pART 3 GEGE
Intermediate Ideas:
Lives
You can always make it so that whenever everyone dies, you lose a life and when you lose all your lives, the game ends.
Patrolling to more than one area
Commonly none as a creep 'looping' in a cycle instead of going back and forth in one place. All i can say right now is that it requires more than one trigger:
START MOVING:
Code:
Events - Map Initialization
Conditions - none
Actions - Order (CREEP UNIT) to MOVE TO (CENTER OF (REGION001))
MOVE TO SECOND REGION:
Code:
Events - A unit enters (REGION001)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (CREEP UNIT)
Actions - Order (TRIGGERING UNIT) to MOVE TO (CENTER OF (REGION002))
MOVE TO LAST REGION:
Code:
Events - A unit enters (REGION002)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (CREEP UNIT)
Actions - Order (TRIGGERING UNIT) to MOVE TO (CENTER OF (REGION003))
MOVE BACK TO FIRST REGION:
Code:
Events - A unit enters (REGION003)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (CREEP UNIT)
Actions - Order (TRIGGERING UNIT) to MOVE TO (CENTER OF (REGION001))
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Teleports
Some people have teleports in their maps to make the maze harder to tell where you go to so that you cant cheat using the WE and things like that.
to do one, do this:
Code:
Events - a unit enters (REGION)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (HERO UNIT)
Actions - move (TRIGGERING UNIT) instantly to (CENTER OF (OTHER REGION))
you can of course add a special effct action before that action to make it look more like a teleport.
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Catapult Trigger:
The trigger to make a catapult attack a small area constantly goes like so:
Code:
Events - Every (TIME (3.00 is best)) seconds of game time.
Conditions - none
Actions - Order (CATAPULT CREEP) to ATTACK GROUND to (CENTER OF (REGION))
repeat that last action for any other catapults in that area, do a new trigger if you want to make them attack quicker or after a while. Be sure to change their damage if you want them to kill anyone first go who sztands in theway of them when they're firing. To make them attack rapidly across a path, set their cooldown as low as you can and change the time in the event to:
Code:
Every 5.00 seconds of game time
And change the actions to this:
Code:
Order (CATAPULT) to ATTACK GROUND to (CENTER OF (REGION))
Wait 0.30 seconds
Order (SAME CATAPULT) to ATTACK GROUND (CENTER OF (REGION NEXT TO THE FIRST ONE))
keep repeating the first 2 actions until all the wait actions add up to 5 seconds, then it will repeat all over again in a loop
!
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Advanced Ideas:
Terrain Change:
You can do things to make the terrain change and add a death region there which activates ONLY when the hero enters it AND it looks like the base tile.
Using Fade Filters for Confusion
You can make a fade filter with a transparent gap to see the player and make a trigger to fix the camera to the player to make it look like a DARK cave and harder to see, or you could grant no invisibility and instead give the heroes lesser radius so that they see less.
Moving Mazes
The walls are units and they patrol and you must still keep to the path without touching the units, it is useful for traps and such
Traps
Thigns like units come from no where and trap you, an item gets stuck, you must hit switches to get past stuff etc. it is very useful to make your maze more fun
!
Boss Levels
if you have levels in your maze then this idea is a good choice, have a boss which moves about and you have to do something in the level which makes it lose health, when it dies a gate opens so that you can escape to the next level. I recommend this after every 2 levels so at level 3,6,9,12 etc.
Another way of patrolling:
As said by xphere, you have two regions (checkpoint[1] and checkpoint[2]) and 3 units, if one moves to checkpoint[1] then a trigger removes them from checkpoint[1] and adds them to checkpoint[2].
Then they go to checkpoint[2], they are removed from checkpoint[2] and added to checkpoint[1] so they keep running back and forth constantly.
Patrolling through 3 regions without going in a triangular loop:
As explained by AceHart:
You have 3 regions and you want a unit to patrol region1, then 2, then 3, then 2, then 1 constantly, do it like this:
Code:
Events - a (UNIT) enters (REGION1)
Conditions - none
Actions:
- set custom value of (ENTERING UNIT to 1
- order (UNIT) to ATTACK-MOVE to (REGION2)
[code]Events - a (UNIT) enters (REGION3)
Conditions - none
Actions:
- set custom value of (ENTERING UNIT) to 3
- order (UNIT) to ATTACK-MOVE to (REGION2)[/CODE}
Code:
Events - a (UNIT) enters (REGION2)
Conditions - none
Actions:
- set custom value of (ENTERING UNIT) to 2
- IF custom value = 1 THEN order (UNIT) to ATTACK-MOVE to (REGION3) ELSE order (UNIT) to ATTACK-MOVE to (REGION3)
Thanks to xphere and acehart for the advanced advice
!
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Types of Mazes and a Tip:
Normal Mazes:
a maze like the one you worked on above is a nromal maze with a 1 square path with only a start, exit and some creeps.
These are very basic and easy to do.
Mini-Mazes:
a maze only with levels and lots of different variations of strategies that must be done. There are invisible levels, path changeing levels and so on, let your imagination run wild if you choose this kind.
Escape Mazes:
Similar to a normal maze except not many base grounds which kill you, mostly dodging and killing involved in these kind of maps. In this the path can be as long or small as you want, include many teleports and all that stuff.
TIP! if you are a beginner, small mazes tend to be he best start, but if you are good at making mazes whether average or expert, the maze maps must be big to include more stuff and make it more challenging.
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Ideas: Here are some useful ideas to use in your maze maps!
Labyrinths: Mazes which change around making it harder to reach the exit.
Elevators: Elevators which raise and lower to cliff heights making the level 100% random
! See the elevator tutorial for more information on this subject.
Invisible: an invisible maze (use units for the walls) and you need an item like sentry wards or gem of true seeing to find your way through, you lose those items at the end of the level.
Leveled: a maze with teleports which take you to random levels instad of checkpoints whichkeep continuing with no levels but one who maze.
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A Trigger to kill units off the path without using regions
!
contributed by Im_On_56k and Axe.killer
Code:
Code:
Walk off path
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Civilian) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at (Position of (Picked unit))) Equal to Ashenvale - Grassy Dirt
Then - Actions
Unit - Kill (Picked Unit)
Else - Actions
Custom script: call DestroyGroup(GetLastCreatedGroup())
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Tips for all:
TIP: when running low on ideas for your maze, think of these words: sandy, mountainous, dripping, inky, grassy, plastic, beastly, monstrosoty, future, helmet head, cheesy, cheddar, lust, hover. They will help to produce ideas like stepping stones that move.
TIP: Another way of getting inspiration is drawing and sketching monsters of random sorts on paper, also sketch scenery, this will help gain ideas for the scene and layout of your maze and improve your maze's scene and quality.
TIP: Not all heroes have to be the same in a multiplayer maze. If you ever played Prison Escape III you'll see some people change because of what they do in game. They get better abilities and speed and strength and makes the game better for them, try that like hiding a mushroom item which changes the hero within range.
TIP: Mazes dont have to be flat, Prison Escape is a great example of an escape maze with different heights, it adds depth and more room to play.
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