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Escape Builder [R] 0.86f

Submitted by Frotty
This bundle is marked as approved. It works and satisfies the submission rules.
Host map Arrange game
-Escape Builder [Reloaded]-
[​IMG]


Info


This Map is a remake made from scratch of the original escape builder by interflo.
Building is the main focus in my variant, with tons of new objects already added to the existing ones of old E,
as well as better control over gameplay constants per region and abuse prevention.


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 4 Heros, each with different Spells and run/jump/slide through a maze full of traps and monsters.


The Builders in the other hand have a unique task, having to create a maze for the Escapers ingame, with plenty of different objects and units.

The Map's Terrain is split into 4 Starting Mazes and 17 free regions.
Any Builder can claim a Region, buying a Terrain at the Region Administration.
Every Builder also has his own Builder-unit, Terrainmenus and Unit Producers, which provide the essentials for building mazes.



Facts


Name Escape Builder Reloaded
Language English
Player 2-11
Mapsize Small
Author Frotty
Coded In WurstScript
Protected? no



Stats


Objects 30
Units 11
Terrains 5 + Ice, Reverse Ice, Dark Ice, Lava and Poison
Items 4
Escapertypes 3



Media



Garena

Want to play with us ?
Europe.battle.net: Frotty
IRC: #inwc.de-maps : Chat on inwc.de-maps IRC channel - QuakeNet WebChat
Skype: killuahz_
Or write me here on hive.
We usually host with ENT(https://entgaming.net/games), so watch the gamelist there.

[​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]



Changelog

view

[0.86b->0.86f]

  • green startmaze wip
  • hopefully fixed or avoided crashbug
[0.85->0.86b]

  • finally fixed crash bug by removing forest maze
  • added new powernode air tether
  • allow jumping on uncontrollable ice
  • add -rename command
  • Bosses WIP
  • a lot of minor stuff, icons, bugfixes, adjustments here and there
[0.84s->0.84x]

  • added dimension shifter enemy
  • added new tracks to jukebox
  • fixed pointer from unitcreator not being pointed correctly
  • fixed revive modifier
  • fixed jukebox desync
  • fixed jukebox requests
[0.84r->0.84s]

  • enhanced builder abuse prevention
  • changed music playing to jukebox requests
  • fixed lagg when the jukebox changes music
  • fixed other builders can control regions from left builders
[0.84q->0.84r]

  • added jump abilitty that can be activated per region
  • fixed killers getting stuck at waypoints
  • fixed powernode bounciness
0.84n->0.84q

  • fixed region sharing
  • fixed pointer
  • increased track max speed
  • increased trap max knockback
  • increased vortex max gravity
  • changed jumper so that picking up keys midair is now always possible
  • changed jumper's color depending on mode
  • changed annoying cactus in desert maze
  • updated minimap
0.84k->0.84n

  • fixed killers stopping in startmazes
  • other schtuff
0.84e->0.84k

  • fixed fatal freeze erro (thx to WaterKnight, lep, Crigges)
  • added power node link types
  • adjusted startmazes
0.84c->0.84e

  • fixed issues introduced in 0.84
  • changed revivepoints now change the color to the claimer's one
  • changed startmazes according to user feedback
0.83n->0.84c

  • added Executer-Action "Start UnitCreator"
  • added UnitCreator Knockbacker unittype
  • added Circular brush for terrian modifiers
  • added 3rd brush size 5x5 and new selection mechanic
  • fixed Tracks no longer affect flying escapers
  • fixed Glaive and Pointer not being teleported and removed properly
  • fixed Terrain brushes changing terrain over border
  • fixed Map not being playable on ENT, MMH and other old hostbots
  • fixed Image leak
0.83k->0.83n

  • improved measures to reduce setup-separation (powernodes fixed)
  • improved now using StdLib v2
  • improved EventHandling
  • fixed removing object resetting camera
  • fixed effect leak on destroy
  • fixed Escaper Hotkeys
  • fixed Jumper Hotkeys
  • fixed clearing tome leaks
0.83f->0.83k

