Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
This Map was made from scratch inspired by the original by interflo, aiming to continue it's legacy.
This variant tries to please both escapers and builders by providing not only tons of objects and units for builders to use,
but also 4 startmazes for the escapers, as well as custom spells, items and cosmetics.
EBR also comes with abuse protection, preventing evil builders ruining the game for others.
Want to play?
Discord: Join our the server!
We usually host on weekends around 7-12pm CET on Battle.net Gateway Europe.
Add me on battle.net: Frotty
•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•
Powered by
Name
Escape Builder Reloaded
Language
English
Player
1-12
Mapsize
Small
Author
Frotty
•Media•
Save System
Build a M.A.P. from second builder to try out the experimental maze save/load[/COLOR]
•Changelog•
[0.92u>0.93f]
Fixed save/load issues
Save unit type for unitcreator save/load
Fixed previously linked waypoints being defunct after unlinking
Fixed order collisions between movespeed modifiers and other abilities
Fixed static objects built on a teleporter being teleported
Fixed lobby revivepoint issues
Fixed bug with walking across regions as escaper
Fixed splitting of random killers from their setup unit
Fixed JukeBox
Improved Powernode bounce behavior
Improved all of the minigames
Added new Minigame: Warlock
[0.92c>0.92u]
Added new minigame Agario
Reworked some start mazes
Added two new cosmetic items
Added a -kick command for admins
Fixed M.A.P. maze save/load using the new natives
Fixed item save/load
Fixed Waypoint clear not doing anything
Fixed cam lock being disabled after portal teleports and minigames
Fixed 'smode' command
Fixed escapers dying on unwalkable from just rotating
Fixed builder lounge teleporters not being removed when a builder leaves
Fixed certain deaths being counted twice
"Hold position" is now hidden from the command card to prevent hotkey collisions on french locale
Increased Knockbacker activation radius and reduced chances of tunneling
Many upstream fixes from the wurst standard library
[0.91w>0.92c]
Added a new minigame: Slide Arena (randomly generated slide challenge)
Waypoints can now be linked and unlinked with multiple other waypoints dynamically
Added key mode "one per escaper" that allows each escaper to carry an instance until one is used
Arcaneries can now grant the jump and orb spell for a one time use
Changed minigame's selection algorithm to cycled random
Changed unitcreator random mode to cycled random for a more stable, predictable pattern
The color of rooted keys' X symbols now matches the key's color
Keys can now also be picked up by builder-escapers in shared regions
Fixed keys not being able to be removed via their remove spell (only builder pickup)
Fixed unitcreator interval changes setting spawned unittype to bunnies
Fixed bomber attackspeed settings missing
Fixed executer mode tooltip hotkey typo
Fixed conga line duplicate spells and overlapping orderids
Fixed a pathing bug in lounge where escapers could get stuck
Fixed a few typos in tooltips
[0.91p>0.91w]
Fixed builder cam changing on escaper revive by default (can be adjusted with -smode)
Fixed more errors with minigames and escapers being dead or unpicked
Slightly reduced percentage needed to trigger a builder teleport
Fixed orb missile having invalid height
Fixed builders not being able to pick up their own keys with their escaper
Fixed pointer -sa/-setangle command
[0.91o>0.91p]
Fixed ankh not setting cam properly on revive
Fixed rare cases of corrupted votes for teleporters
Added gold rewards to space minigame
Fixed minigame bugging out when a player didn't pick an escaper yet
[0.91h>0.91o]
Reactivate old minigame "Space Adventure"
Fixed executer pressure plate deactivating even though escapers activating it didn't move
Fixed texter removing spaces
Fixed tracks erroring on removal
Fixed booster not being invisible to escapers
Fixed more bugs in the revive handler
[0.90d>0.91h]
This is a bugfix release adressing most found issues in 0.91d, considered somewhat stable now
Fixed errors on deleting bombers and bomber towers
