Author |
File Description |
CrazyEngineerKid |
Posted on 06/12/08 @ 09:55 PM (updated 06/29/08)
File Details |
Game Version: |
AoE3+TWC+TAD |
# of Players: |
4 |
Labyrinth is a King of the Hill style game where you play in a large maze that changes every 20 seconds. There are buildings around the map you can take over to get different units. You have to take control of these buildings while simultaneously fighting for the fort in the middle. The walls move RANDOMLY; there are no built in biases. (one - unfair, two – too hard to make lol) There are also kill bonuses – most are unit rewards and one is a population room bonus; the big one is the ability to destroy walls at 500 kills.
Labyrinth2 is the new version of labyrinth made specificly for this CSO contest. It comes with one huge bugfix and a few things added.
1. More kill bonuses including some after 500
2. AI for computer players - The host selects which players are computer players and they are given some really lame AI (Don’t worry; Each player has the ability to declare that they are not a computer so that the host cannot try to give your men AI they don’t want.)
3. The Big Bugfix – Now, if the player that holds the fort tries to delete it, that player will be ejected from the game, and the game will continue; the fort will not go away!
If you have any further questions, watch the cinematic at the beginning of the scenario contact or me in-game (CrazyEngineerKid).
P.S. please rate this for the contest
update: june 18 - expanded area arround fort and pathways arround the edge of the arena
update: june 29 - numbers of units recievedd at 550 and 600 kills fixed, los changes, now 30 seconds between shifts, and a break before the start of the cinematic to let the game load.
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Author | Comments ( All | Comments Only | Reviews Only ) |
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CrazyEngineerKid
File Author |
Posted on 06/17/08 @ 01:37 PM
thanks for reviewing.
i was wondering tho, what do you mean by pathways? like non-moving zones?
that would sort of defeat the purpose of thewalls moving unless it was done very carefully.
No area should have all-access all the time. maybe there could be a few smaller passageways that only have a couple of changing walls. |
MosheLevi
Staff
Official Reviewer |
Posted on 06/17/08 @ 04:34 PM
CrazyEngineerK,
I played your original Labyrinth scenario and I noticed that there was not enough space around the Fort.
The paths around the Fort were too narrow.
This is the center of the map where most of the fighting is going on so it would be a good idea to have a large area around the Fort with no walls.
The reason you have a lag when the walls move is because you have like 200 effects executed all at once.
If you spread your effects over 3 seconds then that will solve the problem.
More time between moving walls phases will work better too.
Other than that the scenario is very good and creative. |
CrazyEngineerKid
File Author |
Posted on 06/17/08 @ 04:39 PM
for me, only occasionally does it lag on change. when it does, it is normally miniscule.
I have notised the issue arround the fort and I think I know how to fix it but it is too late for the contest now right... |
MosheLevi
Staff
Official Reviewer |
Posted on 06/17/08 @ 05:19 PM
it's not too late to change your scenario.
New reviews will be based on your latest version, and you can always ask the reviewer to check your scenario again.
The reviewer can then modify his review but that is up to him. |
Chester1 |
Posted on 06/17/08 @ 06:00 PM
moshe is right, if there were more room around fort, and generally more space between walls, i would HAVE to boost this rating by at LEAST .4 |
CrazyEngineerKid
File Author |
Posted on 06/17/08 @ 10:03 PM
cool! ill try to fix that then. [Edited on 06/17/08 @ 10:15 PM]
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CrazyEngineerKid
File Author |
Posted on 06/18/08 @ 09:41 AM
to make the walls move, i actually used a change to random protounit trigger that had been modified so it could handle 50 walls at once.
the aom trigger request forum :D |
KevTheGreat |
Posted on 06/18/08 @ 09:45 AM
i dindlt know there was a random trigger lol, taht would be useful in my scenarios. Where do u et these triggers, the eject one would be usefull too[Edited on 06/18/08 @ 09:47 AM]
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CrazyEngineerKid
File Author |
Posted on 06/18/08 @ 10:41 AM
what?
u want the eject trigger like when the fort is killed?
ther's nothing special there, it just can tell if the fort dies and then "set player defeated"
the random walls one is on the aom trigger request forum. i actually dont have it right now, i switched comps and havent put that back on yet...
i updated it so you can play the nenwer version. I changed everything arround the fort and I added four exits to the circle of the map. You can now truely go "outside the box" and come back in somewhere else. These spots are marked by reddish terrain. [Edited on 06/18/08 @ 01:20 PM]
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KevTheGreat |
Posted on 06/18/08 @ 05:44 PM
for the fort, how do u know which on is controlling it, beacuase if i set player defeated i need to know who has the fort. Also u should do wat i did for my fort of war, if p1 has the fort, do a looping trigger of 30sec that says p1 control the fort. |
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