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Escape Builder [R] 0.83b
Created by Frotty ; Uploaded by: Frotty
Information
Uploaded:11:40, 16th Dec 2010
Last Updated:19:34, 18th Feb 2014
Type:Escape / Maze / Slide
Category:Miscellanous / Other
Map Size:128x128
Playable Map Size:116x116
Suggested Players:Full
Tileset:
Rating by users:5.00 (10 votes)
Hits:35449

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Details
-Escape Builder [Reloaded]-

Info


This Map is a complete remake of interflos original Escape Builder (http://www.hiveworkshop.com/forums/m...Dlist%26r%3D20).
The project was started because the warcraft 3 patches destroyed the map and interflo never came up with any updates/fixes.
There were some fixed versions of the 1.6 Version, but it had very few Objects, was badly coded in GUI and had very many bugs.
The first goal was to recreate all of the original features and then add new content.
Another aspect of EBR ist, compared to other Maze Builder Maps, having less small Objects, but versatile ones which can be configured and combined with other objects.


Gameplay


The players are split into 2 teams, the Builders and the Escapers.

For the Escapers the map plays like a normal Escape, they pick one of 3 Heros, each with 2 different Spells and run/jump/slide through a maze full of traps and monsters.

The Builders in the other hand have a kinda unique task, creating a maze for the Escapers ingame, with plenty of different objects and units.
The Maps Terrain is split into 4 Starting Mazes( the 1st one is static and the second one is a randomed out of 3) and 17 free regions.
Any Builder can claim a Region, buying a Terrain at the Region Administration.
Every Builder also has his own Builder, Terrainmenus and Unit Spawner, which provide the essentials for building mazes.



Facts


Map:
NameEscape Builder Reloaded
LanguageEnglish
Player2-11
MapsizeSmall
AuthorFrotty
Coded InWurstScript
Protected?no


Stats


Counter (from 063v):
Objects30
Units11
Terrains5 + Ice, Reverse Ice, Dark Ice, Lava and Poison
Items4
Escapertypes3


Media


Garena

Want to play with us ? Join us at Garena, Group ID: 228117 or add me FrottyZ.




Changelog

view

0.82z->0.83b
  • Performance optimization
  • Small fixes...
0.81z->0.82z
  • Introduced automatic rank saving (you will need to have local files enabled)
  • Revamped Camera Shaking
  • Key Static-Dropmode now has visual indication
  • Jukebox functionality restored
  • Added Camera commands (distance, lock, etc.)
  • Added Small Quest about Commands, more will follow
  • Added Forced/Unforced toggle for jumper
  • Added pull/push for knockback traps
  • Added "No Effect"-Effect for traps
  • Together with ranksaving, rank visuals are reintroduced
  • Fixed most bugs (if you don't revive due to a bug, use the -frev command)
  • New Vortex Model for better performance
  • Escapers can now choose to play the other available startmazes before advancing to the first usermaze
  • Revamped Init-Mechanic
  • Added Knockbacker unit, a moveable Tauren that knockbacks Escapers that come near it, inflicting minor damage
  • Made the Unitspawner use 2 sites
  • UnitCreator can spawn Pointers
  • Probably more :) Find out!
0.81u->0.81x
  • Bunch of Fixes, especially jumpers & traps
->0.80 (incomplete)
  • Additions:
  • New Object: Trap
    -configureable circleobject with many options to choose from (type of sfx and type of trap)
    -with interval option
  • New Object: Different Walls
  • New Object: Conga Line Head
  • New Escaper: Slide Escaper
  • New system: Gridclick
    -Helps ordering the units for builder
    -can be turned on/off
  • Replaced Lights Menu with Decorations Menu
  • Some changed Abilities for escapers.
  • Global Changes:
  • Revamped Slidingsystem
  • Added 3 States of possible triggerunits (escaper,killer,both)
  • Much smoother movement of escapers when influenced by forces
  • All Builder units are unclickable for escapers now. However circles remained clickable.
  • Improved most tooltips & rechecked all hotkeys
  • Improved the Instantbuild again, making it really instant.
  • Most Circle Objects can be activated by EscaperKillers now (3 activation modes)
  • Object Changes:
  • Executer
    -now offers 4 different modes(pressure plate, lever, one-shot, repeating)
    -new actions (move unit, toggle door mode, ...)
  • Door
    -can now be colored to restrict it to same colored keys
  • Key
    -added a keymodel
    -can be colored
    -now offers 2 modes on dropping (back to initial position or last walkable)
  • Powernode
    -better intersection detection
    -no more lagging lightings
  • Spinner
    -spinned units don't spam "stop" anymore
    -Added adjustable Cos- and Sin-factor (elliptical movement)
  • Unitspawner
    -Uses Spells for instant spawning now
  • Bomber
    -can toggle autoattack, it is turned off when placed.
  • Pointer
    -Has fixed facing when moving
    -Added -setangle XXX (-sa) command
  • Texter
    -added short commands (-st, -sht, -sc)
  • Removed Sounder for now

