Escape Builder R 0.92u

This bundle is marked as approved. It works and satisfies the submission rules.
-Escape Builder [Reloaded]-

Info

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

NameEscape Builder Reloaded
LanguageEnglish
Player1-12
MapsizeSmall
AuthorFrotty


Media


Save System

Build a M.A.P. from second builder to try out the experimental maze save/load[/COLOR]




Changelog


[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
  • fixed incorrect jukebox music durations
  • fixed savesystem incorrectly handling multiple profiles
  • fixed placing portals while flying
  • fixed several missing or incorrect hotkeys
  • fixed spinning sleeping entities having wrong distance
  • even more awesome icons by kari
[0.87w>0.87z]
  • minor bugfixes
  • added arcanery that silences escapers until they leave a given radius
  • terrainmodder now returns to 1x1 brush size after 20 seconds of idletime
[0.87t>0.87w]
  • Adjusted regions a bit
  • Fixed vision bugs and other minor things
[0.87q>0.87t]
  • region shops are now centered and have reduced activation range
  • more fixes to leaver control share
  • fixed cam changing for builders from oneway portal regardless of smode
  • fixed bomber attackspeed and autoattack mode
  • fixed movespeed and boosterspeed inconsistencies
  • fixed escapers entering and getting vision across unbought regions
  • fixed pointer setangle command and enabled it for SP test mode
  • minor startmaze adjustments
  • terrainchangers are now visible by default but can be made invisible
  • SP testmode must now be enabled via the -test command
  • rename doesn't break savefiles anymore
  • dead escapers no longer continue sliding
[0.87m>0.87q]
  • fixed oneway portal fx staying too long and added target effect
  • fixed game init stopping if a player left during startup or syncing
  • fixed congalinehead and added new mode
  • fixed builder escapers gaining XP from escaper deaths
  • fixed big obstacles having collision
  • removed TC-changer debug sfx
  • introduced restrictions for moving units via executer
  • made localfiles sync sequential to avoid laggs and desyncs at start
  • more startmaze reworks
  • added different vortex modes
  • more icons by krari
[0.87k>0.87m]
  • fixed terrainchanger leaving tiles behind (this still happens at absurd speeds)
  • fixed builder not being able to drop items
[0.87i->0.87k]
  • Fixed Builder getting in forbidden regions
  • Fixed tiles not getting blocked after a tc-blocker had been removed
  • Fixed TerrainChanger changing unallowed regions
  • Fixed some tooltips, names and hotkeys
  • Fixed Big Obstacles being placed off center from build position
  • Fixed JukeBox getting stuck
  • Fixed Builders being able to remove level books in startmazes with builder
  • Removed some leftover unit soundsets
  • Reduced first time lagg for actions like claiming regions or switching pages
  • Replaced some jukebox entries
  • Reduced noise on powernode tethers
  • More new icons
[0.86z->0.87i]
  • Ranks can be saved again
  • Remaining builders gain control over left builder's regions and setupboxes(for clearing)
  • Some new amazing icons by kari!
  • Revamped picksystem to use abilities instead of arrowkeys
  • Now randomizing the first Escaper disaplayed for picking for each player
  • Added perks that are unlocked at certain ranks
  • Added easy mode region option that damages and knockbacks escapers in situations where they would die otherwise
  • Setting rallypoints on items is now possible
[0.86x->0.86z]

  • hotfixes
[0.86v->0.86x]

  • Waypoints can now be "and"-linked, meaning they only order units on the waypoint when both waypoints have been triggered
  • Tile cutting now works more easily if enabled
  • Fixed obstacles in forest startmaze
  • Added fountain and fixed torches in desert maze
  • Fixed terrainchanger changing blocked terrain
  • Fixed regression in key pickup prevention
  • Improved Lounge visuals
[0.86u->0.86v]

  • Added orb tether to powernode
  • Made it harder to skip the door in the forest mazes
  • Increased Door activation height
  • Escapers now die on snow in the choose area
  • Added region option to allow diagonal tile cutting similar to the ice4 escapes
[0.86t->0.86u]

  • Improved Texture Changer (only removes tiles behind)
  • Fixed orb being colored wrong and changed trajectory

[0.86s->0.86t]

  • Added blink to all test-escapers in singleplayer test mode and made them spawn after pick
  • Fixed some tooltips and hotkeys
  • Reenable teamattacks (so builder escaper dies for testing)

[0.86f->0.86s]

