Staredit Network > Forums > SC1 Map Production > Topic: Astrogears Mk II
Astrogears Mk II
Jan 17 2008, 5:18 am
By: The Starport
Pages: < 1 « 2 3 4 5 >
 

Mar 23 2008, 5:29 pm payne Post #61

:payne:

Oh well... here it is :P :
For now, you can only use the propulsor once your Gear is lifted...
What about a propulsor while your Gear is landed?! The unit over it shall be the slowest air unit so that the ground propulsor is slower than the air one (talking of the Gear's position).
Disadvantages: I see none!
Features:
- Slow movment, but faster than normal speed of the Gear when not using zergling-propulsor
- Kills all NPCs and Gear Masters that touches it, including allies (the Gear pass over those... so they die )
- Can even kill the zergling-propulsor (how the player could revive it: land his Gear in a safe zone, unload his GM and ''repair'' it propulsor... average time: 20 sec)
- Of course, the ground-propulsor (not the zergling one) could also get killed, but this one, with any physical damage (NPCs, GM, Bits, etc...) and you wouldn't be able to repair it
- It can kills NPCs, but what about the structures/buildings? Well... since those are some huge things, I'd say that the Gear shall simply get destroyed (so a way to use that type of propulsor against your ennemies: using the Ovie to surround a Gear using it of ground barricades!)
- Obviously, moving on the ground is hard for such a large structure (talking of the Gear), so the friction would suck up energy AND hp

So... what do you guys think of it?



None.

Mar 23 2008, 9:03 pm The Starport Post #62



Replies to that on warbox. Short answer is probably going to be a no.

Even the teleport function Gears can do with Rift consume is fairly high on the tech tree and draws 4000 energy. There shouldn't be an innate Gear function overlapping with that.



None.

Mar 28 2008, 12:22 pm The Starport Post #63



http://www.warbox.us/viewtopic.php?p=1363#p1363

Short version: Debugging's a bitch, probably won't have it ready by map night, progress starting to get back on track nevertheless.

Sorry again for the delays.



None.

Mar 29 2008, 9:09 am The Starport Post #64



- Mk II Beta 1e -

Nothing new. Just bug fixes. LOTS of them.



None.

Mar 29 2008, 10:31 am LoveLess Post #65

Let me show you how to hump without making love.

Quote from Tuxedo-Templar
- Mk II Beta 1e -

Nothing new. Just bug fixes. LOTS of them.
Let the testing to make sure they really are fixed this time... ...begin! o.o



None.

Mar 31 2008, 2:27 am The Starport Post #66



http://www.warbox.us/viewtopic.php?f=7&t=51&p=1377#p1377

Getting thar. Slow but sure. Gonna take a break after beta 2, though.



None.

Mar 31 2008, 2:45 am Falkoner Post #67



Did you fix all the bugs with infesting and dying and stuff?



None.

Mar 31 2008, 2:48 am The Starport Post #68



Think so. Have a look at beta 1e to make sure.



None.

Mar 31 2008, 3:17 am Falkoner Post #69



I think I'll test it tomorrow, but I might only have time on Tuesday, we'll see :P I wish I was as devoted to my maps as you are, I can't get myself to work on them for very long.



None.

Mar 31 2008, 3:35 am The Starport Post #70



Well hold off on any real testing until beta 2. I was just saying if you wanted to know if those bugs were fixed or not, check out beta 1e.



None.

Apr 3 2008, 6:03 am Forsaken Archer Post #71



1e?! since when ;o
falk? ;o



None.

Apr 3 2008, 4:08 pm The Starport Post #72



4-3-08 Update
Short version: Map is finally starting to yield, beta 2 might be ready by tomorrow. Maybe.

Sorry for the extreme lack of updates and such lately. It's this ridiculously long phase of tweaks, fixes, and small stuff that turns into big stuff that's drawn it all on for so long. Such is the price for doing it right.


All that will be missing from Beta 2 is the tutorial and settings. I think that's enough to go on, but I do want to at least get that tutorial before I take that as my stopping point. Therefore I'll probably end up going to Beta 3 before I take a breather.


Meanwhile, I'm trying to figure out what potential there is with the Rift Runner so I don't run into any surprise exploits later. I also want to see if the current Core settings are acceptable, since I haven't much touched on them since Mk I.

Feedback appreciated.



None.

Apr 4 2008, 6:04 pm The Starport Post #73



Beta 2. Thar. Finally.

Help me make sure it isn't still bugged up the arse. I want to make it official soon.



None.

Apr 4 2008, 6:22 pm Riney Post #74

Thigh high affectionado

;o I should come test



.riney on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

Sure I didn't pop off on SCBW like I wanted to, but I won VRChat. Map maker for life.

Apr 4 2008, 7:57 pm The Starport Post #75



Argh. Fuckin'...

Guys I forgot to remove some of the debug crap I added. Hold on, I'll get beta2b soon...



None.

Apr 4 2008, 8:06 pm Riney Post #76

Thigh high affectionado

Yay >:D.



.riney on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

Sure I didn't pop off on SCBW like I wanted to, but I won VRChat. Map maker for life.

Apr 4 2008, 9:09 pm The Starport Post #77



Beta 2b!


Hurrah! Ok, let's try it out for map night! :D



None.

Apr 4 2008, 10:28 pm The Starport Post #78



Ok, I'm gonna take a break from AG for a while now. Gotta go werk on sum other stuffs.


Tell me what you think of what I've made so far.



None.

Jul 14 2008, 1:28 pm Wormer Post #79



Hello ;) What is about this?



Some.

Jul 14 2008, 1:53 pm payne Post #80

:payne:

I wish he worked on Rush 2 while he wasn't on AG :D



None.

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