Fixed gaining control over terrain modders when a builder leaves
Fixed not being able to build Arcanery
Fixed not being able to modify region gravity properly
Fixed not being able to remove items
Fixed some revive issues
[0.90x>0.91d]
Standard library and frentity dependencies updated
Built with latest wurst compiler version
Various fixes for minigames including vision, reviving and errors popping up
Fixed leaking entitiy references when rotating decorations
Disabled all save/load capabilites to avoid desyncs/crashes with unstable 1.30 patch
Regions such as E that couldn't be claimed, are now fixed (thx @Fenris)
Jumpers can now be configured to allow killers
Adjusted Ice startmaze killer positions slightly and improved flow at the beginning
Moved Jumper in desert startmaze to make jump direction for intuitive
Relocated walkable tile before the door in forest startmaze and made illicit jump to final teleporter less obvious
Increased spacing of some spun killers in citadel startmaze
[0.90s>0.90x]
added reverse ice option to executer
changed blind escaper to fix attachments and footsteps
execute initial sync task after map init to avoid desyncs
fixed revivepoint losing remove ability
fixed faceless one not walking in forest startmaze
fixed spinners and congas appearing as idle workers
fixed conga missing speed configuration
fixed slow wave learn hotkey
fixed goos
fixed duplicate deaths on region leave
fixed executer pressure plate not resetting when the pushing escaper dies
fixed M.A.P. loading for slightly larger data sets
fixed builder custom revivepoint
fixed deaths being accounted for twice
fixed region gravity allowing for zero gravity
fixed red player always being awarded the checkpoint when teleporting from one startmaze to the other
fixed minigame area not being revealed
fixed succeeding minigame votes instantly triggering minigame after first successful vote
[0.90n>0.90s]
90s desync hotfix
replace TH sync with mori's brand new wurst sync libs (rank and maze save/load now much more stable)
minor redesign of citadel startmaze to make it easier and more fun, also hide spinners
minor redesign of grass startmaze mainly fixing some possible skips
further increase unwalkable damage and slightly adjust jump height to prevent skipping two tiles with a normal jump
slightly increase small obstacle kill range
fixed exceptions when entering startmaze tp
fixed desyncs and black screens at start
fixed escapers not gaining vision of advancing region when their hero is dead
fixed spinner and conga getting stuck when changing visibility
fixed a few jump related exploits to skip 2 tiles
fixed loading empty and tile-only M.A.P. slots
fixed multiboard version title
[0.89y>0.90n]
added configuration options to smode command
added turnOn/Off functionality to spinner and powernode
added midway-point to forest startmaze because it seems to be the hardest part and a noob trap
added new powernode tether that blocks in air only
added serialization to trees
fixed duplicate executer procs
fixed unitcreator creating units without rallypoint
fixed powernode ground tether speed glitch
fixed powernode bounce not working properly when jumping on ice
fixed spider after glaive-spinner in citadel startmaze
fixed tracks not working after being constructed without rotating
fixed localfile check freezing at startup
fixed wrong objects being removed and others left behind when a minigame ends
fixed builders triggering minigame vote
bomber in autoattack mode now also attacks builders' escapers (thx to hekko4)
merged bombertarget and teleportertarget into generic "objecttarget" unit
made data syncing internals more robust
made powernodes more stable and less prone to tunneling
further finetune walkable pathing (decreased collision to ground slightly, unwalkable now needs a few ticks to kill)
more objects are generated via code now, thanks to Kane
[0.89v>0.89y]
more fixes and improvements to save/load (1.26 patch compatability)
fix not being able to activate executer in terrain mode
fix non-turning pointer not being updated properly
reduce wall pathing to more accurately fit the model
[0.89s>0.89v]
restore save/load functionality for patch 1.28.5
fix M.A.P. loading empty file
