation of bullets, and changed some pathing properties
    -fixed the bomb removing normal units (should only be enemy projectiles)
    -more optimizations
    -on bomb, all powerups and missiles in entire map are magnetized/removed
    -removed bullets (through bomb) grant 1 score each
    -miscellaneous data editor changes
    -now tracks number of SCVs collected
    -reworked power levels

    • 0 (1 ling)
    • 8 (2 lings)
    • 18 (side lings)
    • 28 (far side lings)
    • 42 (centre hydra)
    • 60 (side hydras)
    • 80 (lord 1)
    • 102 (lord 2)
    • 128 (seer)
      -removed normal HP regen
      -on death, 25% of current power is lost
      -updated hints
      -Stalkers spawn too now

    -

    QUICKFIX 1:24 AM September-11-10 > 1:41 AM September-11-10
    -fixed Stalkers not dropping any Drones
    -bullets travelling into untraversable ground are destroyed (possible bug: bullets sometimes don't connect. Please report if you notice this.)

    Screenshots (oldest first) UPDATE 7:34 PM August-20-10 > 8:42 PM August-20-10
    http://kupax.com/files/14266_xu5to/Screenshot2010-08-20 20_23_02.jpg
    http://kupax.com/files/14267_v6vju/Screenshot2010-08-20 20_23_10.jpg
    http://kupax.com/files/14268_4fpz3/Screenshot2010-08-20 20_28_13.jpg
    http://kupax.com/files/14269_l826j/Screenshot2010-08-20 20_28_50.jpg

    Posted in: Miscellaneous Development
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