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Star Ship v1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
,;Map Created by SheepHunter;,
Star Ship Beta.
Space Ship model by Mr. Bob

Its in Beta stages becos only 6 levels.
-Theres gonna be Upgradats, to speed health and damage.
-New Ultimate spells, Multishot, Nova, Super Fury and many more.
-Movement whit Arrow Up, Down, Left, and Right
-Epic levels and bosses
-And mutch more...
-I think i mabye gonna make it a multiplayer game later on.

Changes:
v1.1
Fixed the major lagg And its up to level 9 now.
(Nothing here Yet)

Keywords:
Space Ship, Star Craft, Ship,
Contents

Star Ship v1.0 (Map)

Reviews
11:12, 11th Jul 2009 Linaze: Invalid author, poor terrain and contains memory leaks. PurplePoot: PM me when you have properly fixed these issues.

Moderator

M

Moderator

11:12, 11th Jul 2009
Linaze: Invalid author, poor terrain and contains memory leaks.

PurplePoot: PM me when you have properly fixed these issues.
 
It's definately got a good, even if cliché, idea. There's no map description. Levels stop suddenly at lvl 10, whithout a notice, Only 1 boss. Unimaginative enemies, what about some moving side to side? It is possibly to zoom very quickly across the map, if you press against a wall. Gold is completely unnessecary. Way too few levels.

When these are fixed, PM me, and i'll change my rating from 2/5.
 
Level 11
Joined
Dec 21, 2008
Messages
766
It's definately got a good, even if cliché, idea. There's no map description. Levels stop suddenly at lvl 10, whithout a notice, Only 1 boss. Unimaginative enemies, what about some moving side to side? It is possibly to zoom very quickly across the map, if you press against a wall. Gold is completely unnessecary. Way too few levels.

When these are fixed, PM me, and i'll change my rating from 2/5.

I did wright in the discription that i only to level 9, Im gonna make more level and bosses And spells ,Fixling buggs that Septimus things is coming.
 
Well... you made some steps in the right direction, i died on level 10. And i've got some suggestions for you:
1) All the enemies, give them the unit ability 'locust' it makes them in-selectable, so you don't have to worry about your crappy unit names. Ghoust? Ghost you mean, i believe.
2) Make a trigger to keep the selection on the ship.
3) State, in the tips, that you should not just evade the bosses, but also attack them. I spent most my time evading them before i got the point...
4) Weaken the banshee enemies.
5) Shorten the range of the damage that the enemies do, when passing by you, they've got a way too big range.
6) Make your movement system respond quicker. I'm needing controllability on the dodge levels!
7) Instead of just 'when an enemy dies - spawn the lesser enemy' system, make different kinds of abilities for the units, like, small infernal cannons that stop halfway down the course, and turns to shoot after you, or ghosts that have 'phase shift' (from the faerie dragons) Or, perhaps, some teleporting to the right / left suddenly 1ce at a random time. The possibilities are endless!
8) remove the 'minimum range' on the lvl 10 boss fight cannons. You can get them to move away if you get too close.
9) Shorten the map description, it doesn't fit, some of the text get cut out.
10) Get your spelling straight. I could possibly help you with that.
11) add those upgrades ^^
12) You could possibly add powerups too?
13) Vary the amount of gold any enemy will give you. you get the same amount from a boss, as from a wisp.
14) when finishing a level, make sure that all enemies have left the field, before the healing is used. I sometimes start with below 1000 hp because of that.

Hmm... Fix all of these, and we're a long way towards the finishing line!
 
Level 11
Joined
Dec 21, 2008
Messages
766
Well... you made some steps in the right direction, i died on level 10. And i've got some suggestions for you:
1) All the enemies, give them the unit ability 'locust' it makes them in-selectable, so you don't have to worry about your crappy unit names. Ghoust? Ghost you mean, i believe.
2) Make a trigger to keep the selection on the ship.
3) State, in the tips, that you should not just evade the bosses, but also attack them. I spent most my time evading them before i got the point...
4) Weaken the banshee enemies.
5) Shorten the range of the damage that the enemies do, when passing by you, they've got a way too big range.
6) Make your movement system respond quicker. I'm needing controllability on the dodge levels!
7) Instead of just 'when an enemy dies - spawn the lesser enemy' system, make different kinds of abilities for the units, like, small infernal cannons that stop halfway down the course, and turns to shoot after you, or ghosts that have 'phase shift' (from the faerie dragons) Or, perhaps, some teleporting to the right / left suddenly 1ce at a random time. The possibilities are endless!
8) remove the 'minimum range' on the lvl 10 boss fight cannons. You can get them to move away if you get too close.
9) Shorten the map description, it doesn't fit, some of the text get cut out.
10) Get your spelling straight. I could possibly help you with that.
11) add those upgrades ^^
12) You could possibly add powerups too?
13) Vary the amount of gold any enemy will give you. you get the same amount from a boss, as from a wisp.
14) when finishing a level, make sure that all enemies have left the field, before the healing is used. I sometimes start with below 1000 hp because of that.

