Staredit Network > Forums > SC2 Custom Maps > Topic: Observer Dodge
Observer Dodge
Aug 20 2010, 10:39 pm
By: Vincent  

Aug 20 2010, 10:39 pm Vincent Post #1



Finally finished my observer dodge map to be 100% working.

Though I will be adding more later any addition would only be a minor one.

If you would like to figure out how I coded some of it feel free to open it up with GE.

Currently Published.

Difficulty Selection.


Custom banning system for the host.


Reset game possibility, if you or your team dies.


Gameplay screenshot of level 2.


Dodging observers is what this map is all about. [If you've never played observer dodge on sc1 you're missing out]
28 different levels. 18 Ground Levels and 10 Air Levels.

Attachments:
Observer Dodge [Perfection].SC2Map
Hits: 5 Size: 4320.24kb

Post has been edited 1 time(s), last time on Aug 21 2010, 12:32 am by Vincent.



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Aug 20 2010, 10:59 pm DavidJCobb Post #2



Uh... Any screenshots? Gameplay descriptions? I don't think many people will be inclined to dig through the mapmaking assistance forums and/or the list of topics you've created on SEN in order to hunt for details. :P

EDIT: Nice screenshots. :)

Post has been edited 1 time(s), last time on Aug 21 2010, 12:48 am by DavidJCobb.



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Aug 21 2010, 1:42 am payne Post #3

:payne:

I see you've chosen it to be a Zealot? Or did you keep your initial system?
Also, have you implemented the Game Modes we've talked of?
And I just had a little idea:
For the intro where the host choses the difficulty, disable the whole UI: it'll let the player properly read that text over the mini map. Once difficulty selection is done, enable UI again. :teehee:



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Aug 21 2010, 3:09 am Vincent Post #4



Quote from payne
I see you've chosen it to be a Zealot? Or did you keep your initial system?
Also, have you implemented the Game Modes we've talked of?
And I just had a little idea:
For the intro where the host choses the difficulty, disable the whole UI: it'll let the player properly read that text over the mini map. Once difficulty selection is done, enable UI again. :teehee:

I've decided I'll do what we talked about in a completely different map and just release this one as is. xD



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Aug 21 2010, 4:54 am Sand Wraith Post #5

she/her

Awesome! I'm gonna download this and then keep it in my folder for when I feel like getting 300APM.

'Cause I can't really bear playing these click/skill games with lag on B.Net. >_<

Hey, I think you should add a timer counting up for how fast you can finish the level/whole map. That would be cool.




Aug 21 2010, 7:59 pm Vincent Post #6



Quote from Sand Wraith
Awesome! I'm gonna download this and then keep it in my folder for when I feel like getting 300APM.

'Cause I can't really bear playing these click/skill games with lag on B.Net. >_<

Hey, I think you should add a timer counting up for how fast you can finish the level/whole map. That would be cool.

Yeah I also wanna add a leaderboard for levels completed for each player. Instead of the time spent in dodging area it should be close calls, like +1 point if unit from unit group is within range of unit. Every 1 second of game time.



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Aug 22 2010, 2:30 am Vincent Post #7



Anyone have any ideas I should add to this? I know payne had some :D



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Aug 22 2010, 10:49 pm payne Post #8

:payne:

Quote from Vincent
Anyone have any ideas I should add to this? I know payne had some :D
You noted them down or must I reiterate them? :O



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Aug 23 2010, 12:07 am Devourer Post #9

Hello

Ha, so this is the map I helped you with? :)
Good that you finally done it :)



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Aug 23 2010, 5:59 am Vincent Post #10



Quote from Devourer
Ha, so this is the map I helped you with? :)
Good that you finally done it :)

yeah thanks again hehe :D



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Sep 20 2010, 5:00 am payne Post #11

:payne:

I've taken over this project.
I finished the 'Polish' phase (didn't have much to do more than disabling UI :P).
I should work on a Leaderboard in the near future.



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Sep 25 2010, 10:17 pm payne Post #12

:payne:

I'm 100% done with this project.
Map uploaded on Battle.net's US server. :awesome:



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[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
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