fix teleport staff not using charges
fix Slow Wave tooltip
fix Bomber Tower not being able to attack Bomb Targets
fix Bomber autoattack mode first attack
slightly reduce jump cooldown and revive time
[0.89r>0.89s]
fix minigame leaks
[0.89q>0.89r]
fixed walls being clickable
[0.89n>0.89q]
fixed item descriptions
fixed builders buying shop items
fixed teleport staff
fixed time display
added more coins to the startmazes
fixed and improved lobby teleporters
added sliding areas to lobby
added the first minigame, Random Rumble
increase default speed and increment of tracks
decreased bomber missile speed
texters can now be de/activated by spell and executer
sleep effect of disabled objects is now only visible to owner
set cooldown of all items in the shop to 2 seconds
texttags are now managed. this fixes texttags disappearing when they shouldn't and everyone sees the same
improved performance by using latest wurst compiler
[0.89k>0.89n]
changed builder menus so they don't change position
made it possible to add builder to a control group (ctrl+1 now permanently binds it)
fixed executer pressure plate staying activated when the activator dies on the plate
fixed slow wave tooltip and learn button position
fix typos for kane
fix rallypoints on units
[0.89e>0.89k]
fixed revivepoint having wrong tile below it
fixed decorations becoming clickable
made unitcreators first spawn instantly
made forest maze slightly easier
made bomber not require an additional stop order to function correctly in auto attack mode
added more cosmetic items and reduce cost
prevent jumping between regions
prevent casting most spells in lobby
made lobby teleporters vote based
added "High Obstacle" for easier jump blocking
added three sizes for vortex and changed effect color
[0.89c>0.89e]
prevent orbs from travelling across regions
fixed walls being skewed and having questionmarks
fixed executer turnon being available before action chosen
fixed some cases of wrong knockback from tauren when escaper and knockbacker are moving
fixed escapers not having region spell when picking late and keeping spell too long in some cases
fixed blind escaper multiboard icon
fixed blue and orange goos not being removed properly
fixed ankh item giving ankh ability to user when used invalidly
add permanent tile under revivepoint to prevent death loops
currently active revivepoint may no longer be removed
allow builders to move in lobby
slightly increased max decoration size
slightly reduced firekiller burn range
slightly reduce jump cooldown
improved lobby teleporters
[0.88x>0.89c]
KNOWN ISSUE: save/load is broken with patch 1.28
slightly reduced bomb tower explosion radius
fix teleporter only teleporting dummy
increased unit creator maximum spawn interval
added on/off mechanic for some circle objects
executer modes generalized to turning any circle object and doors on/off/toggle
added delay for save/load maze process to lower lagg spike
M.A.P. now paused during save/load to prevent impatient users from causing errors
now also saving: decorations, booster speed
removed long texter commands and improved info
fix executers turning on unitcreators
fix escaper spells staying behind when reaching a checkpoint
fix pointer issues (-sa works again, turn mode starts at current facing)
fix jumping two tiles
add new escaper
slightly rebalanced activation ranges to better match visuals
fixed trap periodic evaluation radius being smaller than activation range
attempted another oneway portal color fix
[0.88u>0.88x]
fixed not being able to change facing on ice in special cases due to new pathable check allowing subtile positions
fixed BigSubString leaks in save/load mechanism
fixed not being able to delete MAP objects
fixed revive modifier not being removed
adjusted lounge revivepoint to be reset every time a revivepoint outside it is reached
minor startmaze improvements
added wip gold coins for shop purchases
minor bug fixes
[0.88q>0.88u]
fixed save/load only working for a very small amount of tiles/objects
fixed removing entities upon deselection
fixed another corner cutting exploit
added serialization to more objects (all except book and boots should work now. report missing entries please.)
