Reasons: Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object editor, overall WE issues): WE Help Zone
I have try it.What to tell u but honestly: not unique but it's your so.... +rep. I have played maps with escape and they had much more thing except ice and sliding, they had car driving, running fro mobs, events etc. U should work a lot for next version. Also and I have one mini game with sliding system, but it contains much more things. Anyway in next version try to add something new and unique not just on your version of something what have been seen.
Now one suggestion/bug: Turn of collision size for trolls and racers. Because it can be hard to control your unit on ice when someone else(player not ai) is near u. Turn collision size for trolls because two trolls on start are to near and after some time they are slowing each other and after few minutes they are not going like this
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<- then like this
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On vacation wit no pc for one week. But you must know to even now I am so cool.
For the Stupid Wolf, i will see, but for the Abo's i will increase his movement speed, thx for your suggest
edit : Wolf move more than before with the new update
Movement Speed of Abo's is now 370 (270 to the latest version of Felsong Escape) but i think ... still easy, i will work to do better, add some difficulty, i will see
Removed Trolls Collision
re edit : i have add difficulty to the level 3 - Some terrain is changing to snow => path / path => snow every 12sec, im looking if that have a good timer
k, since peoples may egt angry whern you right click the uits and you run out of path :S at least if the units got a big collision.
Im actually working on that and more ^^ i cannot add Locust now, cause i have to remake a lot of triggers for that, so i turned collision to 0.00 and selection to 0.10 for everyone (exept escapers ofc :P)
Edit : Sorry for the double update, but i see a fat bug with the visibility at level 2 .... but it's now fixed
Im actually working on that and more ^^ i cannot add Locust now, cause i have to remake a lot of triggers for that, so i turned collision to 0.00 and selection to 0.10 for everyone (exept escapers ofc :P)
Edit : Sorry for the double update, but i see a fat bug with the visibility at level 2 .... but it's now fixed
It's a too long process to tell you on how to add kill-trigger on units while running with locust so i'll tell you to use this instead to make it work.
Add the ability 'Permanent Immolation (Neutral Hostile 2)' under
Abilities>Special
and add it to the unit with the locust ability.
You've got to figure out the collision of the spell yourself,
but i usually just go for 35-45.
Change the duration for Hero & Normal to '0.10'.
And ofc the damage.
Also, to remove the poison beam around the unit when the ability is added just remove all the 'Buffs' in the ability.
It's a too long process to tell you on how to add kill-trigger on units while running with locust so i'll tell you to use this instead to make it work.
Add the ability 'Permanent Immolation (Neutral Hostile 2)' under
Abilities>Special
and add it to the unit with the locust ability.
You've got to figure out the collision of the spell yourself,
but i usually just go for 35-45.
Change the duration for Hero & Normal to '0.10'.
And ofc the damage.
Also, to remove the poison beam around the unit when the ability is added just remove all the 'Buffs' in the ability.
Okey thanks you, i will try to do that when i have some time for me ^^
edit : i tryed to do it, it works but when i go on a checkpoint, it doesn't remove units in precedant level cause they have Locust, how remove units with locust ? did i have to remove ability locust from all units before remove them ?? hmm okey, i tryed to remove Locust by trigger, but it doesn't works ....i tryed too kills picked units before Remove picked units but doesn't works too ... wtf we cannot remove Locust units >_<