"_____ is slowing down the game!"
I look forward to the days when not every UMS and half of league games gives me that message, though.

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mDuo13
United States307 Posts
"_____ is slowing down the game!" I look forward to the days when not every UMS and half of league games gives me that message, though. ![]() | ||
Vanished131
France311 Posts
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Chewits
Northern Ireland1200 Posts
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Vanished131
France311 Posts
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Neokarasu
United States20 Posts
I mean, making SCVs actively try to kill lings on sight is really annoying when you just want them to stand behind and repair. | ||
eu.exodus
South Africa1186 Posts
On November 15 2010 22:44 Chewits wrote: Please upload to Euro. please buddy. Was so looking forward to trying this out last night but i couldnt find it on eu | ||
Vanished131
France311 Posts
There is a problem with uploading this to Eu, I am constantly updating this. And you guys would never have the latest version. | ||
Sufficiency
Canada23833 Posts
On November 18 2010 01:29 Vanished131 wrote: Until I figure out a better way to force zerglings to attack harvestors, they will be set on offensive. There is a problem with uploading this to Eu, I am constantly updating this. And you guys would never have the latest version. I am hoping to see the following: 1) Either having difficulty adjusted to number of players, or make it more solo-able. Right now it feels too hard to play it by myself (but since it's not very popular, I pretty much have to play it myself) 2) Can we have different terrain? The dirt really throws me off. | ||
Vanished131
France311 Posts
The difficulty is already adjusted for the number of players. I will curve the difficulty slightly more for solo or duo. What kind of terrain? | ||
Sufficiency
Canada23833 Posts
On November 18 2010 02:18 Vanished131 wrote: I plan to add a menu to purchase certain things (such as extending the timer) at a later date. The difficulty is already adjusted for the number of players. I will curve the difficulty slightly more for solo or duo. What kind of terrain? I donno. As long as it's not uniformly dirt I am good ![]() Since we are on the terrain issue, I am thinking that currently the centre is very disadvantageous most of the time (it depends on the method of the spawn, but building on a corner always seem to be better). Maybe you can make the game slightly more interesting by providing the players a reason to build at the centre, too. One way to achieve this, for example, is to have a gas in the middle of a map which players can cap - which provides a small amount of resources. It's just a random thought. EDIT: Oh, for the difficulty thing: maybe I just suck, but I have made many [failed] attempts to survive the first wave without choosing "Greed" as my personality. It feels... kind of hard. Maybe you can do a "Level 0" which only 20-50 zerlings are sent? (kind of like a tutorial level?) | ||
Vanished131
France311 Posts
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Sufficiency
Canada23833 Posts
On November 18 2010 02:33 Vanished131 wrote: There are no corners in the map. Building slight off center is probably the best way to go. Yea by corners I mean off centre. The true corners are unbuildable. | ||
Vanished131
France311 Posts
I don't see a need for a tutorial level, most of the people I've introduced the map to have figured it out real quick. ![]() If anyone cared to know, the levels go like so: 100 200 300 500 (Level 4) 800 (Level 5) 1300 2100 3400 5500 8900 (Level 10) . . . 1,094,600 (Level 22) . . . 777,874,204,900 (Level 49) . . . 35,422,484,817,926,191,507,500 (Level 100) That is that level 100 is 35 sextillion, 422 quintillion, 484 quadrillion, 817 trillion, 926 billion, 191 million, 507 thousand, 500 zerglings. | ||
Cyber_Cheese
Australia3615 Posts
On November 18 2010 02:43 Vanished131 wrote: I never really meant people to solo the game. It's more a teamwork game. But it is quite fun seeing how far you can get, I think one player said they made it to level 4 or 5? I don't see a need for a tutorial level, most of the people I've introduced the map to have figured it out real quick. ![]() If anyone cared to know, the levels go like so: 100 200 300 500 (Level 4) 800 (Level 5) 1300 2100 3400 5500 8900 (Level 10) . . . 1,094,600 (Level 22) . . . 777,874,204,900 (Level 49) . . . 35,422,484,817,926,191,507,500 (Level 100) That is that level 100 is 35 sextillion, 422 quintillion, 484 quadrillion, 817 trillion, 926 billion, 191 million, 507 thousand, 500 zerglings. i know the Fibonacci sequence when i see it :D never realised that @ its 100th iteration the value was so high speaking of which, income over time eh? so keeping the rounds alive as long as possible is good for minerals or bad cause they doo too much dmg>? | ||
Vanished131
France311 Posts
And the first value of the fibonacci sequence is generally considered to be the initial 1. (1, 1, 2, 3, 5...) So my 100th level is really the 101st term of the fibonacci sequence. | ||
Chewits
Northern Ireland1200 Posts
On November 17 2010 08:03 Vanished131 wrote: I believe you need a Europe client to publish it to Europe. Yes. I am willing to upload. Do you have a thread on sc2mapster or anything? | ||
Vanished131
France311 Posts
On November 18 2010 07:07 Chewits wrote: Show nested quote + On November 17 2010 08:03 Vanished131 wrote: I believe you need a Europe client to publish it to Europe. Yes. I am willing to upload. Do you have a thread on sc2mapster or anything? Yes. | ||
Vanished131
France311 Posts
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Sufficiency
Canada23833 Posts
Would you consider allowing more races? i.e. let the player to choose between T or P? | ||
Reptilia
Chile913 Posts
![]() i see what you did there | ||
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