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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[11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
[2026-6-18. : 5:01 pm]
Ultraviolet -- :wob:
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