Are you prepared for the scariest SC experience of all time?
General: Game Type: Horror, though it could also be considered a puzzle map Number of Players: 4 Game Length: Approx. 1.5 Hours Tile-Set: Ice World, 192x192
Description: You awake in a dark cell. Find out where you are and why you are there as you progress through 6 different areas and solve numerous puzzles.
Features:
Vision manipulation via Hyper Fog of War. Click here for more info.
6 Different areas, each with their own themes, puzzles, background music, and enemies.
7 Different types of enemies, each with their own individual triggers.
A Dropship inventory system, with each item having its own description.
3 Different difficulty settings.
A bonus arcade, if you can find it
3 Different endings, one of which is available only on Hard Mode.
Hyper fog of war is when your fog is constantly updated... Starcraft usually lets your vision stay for a bit.
Also, play the game, it's amazing.
How do you go about doing that, with regards to triggers? I didn't realize such a thing was possible.
Info Optical flare resets the fog of war everytime it is cast. (Just realized I made a map with Hyper Fog of War without intentionally doing it)
Thanks! Nice to learn new mapping stuff even today. I played the map a little but I have to go, seemed potentially interesting but I only played for five minutes or so. Nearly died to kerri too
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Find Me On Discord (Brood War UMS Community & Staredit Network)
I've had problems with that hyper fog thing in some of my maps. Basically vision ticks every 100 frames or something, but everytime a medic casts blind it resets that vision tick. So if you spam blind enough you can get constant update... but wouldn't that cause hardcore flickering?
Yeah, I actually think it's a little better single player. Some of the scares only run once for whoever gets to them first, so if your doing it single player you get everything
It might be a little more challenging/take a little longer for the parts where you have to look for keys and stuff, but I don't think it's too bad at all.
Stand by the door (the black-ish square tile on the wall) and order the shuttle to move, like just normally. You should be able to enter the door that way.
Post has been edited 1 time(s), last time on Dec 8 2014, 4:12 pm by Zoan.
Really glad to see this finished after testing all that time ago.
Went and did a normal difficulty playthrough, and boy was that great. I did the two endings and found the arcade (fantastic minigame btw). Really curious about that hard ending, but not too sure I'll have the patience to get through on that difficulty.
I think my only criticism is that lurker enemy. To be honest... it was pretty fucking annoying! The center views made it very hard to go the way you wanted and I kept getting stuck on the lurker. Perhaps this is how you intended this encounter, as it was very difficult, just a little too much for me I guess.
I spotted a few minor misspellings as well, can't for the life of me remember in which dialogues.
Hey, thanks a bunch for playing (and testing, btw)! Glad you enjoyed it!
Yeah, the lurker wasn't supposed to be oh so difficult, but it was hard to strike a balance between keeping the tension up for all difficulty levels (since on easy you get armor upgrades for free) and not having it be so hard people rage quit. I think how it ended up was pretty fair after you figured which doors to run to to escape. It's weird, because I wasn't really satisfied with the lurker myself (scare-wise), but a lot of people said it was one of the scariest enemies in the game :S so I left it as is.
As for the typos, yea there are a couple.. two in the first note, I think, and probably more elsewhere. But as of right now I'm too lazy to do a version 0.17 just to correct them Thanks for letting me know though.
Ultraviolet -- "often was always pretty cool" 60% of the time, it works every time
[2026-3-07. : 11:26 pm]
NudeRaider -- The visuals are good, the animation is terrible: the movement is off, the impacts in battle scenes have zero weight to it, the lip sync is right up uncanny valley. But yeah, considering what it is it's pretty good overall.
NimoStar -- And Pathfinding in SC1 was not *that* bad, the problem is that it was designed as a flat 2D game like WC1 (and it was in the alpha) and then switched to isometric without changing the base code. So its actually a flat game pretending to be isometric. With the custom competitive maps that use larger ramps and elevation, pathfinding is quite fixed.
[2026-3-07. : 9:47 am]
NimoStar -- The unlocking and map choice was fine, but mostly in WoL - In HoTS the worst of all units are irrelevant because Kerrigan has infinite summon and stuff. And even in WoL the spaceship instakill map powers are better than units. If I could RTS in my RTS that'd be great.
Nekron shouted: NudeRaider not that the og sc1 campaigns are particularly good mechanically but cmon, SC2 map mechanics are the opposite of fun
There's many parts to it. I think the raw rts gameplay of sc1 is unsurpassed to this day. And I too never liked that sc2 missions always rush you in some way or another, because I like to take my time. However I still have to admit that they way they did it often was always pretty cool. Like lava rising and receding, a huge-ass mothership destroying bases, undead coming at night, just to name a few, those are definitely creative, so I'm sure there's people that liked it. But that's not even what I meant. It's the unlocking of new features and upgrades and choice which map to play next that made it so much more motivating for me.