[0.88o>0.88q]
fixed not creating savefiles for new players (this prohibited players without prior savefile from save/load via MAP and rank)
[0.88m>0.88o]
fixed forest startmaze jump exploit
fixed instant builder broken due to M.A.P.
fixed objects being removed on save
added overhead attachmentpoint to COP and Box models
added serialization for more objects (WIP)
new icons
[0.88f>0.88m]
fixed double free when picking key without permission
fixed pointer performance issue
fixed airkiller ghost having different flyheight
fixed MAP not being deleteable and changing terrain outside region
fixed lagg on placing first unitcreator
fixed unitremover removing obstacles and decoration
fixed multiboard title
improved MAP functionality (can save some objects but limited, added compression, has known issues - still _experimental_)
improved blue goo jumping behavíour on ice
changed big grass obstacle model
renamed firekiller
removed omnilight from circleOfPower model to avoid graphic glitches
[0.87z>0.88f]
reduced small killer height so it can be jumped more easily
reduced velocity of escaper after orb jaunt
increased orb inherited velocity
added fire killer
added inner strength to strong escaper
added activation effect for one-shot executer
added M.A.P (wip, experimental; if you have localfiles enabled you can save and load terrain (saving objects soon))
now setting camera distance continuously
changed path-checking to accommodate for texture overlaps (experimental; makes it impossible to cut diagonals, but allows cutting corners to avoid visually incorrect deaths)
overhead key effect is now colored accordingly
improved visuals for oneway portal
fixed buff error spam
fixed arcanery activation radius
fixed terrainchanger texture selection being unavailable
fixed terrainchanger leaving behind tiles when decreasing size
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.
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:
-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.
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.
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.
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.
Ok,thanks,
haven't have so many idea yet,
1) Add a new unit that can invisibility every 3 second(sure,people touch him DEAD)
2) More items please?(Or and increase strength another things,bomb tower damage set to 500-500?you like >.< )
3) Add kill boss mode? xD
4) another idea i am thinking
EDIT: Too many jumper will cause lag?Sometime i don't know what reason,the game hanged(Not Responding)
EDIT 2: After you reply this post,go to THW chat
The invisible Unit is an intresting idea, I'll look what I can do.
More Items will come..some time, and for the bossmode y, I will implement Bosses,
but I want it to be much more intuitive and intresting for the escapers, in 1.6 it was just a weird mess and all escapers died in an instant.
Jumpers definatly shouldnt cause lagg, ill come to the Chat now.
I am waiting for your next release ^^ Frotty
P/S:
Got idea again .__.
1) Add new terrain?
2) An unit that trained can cast spell(example Impale) , and it auto cast at same place if you selected.
I am waiting for your next release ^^ Frotty
P/S:
Got idea again .__.
1) Add new terrain?
2) An unit that trained can cast spell(example Impale) , and it auto cast at same place if you selected.
eh,nevermind at terrain.I have new suggestions again @@
See the picture,
This picture like mini game,but if can,builder can build a tower(anothers)
that can load in escaper,and then escaper and control and shoot these enemies.
after that,builder will give key(or another things).
can you do that?
P/S: I found a bug,Executer,if the builder near it,executer will auto active(0.62 version doesn't have this bug)
Seriously, read the discription.
Its okay if your english is bad but dont act like stupid please.
And if they dont want the new fixes let them play 0.63k
2 things were not implemented yet but like 100+ added, crying for those?
Edit: Walls dont work for me I cant even build them
"Double free of type: baseobject" what is this? it is said again and again
What about ranks? save and load works? (Im thinking it doesnt work for builders 'cause it dont work for me
Suggestion: Ice Trap: Trap that doesnt deal damage and Freeze/stuns escaper that passes through it
Edit: Walls dont work for me I cant even build them
"Double free of type: baseobject" what is this? it is said again and again
What about ranks? save and load works? (Im thinking it doesnt work for builders 'cause it dont work for me
Suggestion: Ice Trap: Trap that doesnt deal damage and Freeze/stuns escaper that passes through it
Thats a bug that came with the new object system, it made me stop developing the map, its some bug I cant find which destroys mroe structs/allocates same dis or whatever.
Ranks arent included yet, but hey, map is finally approved.
When I think of a typical maze game i see spinning glaives, so why you don't make some here too?
I ever lover escape Builder so hopefully it gets hosted much.
When I think of a typical maze game i see spinning glaives, so why you don't make some here too?
I ever lover escape Builder so hopefully it gets hosted much.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.