Hmm... Fix all of these, and we're a long way towards the finishing line!

Wow thats many things I have to fix o_O
But seryasly, Do not blame My spelling, i got dyxleksy....
Well, I can Fix some of the buggs and problems
 
Level 11
Joined
Dec 21, 2008
Messages
766
hmm... do you mean that you can't attack? then you probably also added locust to the ship, and you need to have it selected to attack, if that doesn't work, make a 'select - unit' action.

If you are dyslectic, i'll help you with the spelling.

Thanks that your going to help me whit the spelling if im doing in that mode, and good idea.
 
Well... the defender ship must'nt have the locust ability, or else it will become inselectable. You gotta tell me what the problem is, or else i can't help you, BUT, you can send me the latest version, then i will find the bugs and so on. (Also correct the text)

Oh! 1 more point: The auto-shock-missile thingies you shoot can kill the non-boss ships in 2 shots, so the only thing you gotta do is stand in the middle, and then that map is in the bag.
 
Level 11
Joined
Dec 21, 2008
Messages
766
Fixed Things in Star Ship v0.03:

1) All the enemies, give them the unit ability 'locust' it makes them in-selectable

Could not add Locust, Becos i can't even damage them when they got locust. And if I did add it to the ship to, i can't select it whit triggering or not...

2) Make a trigger to keep the selection on the ship

Done

3) State, in the tips, that you should not just evade the bosses, but also attack them. I spent most my time evading them before i got the point

Evry Boss need to be killd.

4) Weaken the banshee enemies.

Done

5) Shorten the range of the damage that the enemies do, when passing by you, they've got a way too big range.

Thats the hard thing of the game :D

6) Make your movement system respond quicker. I'm needing controllability on the dodge levels!

They are so fast as it can be...

7) Instead of just 'when an enemy dies - spawn the lesser enemy' system, make different kinds of abilities for the units, like, small infernal cannons that stop halfway down the course, and turns to shoot after you, or ghosts that have 'phase shift' (from the faerie dragons) Or, perhaps, some teleporting to the right / left suddenly 1ce at a random time. The possibilities are endless!

That IS Hard... But i can try fix it in the 0.04

8) remove the 'minimum range' on the lvl 10 boss fight cannons. You can get them to move away if you get too close.

Insted i just maded so they can't flee and removed the movment.

9) Shorten the map description, it doesn't fit, some of the text get cut out.

Maded a new.

10) Get your spelling straight. I could possibly help you with that.

You know why I can't fix it so easy.

11) add those upgrades ^^

Two are done.

12) You could possibly add powerups too?

Yes I can in 0.04

13) Vary the amount of gold any enemy will give you. you get the same amount from a boss, as from a wisp.

Fixed.

14) when finishing a level, make sure that all enemies have left the field, before the healing is used. I sometimes start with below 1000 hp because of that.

Maded the wait time betwen rounds to 11 insted of 7 sec.

When you have tested the new verion, Wright a new list!
 
Well i'm back, and my list is coming up tomorrow. I haven't tested it yet.

I'd like to work for / with you, if you're having a hard time to make specialised enemy attack and spawn patterns. (and spelling, too)

about your replies:

3) i said 'State' that yadda yadda~~~~~~, it means, that you gotta let the player know, that he have to kill the boss by gunfire.

8) This won't work. The player might not notice it, but the cannon will still not shoot, if you get too close, even though it won't move away either, 'flee' have no part in this.

I replayed it:

1) when you get the 'nova' ability, you misspell 'splash' it's not 'splasch'...

2) The 2nd boss shouldn't have the same attack pattern as the first, it gets boring.

3) saying 'avoid the skulls' ... duh! but why? write what they do! is it 1hit killers?

4) i didn't say shorten the enemy attack range because of i thought it was too hard, it makes it more realistic, that's why i said it.

Well... Overall, what you need most, is Innovation. I'm tampering a bit with your map... you can get it back soon...


So! i've made stuff on the map! there's a description in t´his link:

http://www.hiveworkshop.com/forums/pastebin.php?id=i0olho
 
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