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Felsong Escape v1.6

Map Description
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Dont touch the snow.

Stay on the path or ice.

Dont touch all units owned by player 12 (Brown).

Max Players : 11

You got 3 Lives at start and u can find some lives in game.

6 Level only, but isn't a easy map for new Escape players



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Commands

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-Kick (Colour) / (Used by player 1 Only)

-Day / (Used by player 1 Only)

-Night / (Used by player 1 Only)

-Clear / (Everyone can use that)

-Cam Close/Normal/Far / (Everyone can use that)

-Wild / (Everyone can use that)

-Name / (Everyone can use that)

-Ghost / (Everyone can use that)

-(Color) / (Everyone can use that)

Press Esc to hide/unhide the LeaderBoard

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Updates

Update v1.3


- Remove a lot of Leaks

- Gived credits to model mackers that i used

- Change the voice of the Escaper to the Warden voice

- Movement Speed of Abo's to 370

- Colision of trolls removed

- Add ability to wolf for move himself where he want and
cannot move away from ice

- Wolf move more than before
Update v1.3
Update v1.4 :


- Wolf doesn't bug anymore & Numbers of Wolfs fixed

- New Level 1 - Terrain/Art

- New Level 2 - Add difficulty

- New Level 3 - Terrain/Art - Add difficulty

- 2 News commands : -Day / -Night

- Abo's movement speed up (370 to 400)

- Mortar Damage Range up (20 to 60)

- Trolls Movement speed up (275 to 290)

Update v1.5


- 2 New levels

- Add Difficulty and Gate to Level 4

- Fixed visibility at level 2

- Fixed visibility bug at Level 5

- Boots fixed at level 2 - (a bug made that when u die at
the wisp teleport, you havn't your boots anymore) & bug
when u enter in the check point level 2

- Level 2 modified at "zone kitty"

- Collision fixed

- New Escape Killer ^^

- A lot of Useless Doodads removed (less laggs)

- Mortars modified at Level 3 - Attack Speed & Damage Range

- New Map Preview

Update v1.6


- 2 News commands : -Clear / -Cam (Close/Normal/Far)

- New Map Preview

- Suggested Players is now : 11

- Escapers movements up to 0.10

- Remove some useless triggers

- Remove some bugs at the last Level

- New UI Tile (by CRAZYRUSSIAN)

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[rainbow]If u see some buggs, reply there please ;)

Play For Fun !!

ps: RaZz)oR = VoDkA-PoMMe = ToPsYoNe[/rainbow]

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*** [rainbow]Play[/rainbow] *** [rainbow]For[/rainbow] *** [rainbow]Fun[/rainbow] ***
___________________________________________________________________

Keywords:
Escape, Maze, Felsong, New, Escapers, VoDkA-PoMMe, VoDkA, ToPsYoNe, RaZz)oR-
Contents

Felsong Escape v1.6 (Map)

Reviews
Vengeancekael - Date: 2012/May/17 00:52:27 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...
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
->
<- then like this
->
->
 
Level 5
Joined
Oct 5, 2010
Messages
66
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
 
Last edited:
Level 5
Joined
Oct 5, 2010
Messages
66
Yooo, im making some new funny levels so my next update will be in 1 or 2 months (maybe more, i dont know)
Locust will be in the next version

edit : New Screenshots

re edit : When i add Locust on every mobs, my triggers doesn't works anymore ... i dont know why :(
 
Last edited:

SiX

SiX

Level 2
Joined
Jun 6, 2012
Messages
8
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.
 
Level 5
Joined
Oct 5, 2010
Messages
66
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
 
Last edited:
Level 14
Joined
Jul 28, 2009
Messages
1,085
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.
 
Level 5
Joined
Oct 5, 2010
Messages
66
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 >_<
 
Last edited:
Level 4
Joined
May 7, 2011
Messages
96
Can you change suggested players from Tous to 11? because i though this map supported 12 but its 11
 
I'm sorry, but this is looking like one of those maps where the actual mapmaker is still an inexeperienced rookie, but fills his map with high-quality imported content made by other people.

Just some advice: You should balance imported content with map quality. If the imported content is great, and the map is average or lower, it will only make the map look even worse. I suggest just working with in-game models, and going for the classic feel.
 
Level 5
Joined
Oct 5, 2010
Messages
66
Did you have look triggers ? (unprotected map) An inexperienced map macker cant made every triggers without leaks .... And this map have Not so much imported content (only 3 units & UI Tile) but thx for your suggestion, i will try to do something ....
Ps : sorry for my english :(
 
Did you have look triggers ? (unprotected map) An inexperienced map macker cant made every triggers without leaks .... And this map have Not so much imported content (only 3 units & UI Tile) but thx for your suggestion, i will try to do something ....
Ps : sorry for my english :(

Just try to make the terrain a bit better. When the units are high-quality, and the terrain is terrible, it really stands out, and makes the whole thing look awkward.

That's why everything in a game needs to have the same visual quality and style, or the one thing with less quality, or a different style, will stand out.
 
Last edited:
Level 14
Joined
Jul 28, 2009
Messages
1,085
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 >_<

I'am not certain why you can't remove those who has the Ability 'Locust'.
You should be able to simply remove those units with a simple trigger such as,
'Unit Enters Region'
'Unit is Hero' True.
'Remove Locust Unit'
 
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 >_<

Locust units can be very annoying -- They seem to be excluded by any form of "pick unit". The only way you can interact with locust units in a trigger is to add every locust unit individually as it is created to a variable array, and then use that variable to find the locust units in triggers.
 
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