Hi there, in the past 8 days I've worked on a new map called "Temple Explorers". It's like a mix of Dungeon Escape and Temple Puzzle and I hope you will enjoy the game...
A Clan CheF production.
About the map: Size: 128x128 Players: 2 Filesize: 2.51MB Genre: Puzzle / Adventure / Teamwork
How to play? Do not forget to hotkey your forge and your gateway at the beginning! Train a Zealot to heal your Adventurer. Train a High Templar to pick up an Item or enter a vehicle.
Screenshots:
Traps:
Puzzles:
Vehicles:
Boss battles:
I hope that there is no bug. Have fun with the map.
DOWNLOAD: see attachment.
Post has been edited 1 time(s), last time on May 30 2009, 12:22 pm by DeVouReR.
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EDIT: Add a Dragoon from gateway that toggles music please! also, is this in the starcraft universe because you called dragoon a dragoon. What is the probe and cannons for? I unallied and my photon killed it but It didnt do shit.
Post has been edited 2 time(s), last time on May 26 2009, 10:27 pm by Pigy_G.
I played it a few times, was fun, although i couldnīt make it to the end. Something i have seen you might wanna fix was the terrain in the room with the 2 lurkers.
@Echo: I blotched it out so you don't know where the room is. @Pigy: if player 1 unallys white, he would kill the probe and a re-ally trigger would run. For any reason it doesn't work for p2, I guess I have to seperate them. @Rook: what's wrong with it? The terrain squares, I noticed... well np.
Thanks for replies :]
Post has been edited 3 time(s), last time on May 27 2009, 3:32 pm by DeVouReR.
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The terrain was really favorable, the usage of the crack doodads added to the fitting wall and stair tiles. The difficulty was nicely balanced (perhaps the puzzles could have been harder) and the boss battles were memorable (especially the last one, which took us quite a few tries to finish off ).
My main complaint was that it could have been longer, but oh well, you made it in eight days after all.
All in all, the map was great and I recommend everyone to try it.
I got stuck on the combo missile portion. We figured we had to have two of each hit at the same time, but it wasn't working...
It was not working only because you need to make all the 4 missiles hit the crystals at the same time rather than 2x2. Nonetheless, your anticipation was almost correct.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
great map. It's absolutly worth playing. Playing time: ~50 min
only negative aspects: -to much potions in the end (I had 3 and u had 2 before last boss and you don't need them) -last boss is very hard with his 4 random spells (magnet spell is to long/strong) -some blocky terrain tiles
Ok. I finally got a chance to play it again, and i can say its a really nice map. I am not that much into puzzles so i was happy i got a little help for that part. Bosses are funny and i made it to the final One although i couldnt beat him. He is STRONG. Overall a well done entertaining map. Give it a shot guys.
We died at the area after the reaver.. I mean wtf... give us a break ... We just defeated a crazy boss and the next window, there awaited hydras and zlings?? ... not cool man
We died at the area after the reaver.. I mean wtf... give us a break ... We just defeated a crazy boss and the next window, there awaited hydras and zlings?? ... not cool man
Other than that... it's good. Very good
Keep trying, you died at those units? Seriously, everyone would have around 50% HP then. Be sure you didn't miss the potion at the room under the reaver (bottom left conor).
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[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
[05:15 am]
Oh_Man -- Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
[05:14 am]
Oh_Man -- It's EMULATING the behaviour of a control group select and move without having the actual functionality to do that
Vrael shouted: yeah but it looks like pluto's eAPM is still 6000 based on issuing all those orders
k the APM is inflated because it issues 12 identical orders individually. Its not 12 unique orders
[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
[02:58 am]
Vrael -- all the stuff I've said below is based on the actual gameplay vs some strong human performers, seems like the bot just has unfair advantages, but its also doing some cool stuff