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.
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.
Escape Builder Reloaded
Counter (from 063v):
5 + Ice, Reverse Ice, Dark Ice, Lava and Poison
Changed static key visual
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
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!
Bunch of Fixes, especially jumpers & traps
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.
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)
-now offers 4 different modes(pressure plate, lever, one-shot, repeating)
-new actions (move unit, toggle door mode, ...)
-can now be colored to restrict it to same colored keys
-added a keymodel
-can be colored
-now offers 2 modes on dropping (back to initial position or last walkable)
-better intersection detection
-no more lagging lightings
-spinned units don't spam "stop" anymore
-Added adjustable Cos- and Sin-factor (elliptical movement)
-Uses Spells for instant spawning now
-can toggle autoattack, it is turned off when placed.
Imported changed tiletextures to make the pathing more clear
Added some special effects here and there
Most modifications use floating texts now
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.
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
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
Fixed terrainchangers walkable/unwalkable options
Keys now dotn stay on reverse ice anymore
Reduced Loadtime even more
Region sharing works now for everything except TCs(because if you use them bad they screw the whole maze)
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
made Objects more dynamic and hopefully bugfree
Fixed the Doublefree issue and overtimedecay
fixed a last few bugs
Removed some Debugmsgs
Walls work again
Music is now Music (seperated from sounds)
optimized again alot
Fixed Tracks turn issue
Fixed Spell Sissue
New preview by MasterStryke
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
Lava and Posison Terrain
Added Hotkeys for Objects
Fixed Poison terrain
Made Fountain regenerate faster
Added Powernodes(sort of moveable laserfence)
Hotfix for nodes
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
Configuration for Executers when in terrain Mode
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.
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
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.
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.
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.
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
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:
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.
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.
Thanks for testing go to: Gamestargamer, Feuerblume, Mo0ni[behh], Masterstryke, BeerOnTheBeach, carlor, fortress_na-f, BlauerRächer and muzzel.