  • Cosmetics:
  • Imported changed tiletextures to make the pathing more clear
  • Added some special effects here and there
  • Most modifications use floating texts now
  • Smooth movement
  • Tracks now has an animation speed related to their track speed.
  • You can't rightclick Escapers anymore
  • Changed regions and startmazes a bit.
  • Sharing region pings minimap for the builder.
0.62s->063i
  • Rewrote all Triggers, New Objectsystem
  • Doors are now unclickable and still work with executers after opened/closed once
  • Jumping Units can now pass Walls, Doors and Cannontowers
  • When jumping from dark ice Escapers now get unpaused
  • Vortex can now have negativ gravity, which means it pushs every unit back from mid
  • Added the -clear command
  • Textags from texters now get removed when texter got removed via ClearRegion
  • Textags from texters are no colorizeable
  • Trees and Obstacles Actordummys now get removed when removed via ClearRegion
  • Added SpinGroup Ability for Spinner which spins all Units in AoE
  • Pointerturnspeed is now adjustable
  • Executer Rallybug fixed
  • Removed Leaderboard and added Multiboard
  • You can now allow other players to build in a region you claimed
  • Reverse Ice Added
  • Added Msg which Escaper advanced to next Checkpoint
  • Unitcreator reworked, you can now change all selected Creators intervalls at once
  • Removed 1 Terraintile to add reverseice, lava and poison terrain
  • better AutoClear and ClearRegion
  • implemented instant-build
  • Fixed Timerbug which soemtimes occured with Timerusing Objects
  • You now turn around by clicking on widgets if your on ice
  • Reduced Firstlagg of some units
  • much more minor things
0.63i->063k
  • Fixed terrainchangers walkable/unwalkable options
  • Keys now dotn stay on reverse ice anymore
  • Reduced Loadtime even more
  • Removed Debugmessages
  • Region sharing works now for everything except TCs(because if you use them bad they screw the whole maze)
0.63k->063m
  • max and MinSpeed are fixed
  • Removed some old code
  • Removed all left Debugmsgs
  • A player gets now notified if he allowed someone to build in his Region
  • Executer dont activate on One-time by anything anymore
  • Changed the RemovalHook
0.63m->063n
  • made Objects more dynamic and hopefully bugfree
  • Fixed the Doublefree issue and overtimedecay
0.63n->063o
  • fixed a last few bugs
  • Removed some Debugmsgs
  • Added Tracks
  • Walls work again
  • Music is now Music (seperated from sounds)
  • optimized again alot
0.63o->063p
  • Fixed Tracks turn issue
  • Added Glaive
  • Fixed Spell Sissue
  • New preview by MasterStryke
0.63p->063q
  • The Waypoint-Move Wisps configuration works now
  • Builder can change their Camera-distance with -cam [number]
  • Revamped the Key-relocate System
  • Escapers die on Unbuild Regions now
  • You cant allow an Escaper to build in your region
  • Spinner Spinspeed now gets displayed as textag
  • Removed the .00 from the Speedtextags
  • Builder information textags are now displayed locally
  • The first Checkpoint in A has the ability to teleport Escapers to its position
0.63q->063r
  • Lava and Posison Terrain
  • Fountain added
  • Updated Minimap
  • Added Hotkeys for Objects
0.63r->063s
  • Fixed Hotkeys
  • Fixed Poison terrain
  • Made Fountain regenerate faster
  • Added Powernodes(sort of moveable laserfence)
0.63s->063t
  • Hotfix for nodes
0.63t->063v
  • Fixed Fountains appereance
  • The texters -setcolor command now also accepts colorstrings in form of words(e.g. green,blue,red)
  • Added Shortcut Commands for Texter (-st, -sht, -ht, -sc )
  • Runes kill escaper again
  • replaces textmessages for config by Textags
  • Added delay configuration to Waypoint
  • Removed pausing by on uncontrollable ice
  • Changed Escaper Spells
0.63v->063w
  • Mainly Bugfixes
0.63w->064a
  • Rank Saving
  • Bugs fixed
  • Configuration for Executers when in terrain Mode




End&Credits


Credits for helping me in any way go to: Interflo/Codercow, Gamestargamer, Feuerblume, Garfield1337, Mo0ni[behh], Masterstryke, the_infamous, BeerOnTheBeach, carlor, fortress_na-f, BlauerRächer, RundasX, Clobohne, Waterknight and muzzel.

I appreciate feedback and suggestions!
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This map is approved and works properly.


