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[UMS] Photon Cycles - Page 4

Forum Index > SC2 Maps & Custom Games
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Scrubington
Profile Joined June 2010
Canada475 Posts
May 26 2011 15:12 GMT
#61
Thanks for this. We're helping it grow on US servers too. Had a TON of fun the other day with a couple friends. I think it's most fun with three people, just my opinion though.
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-06-07 17:34:51
May 28 2011 03:04 GMT
#62
Gerico
Profile Joined June 2011
Germany1 Post
June 03 2011 17:21 GMT
#63
so i finally looked for this on tl and found the thread:

first: thanx jademus for this awesome mod. if you really make the update reality, i will be blown away even more. i loooove to play this mod. should be interesting to see with option win conditions. ;D
A day without laughter is a day wasted.
JademusSreg
Profile Joined April 2011
33 Posts
June 06 2011 15:54 GMT
#64
Update is still in the works. I've been preoccupied lately, but am still actively working on the update. On the bright side, the delays have given my modeler ample time to produce some nice custom models.
Slaptoast
Profile Joined May 2010
Canada134 Posts
June 09 2011 06:52 GMT
#65
Amazing map. I have a few suggestions;

After a few rounds it's really hard on the eyes. I'm always actively trying to spot people at a distance to track down, and when the map has a thousand very bright squares it can be very straining. Maybe if after a a set time squares became more diffuse and a little desaturated, that way you could even pick up fresh trails of players that are left.

I think aggressive play should be rewarded in the default gametype. Battleling it out with good opponents is really thrilling but passive and defensive play will win more rounds.

I'm not sure if boosting should have larger gaps. It's easy enough already to do a sharp 170degree turn to avoid an opponent in tight spots. If you are really without options you can turn into and through their tail for low risk of actually dying. It is kind of cool to see someone just by chance pass through a trail 2 or 3 times in a row when both are boosting but I don't like the random element to it.
Flash! Aaaahhhhh!….He'll kill every one of us!
JademusSreg
Profile Joined April 2011
33 Posts
Last Edited: 2011-06-09 16:26:17
June 09 2011 08:46 GMT
#66
The map board is receiving a significant overhaul to accommodate players with epilepsy; the wildly flashing board walls will be replaced, and new floor tiles are being implemented as well. Not only will this help epileptics and ease the eye strain for other players, but rest assured it will also make trails and players more distinct, as will be demonstrated in a few preview screenshots of the new custom vehicle models soon.

I've only ever seen passive and defensive players die, haha; the players that wall themselves off are precisely the type who think walls are by themselves an effective defense, only to be surprised by the opponents who cut through 15 layers just to hunt them down. Higher level play is all about aggression, which makes it all the more fun. Additionally, with the new update comes an overhauled option selection system, which includes a rebalanced Slayer; by default it will enable timed barrier decay and remove barriers on owner death, and it will be the most aggressive game mode by far.

The larger boost gap is an intentional part of the gameplay, though this next update is making the gaps more consistent by slightly increasing the spawn period. Which is to say there will be no more "big one, little one, I'll take the big one" opportunities, as they will all be little. It's worth noting no randomness is involved, so much as it seems like luck because you'd need an incredible sense of timing and coordination to nail it skillfully. For those who like a bit more certainty (and who seem to think partitioning is fun), there will be the No Gaps option.

EDIT: If you'd like to play with me and some of the other higher-level players on NA, like Original, Ququ, and fredre, you can find us on the Photon Cycles channel.
Clicker
Profile Blog Joined September 2010
United States1012 Posts
June 17 2011 02:22 GMT
#67
I love this game.
ElusoryX
Profile Blog Joined December 2010
Singapore2047 Posts
June 17 2011 03:07 GMT
#68
pretty much like a 3d snake :p
xd
hobbidude
Profile Joined December 2010
Canada171 Posts
June 17 2011 10:07 GMT
#69
This map is a blast especially with a group of 6 or 7 people. Having spent several hours sometimes all in a row, there are somethings that could be explored. Just a couple of ffeback suggestions.

-Needs music!
-Needs an autowin function if a players gets enough points that no one can catch. Its annoying and pointless to continue playing when you've won 10 of 20 rounds and have to play the need 10 to finish.
-A rear view mirror of sorts. Just with the colors and distance its sometimes hard to tell were everyone is, especially if they're right behind you and you have an opportunity to cut them off. Even something like an overhead floating marker showing there everyone is that maybe disappears when you get in range clear enough to see someone.
-Would be neat to have an opposite effect to boost, where for a short time you can slow right down to maneauver tricky spots that maybe leaves a full (not dashed) barricade behind.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 17 2011 11:57 GMT
#70
All I want to say is thank you for making this great UMS.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
JademusSreg
Profile Joined April 2011
33 Posts
June 17 2011 21:03 GMT
#71
Music: Yes, given that the map size limit was doubled recently, I will try and fit some music into the map, provided my uploads don't time out. Look forward to it in the coming update.

Autowin: I do intend to implement a Best Of mechanic for Round eventually. Perhaps not in this update though, as the workload on it is already pretty big.

Rearview: rearview, alternate view options, and the like will never be implemented. The relationship between ignorance and knowledge is a fundamental part of the gameplay; good players makes turns that give them more information about their environment.

Opposite effect to boost: Neat idea. I will consider it for a future update.
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-06-22 12:48:20
June 17 2011 22:41 GMT
#72
JademusSreg
Profile Joined April 2011
33 Posts
Last Edited: 2011-06-20 00:44:23
June 18 2011 02:00 GMT
#73
Music will be included if the upload doesn't time out, like I said, but I will allow the player to toggle it with the M key.

EDIT: It will be data-based music, meaning it will not ignore your sound options for music, so don't worry.
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-06-21 13:45:00
June 21 2011 08:41 GMT
#74
JademusSreg
Profile Joined April 2011
33 Posts
June 21 2011 13:24 GMT
#75
Since pausing cannot be disabled, pausers will simply be autokicked.
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-06-23 20:08:33
June 21 2011 13:44 GMT
#76
Phantom
Profile Joined September 2004
Canada2151 Posts
June 22 2011 09:57 GMT
#77
Hey guys there is an FB group!

http://www.facebook.com/pages/Photon-Cycles/130569063687523?sk=wall

Love this map Jademus! Keep up the good work :D
http://www.gosugamers.net/starcraft2/members/Phantom
JademusSreg
Profile Joined April 2011
33 Posts
June 23 2011 08:07 GMT
#78
I'm gonna be on vacation for a week.

[image loading]
DrivE
Profile Blog Joined January 2010
United States2554 Posts
June 23 2011 08:21 GMT
#79
I've played this for a bit but after playing for a while the background really makes you go crazy.
Please tone it down a bit
LUCK IS NO EXCUSE
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-06-23 20:08:12
June 23 2011 09:22 GMT
#80
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