  • Third Startmaze finalized
  • crashbug confirmed fixed, other known bugs remain
  • Added omnious orb ability as region special (see setup box)
  • Escaper turnspeed can now be set per region
  • Unified powernode lightning textures
  • Minor startmaze redesigns
  • Added notification for escapers when they receive a region's special ability
  • Lounge area teleporters now get removed if no longer needed
  • Added new spell to fast escaper (oneway portal)
  • Fixed startmaze init affecting player mazes
  • Fixed losing escaper when flying out of map
  • Fixed event issues
  • Fixed portal model glitch
  • Optimizations for lower-spec pcs (experimental)
  • Now using Frentity
[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!
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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] 0.92u (Map)

Level 6
Joined
May 23, 2011
Messages
297
mother of mazes a new version! :ogre_love:
(can you add a voting system where the players can swap with a afker mazer because it hapenned to me a lot of times and everyone yelled at me because i had to do 2 mazes at the same times :vw_unimpressed:)
 
Level 2
Joined
Feb 18, 2014
Messages
15
Ummm... I really want to play this map, but I think that over the past few months you left some bugs in the game...

The monsters in the two custom made mazes aren't moving.
 
Level 2
Joined
Feb 18, 2014
Messages
15
Well thank you! I will see if I can get the latest version onto MMH so I can host it. :D

Some bugs that I ran across while hosting version 0.82z:
1.sometimes the second teleported in the first maze doesn't work. Rehosting the game usually fixes the problem.
2. The "Make Escapers Win" and the "Make Escaper's Lose" Don't work whatsoever.

Bugs with the version .83b are the same as the ones listed above.

Oh, and I have a few more suggestions for the next version, but please focus on fixing the major bugs before you start to add them them:

1. Boss fights. (This is something that I really miss from the older versions back when the original Escape Builder was fairly popular) Look to Escape Builder 2.0 Community Edition for inspiration.
2. Win Conditions: As it stands now, the escapers have no clearly defined objective. If they finish all the mazes that the escapers have built, then what? A place where they can end the game in victory would be nice. Having a region at the other end of the map that can give the escaper's victory if they reach it, would add a way for the escapers to "win", and would give them a sense of accomplishment should they actually make it to the end.
3. Lose conditions: Going along with number 2, I find it kinda hard to beat a game if there are no ways to inherently lose the game. Whats the challenge if you cannot lose a game, but cannot beat it either? Easily fixed with item number four on this list.
4. Reapply Group continues and/or individual lives. For group continues, everyone dies and stays dead until everyone on the team has died. Then everyone gets revived at the same time at the previous checkpoint, while the continue count is reduced by one. If the number of continues reaches zero, then the games end with the escapers at defeat. Individual lives is self explanatory.
5. Number of Continues is voted on at the start of the game, with the choices being 15, 20, or 25 continues. If individual lives is chosen, then each player receives 25 lives.
6. Each time a new checkpoint is reached, the number of continues is increased by 1. If playing with individual lives, the player who reached the checkpoint receives 2 extra lives, while everyone else receives 1 extra life.
7. Add an item that can grant the person who collects it an extra life and/or a continue.

Well, thats pretty much it for now!

Edit: One last thing... How do you save a maze?
 
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Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,497
0.1 Yes, a weird bug
0.2 Yes, it saw too much "abuse" by noob builders

1 We (obviously) know the previous EBs, but the boss fights never satisfied us. They are a good thing but poorly done in 2.0 and earlier, but we started implementing them. It's sort of a hidden feature right now.

2 Yes, valid idea.
3-7 Not really. The lives/continues in eb were pointless, cause builders gave free lives anyways.
Why? Because they want their mazes to be played. There is no point in spending half an hour building a maze and the escapers lose before reaching it.
Also I find continues most boring. You have to wait while other players play, might not even be able to play a part of a maze that you would have liked.
Then there is the afk issue.
wc3 is empty and people already leave quickly, if they would have to spectate 50% of the game it would be even worse.

8. You can't, the save system is for exp only (for now).
It is somewhat planned but a lot of work so nah :D
 
Level 1
Joined
Nov 17, 2014
Messages
1
very good map, just one thing. I don't know if its intended that way, but when you try to pass through this thing

its really, really hard to pass through it without dying. I thought you could pass throu there, like in the ice escape maps, but its not.
I would suggest to make it more possible, maybe as possible as it is in ice escape.
it happens with every sharp corners like that
 
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Level 2
Joined
Feb 18, 2014
Messages
15
Hey, Frotty. I think I discovered a bug in .83e: TC-blockers don't work properly. Terran Changers still change the terrain when they move through TC blockers.
 

Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,497
Hi Durzan, sorry for the late answer, I was a bit busy.

I still play and host this occasionally... its not the latest version... but it works.

What do you mean by "it's not the latest version" ?

Hey, Frotty. I think I discovered a bug in .83e: TC-blockers don't work properly. Terran Changers still change the terrain when they move through TC blockers.

Yes indeed, we noticed this too during recent games. I think I will release a new version soon. I just updated the source to the new wurstscript version.

Anyways, if you wanna play a round or two, drop by this channel https://webchat.quakenet.org/?channels=inwc.de-maps i usually hang out there.
 
Level 2
Joined
Feb 18, 2014
Messages
15
Not sure if this is an issue with Hosting bots or the map, but I cant seem to host any escape builder maps with hosting bots, particularly the latest version.

Edit: Version .83b still seems to work though. Correction: No it does not.

I think the latest patch may have broken the map.

Edit 2: Game crashes whenever I try to play it on single-player. Yep. Map is broken.
 
Last edited:

Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,497
Not sure if this is an issue with Hosting bots or the map, but I cant seem to host any escape builder maps with hosting bots, particularly the latest version.

Edit: Version .83b still seems to work though. Correction: No it does not.

I think the latest patch may have broken the map.

Edit 2: Game crashes whenever I try to play it on single-player. Yep. Map is broken.

Hey, i just tried downloading the version. It shouldn't be anything with the map since it's not protected in any way, you can in fact open it with the world editor.
I was able to open the map and run it without problems - earlier this week we had a full house round of it, so I'm pretty sure it's working!

I am willing to help you however, if you can provide me more information.
Please try opening the map with the WorldEditor and run it from there.

I think there is a common problem with whitespaces in filenames though. You can alspo try to rename the map e.g. ebr083g.w3x and see if that works.
 
Level 2
Joined
Feb 18, 2014
Messages
15
I can't open up any maps in the world editor, because I have a mac that runs on the latest OSX system. The latest patch allows WC3 to run again on newer OSX systems, but the World Editor wont work at all. This isnt a new issue with me, as in the past the World Editor was very prone to crashing whenever I used it.

I will try what you suggested and see if that works. But if it doesn't, I'll try downgrading to previous versions until I find one that does work. That way, you have the information needed to potentially fix the problem.

Edit: That didnt work, It crashed at the loading screen. This was with .83g.

Here's the error I got, not sure if it will help:

Edit: Error message snipped. That wasnt nearly as useful as expected.

Okay, whatever the patch did to my system caused the entire map to crash my game. I tried all the way back to version .61k and it still crashes. Considering that I am using the Mac version of the game this time round vs the Windows version bootstrapped using wineskin, the patch could easily be the problem.

Note: other maps seem to be working fine. Escape the Pink Castle works in single player just fine. Im gonna try with some maps that have a similar concept to escape builder and see if they cause me to crash.
 
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Level 2
Joined
Feb 18, 2014
Messages
15
Okay, this is probably easier to deal with than that wall of text I added in my last post.

From looking through this error code, it looks like WC3 thinks there is an unmapped object in my system. Not sure how to fix it, as I don't know what object it is referencing, or where it is, or where to put it, etc.
 

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Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,497
Well, macs are known to have problems, and since I don't own one, I can't really help you out. The error message doesn't really mean much, at least to me.

Also, maps with the same premise don't necessarily relate to this map.
I host EBR with my bot all the time, not sure why MMH is having issues, but I can check it out maybe.
Sorry for your troubles - consider not using MAC ;)
 
Level 2
Joined
Feb 18, 2014
Messages
15
I think I will just switch back to using wineskin as a work around for now, at least until blizzard comes out with another patch to fix the problems that map errors for macs that came as a result of the current patch.

Edit: Looks like the map does work with the wineskin workaround. Awesome. Looking forward to playing the new map, once I figure out how to host it using a different bot.
 
Last edited:

Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,497
I think I will just switch back to using wineskin as a work around for now, at least until blizzard comes out with another patch to fix the problems that map errors for macs that came as a result of the current patch.

Edit: Looks like the map does work with the wineskin workaround. Awesome. Looking forward to playing the new map, once I figure out how to host it using a different bot.
Older versions work on bots, i contacted mmh.
Weird.
 