Download Escape Builder[R] 0.83b.w3x
(1309.43 KB, 7957 Downloads)

Old 12-16-2010, 11:57 AM   #2 (permalink)
Registered User sentrywiz
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sentrywiz will become famous soon enough (99)sentrywiz will become famous soon enough (99)sentrywiz will become famous soon enough (99)
This is a very unique way of escape games, and I like it. The menu is complex and there are probably lots of options. The only problem I might have with it - isn't it gonna take lot of time for the one team to build the path, traps, monsters? I can see around 19 zones if I counted them well. That would take lot of time to build

Other than that, it looks awesome. Will try it later
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Old 12-16-2010, 12:55 PM   #3 (permalink)
Registered User Frotty
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Frotty is just really nice (271)Frotty is just really nice (271)Frotty is just really nice (271)Frotty is just really nice (271)Frotty is just really nice (271)
It surely has alot of options!
And there are many Regions, but Builders dont have to fill them all before Escapers can enter.
They go through 1 maze after another and while they are escaping the Buidlers build.
You should at least have 2 builders tho.
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Old 12-16-2010, 01:07 PM   #4 (permalink)
Registered User Eldubs
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Good map, a little confused for newbies tho!
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Old 12-16-2010, 01:48 PM   #5 (permalink)
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I hope someday this map will be updated more likes " Escape Editor Extreme ". A lot of thing to play.
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Old 12-16-2010, 04:17 PM   #6 (permalink)
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If you specify your wishes i got probably do something,
but i dont know how the gameplay in Escape Editor Extreme was and the Map doesnt work anymore.
ALso they didnt have starting mazes, which imho sucks.
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Old 12-17-2010, 04:21 AM   #7 (permalink)
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Maybe u have to try to changing your version back before 1.23 and try it. It's quite fun with maze and many equipment to use.
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Old 12-18-2010, 12:21 PM   #8 (permalink)
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Well it doesnt work for me with 1.23 too, but ur information is very vague anyway.
It sounds like things to implement, not completely change the gameplay.
Maze and items n stuff doesnt rly hlep a BIT.
If you want things in this map, specify them.
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Old 12-23-2010, 08:00 AM   #9 (permalink)
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I wonder if you are able to make the teleporter / jumper itself move ? That way it would confuse the escapers ^^
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Old 01-07-2011, 08:24 PM   #10 (permalink)
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i can give good suggestion to creator of the map Frotty you must add save system for maze -save A,b,c,d,.... we dont care if code is long when we cr8 it once latter wont change if possible ofc that way you can make it only 1 builder and 2 more escapers mb you wont change the numbers of the esc/mazers but you must try put save system that would be awsome
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Old 01-07-2011, 08:46 PM   #11 (permalink)
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Well, creating the savesystem wouldnt be such a big deal, as you already said, its the loadcode.
It wouldnt be just "long", it would be enormous.
Just think about it.
For each Object and Unit and even Tile in your region, you at least need 3 values:
-type
-xcoordinate
-ycoordinate

the type could probably be saved in a 2 char hex value.
But you cant compress the coordinates much (the zip-method would be a way, but implementing it wouldnt be easy and it still wouldnt compress enogh) so you got at least 4 chars, if coordinates are between 9999 and -9999.
So for even the simplest thing there would be 10 chars in your code.

So if you would want to save the terrain (using my field-matrix) for region A, which contains 45 * 12 tiles , you would have 3780 chars already.
45 * 12 * 7
(7 because 6 chars for x y and 1 for the terraintype)

To be honest, you could compress that by calculating squares and lanes ofc, so lets guess a compression of 40 %.
We would have 2268 chars then.
And that are only the chars of the terrain.
Then add all object and Units, some of them might contain rallypoints and orders we want to save.
So all in all we would have a code longer than 5000 chars.
And I dont think you want to type in 250 lines of chars (because you cant type 5k at once) just to load 1 maze.
Remaking it would take less time and effort for sure.

----
To make you happy:
New version is coming soon...i remade all of the code and converted to parentbased structs, it allows me to create new objects much easier and the map runs with better performance.
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Old 01-10-2011, 06:00 PM   #12 (permalink)
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I will vote for aproval and rate with 5/5.All i can say is this is one of the best maze/escape maps ever !
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Old 01-10-2011, 11:42 PM   #13 (permalink)
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Outstanding Map! 5/5. Many options, great updates, less bugs, settings over settings.
All i can say: "U must play this"
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Old 01-11-2011, 11:51 PM   #14 (permalink)
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I also vote for approval.
Nicely coded Escape Builder Map with many options, units and buildings. Its near to be bugfree and nicely playable.
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Old 02-06-2011, 04:46 PM   #15 (permalink)
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Finally new Version...it might has some bugs, but most of them should be fixed.
The conversion and bugfindig took a long time but now I finally came to a releaseable point.
There isnt that much new content because its more like a Conversion to better coding and bugfixing.
Enjoy!

Thanks for testing go to: Gamestargamer, Feuerblume, Mo0ni[behh], Masterstryke, BeerOnTheBeach, carlor, fortress_na-f, BlauerRächer and muzzel.
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