  • fixed terrainblocker removal
  • fixed escapers can now jump over obstacles
  • added knockbacker strength now adjustable
  • added new ranks
  • added teleporter teleports pointers
0.83e->0.83f

  • Fixed Terrainblockers and goo
  • Compiled with new wurst & stdlib version
0.83b->0.83e

  • Secrets
  • Changed static key visual
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!
tags,dont open
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Keywords:
Escape, Builder, Creator, Generator, interflo, maker, do, your, own, ingame, Editor, maze, EscapeBuilder, Escape Builder, amazing.
Contents

Escape Builder [R] 0.86f (Map)

  1. sentrywiz

    sentrywiz
    Joined:
    Feb 10, 2009
    Messages:
    1,718
    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
     
  2. Frotty

    Frotty
    Joined:
    Jan 1, 2009
    Messages:
    942
    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.
     
  3. Eldubs

    Eldubs
    Joined:
    Sep 17, 2010
    Messages:
    1,387
    Good map, a little confused for newbies tho!
     
  4. copsychus

    copsychus
    Joined:
    Dec 20, 2007
    Messages:
    212
    I hope someday this map will be updated more likes " Escape Editor Extreme ". A lot of thing to play.
     
    Last edited: Dec 16, 2010
  5. Frotty

    Frotty
    Joined:
    Jan 1, 2009
    Messages:
    942
    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.
     
  6. copsychus

    copsychus
    Joined:
    Dec 20, 2007
    Messages:
    212
    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.
     
  7. Frotty

    Frotty
    Joined:
    Jan 1, 2009
    Messages:
    942
    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.
     
  8. boredomez

    boredomez
    Joined:
    Dec 23, 2010
    Messages:
    1
    I wonder if you are able to make the teleporter / jumper itself move ? That way it would confuse the escapers ^^
     
  9. nhammen

    nhammen
    Joined:
    Oct 15, 2010
    Messages:
    29
    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
     
  10. Frotty

    Frotty
    Joined:
    Jan 1, 2009
    Messages:
    942
    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.
     
  11. Lifee_72

    Lifee_72
    Joined:
    Mar 5, 2009
    Messages:
    246
    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 !:thumbs_up:
     
  12. gamestargamer

    gamestargamer
    Joined:
    May 22, 2009
    Messages:
    57
    Outstanding Map! 5/5. Many options, great updates, less bugs, settings over settings.
    All i can say: "U must play this"
     
  13. iNfamous

    iNfamous
    Joined:
    Jan 21, 2008
    Messages:
    16
    I also vote for approval.
    Nicely coded Escape Builder Map with many options, units and buildings. Its near to be bugfree and nicely playable.
     
  14. Frotty

    Frotty
    Joined:
    Jan 1, 2009
    Messages:
    942
    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.
     
  15. Sorceress

    Sorceress
    Joined:
    Jul 28, 2009
    Messages:
    1,047
    Well its good that youve made an Update because i myself really like Interflo's escape maps, but did you get his permission or something for recreating his work?

    And are you sure you didnt just "unprotect" it?
    - I mean, the fields are just as big as in the original map.
    I'm just asking, not trying to insult you.
     
  16. Frotty

    Frotty
    Joined:
    Jan 1, 2009
    Messages:
    942
    I understand your question ;) its not an insult.
    As I wrote in the description I coded everything completely new by myself, and for the map and idea I got interflos permission (I know him) via email.

    And I didnt make an Update for his map, this is a new map and got already uploaded some months ago.
     
  17. Sorceress

    Sorceress
    Joined:
    Jul 28, 2009
    Messages:
    1,047
    Alrighty :]
    Glad to hear.

    +Rep.
     
  18. SeReGGa

    SeReGGa
    Joined:
    Mar 15, 2010
    Messages:
    6
    I love it!
     
  19. GangSpear

    GangSpear
    Joined:
    Oct 25, 2009
    Messages:
    971
    Nice Map,i love it +rep
    EDIT:I am waiting for some news things,can i give idea? xD