Level 2
Joined
Feb 18, 2014
Messages
15
Nice. Let me know if you want me to test for additional bugs.

Last night, I noticed that the one time executer doesn't have a button to activate unit creators. Not sure if that function was disabled, merged with another function, or whether it was a bug. Has been fixed/addressed in .83f or later?
 

Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,497
Nice. Let me know if you want me to test for additional bugs.

Last night, I noticed that the one time executer doesn't have a button to activate unit creators. Not sure if that function was disabled, merged with another function, or whether it was a bug. Has been fixed/addressed in .83f or later?

Feel free to test now. 083k should be pretty stable. We played 2 rounds and no bugs so far!
I will check out the executer thingy
 
Level 10
Joined
Jan 4, 2014
Messages
498
Holy crap, this is an amazing map. I spent so many hours making mazes in this map. It is so liberating to be able to have such a wide creation span. 10/5 would play again.

P.S There is a small bug on the first level (ice level) in v 82b or 83b where the teleporter sometimes doesnt work! I don't know if you are aware of it)
 

Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,497
Holy crap, this is an amazing map. I spent so many hours making mazes in this map. It is so liberating to be able to have such a wide creation span. 10/5 would play again.

P.S There is a small bug on the first level (ice level) in v 82b or 83b where the teleporter sometimes doesnt work! I don't know if you are aware of it)

Thanks - EBR was build to support creativity :p
I am aware of the teleporter bug, but we didn't encounter it in newer version yet..
If it happens again, send me the replay.
Also feel free to suggest stuff.
 
Level 4
Joined
Apr 7, 2009
Messages
91
Having an error with unit creators (unit error 26 and 29 or something), once the error occurs units spawned after it, or in a creator, don't seem to kill escapers anymore.

Having that bug when I use unit creators on ice, but it may also be related to having many of them at the same time.
 

Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,497
Having an error with unit creators (unit error 26 and 29 or something), once the error occurs units spawned after it, or in a creator, don't seem to kill escapers anymore.

Having that bug when I use unit creators on ice, but it may also be related to having many of them at the same time.

Hi, can you tell which version you played, and if it only happens since that version?
I have tried building unitcreators on ice and it seems fine.
If you encounter an error you should make a screenshot (print screen key) which you can attach here.
This way I can fix the issues faster.
 
Level 4
Joined
Apr 7, 2009
Messages
91
I used this current version.
Try having many unit spawners, and use executioners to active one of em.
It always begins to error when we use spawners too much, I will screen it next time.
 

Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,497
@Lemura
I cannot reproduce this with either many unitcreators nor executers enabling them. If you mean like 200 by "many", than maybe. But this is not intended anyways.
A screenshot would be very much welcome

@Overkane
We usually host with ENT, which hosts on all battle.net realms and http://eurobattle.net/ as well (if you don't have wc3 license).
 

Deleted member 219079

D

Deleted member 219079

It seems there's a bug in sliding. You no longer start at the speed given at the settings box in the zone's corner. This is very bad, adds more variables to the mix when you have to for example do timing (slide onto dark ice and there's a mob patrolling on it).

Is a feature to making rescue circle / coin toss hidden somewhere? Would be good so we could replicate Area of Ice Escape better.

Something like a boss system which you seem to be working on seems a bit meh. But of course you primarily focus on stuff that you like coding atm (it's not like your getting income out of this).

Also, do you need help in implementing save/load for mazes? This is a good resource for example: [vJASS] - Sync (Game Cache)

Edit: Here's a suggestion that I personally would like, but isn't that beginner friendly: One slider slides at a time, others have five seconds to bet whether the slider makes it or not. Then there'd be a time limit and it'd be considered a success upon opening a door / making it to the next circle, and a failure if time expires / slider dies. If no movement is registered on the slider during his/her turn, slider would be taken out of the rotation, and put back after he/she entered something in chat. Now of course the chance of failure would be significantly higher, so the credit bonus from guessing failure wouldn't be that big. Also would be cool if the builder could participate, of course he/she would have to have no build privileges during the mode.
 
Last edited by a moderator:
Level 3
Joined
Sep 10, 2016
Messages
44
(sorry for bad english, its not my native language.)
Hello, Frotty! Your Escape Builders Reloaded is VERY good map! We, with my friends play in it often. Thank you for this map, play in it make me happy.
Also, i wanna say about bugs.
Sometimes (rarely), builder's units may cloned.(cloned invisible unit, which can clicked by builder) If click on cloned unit, Warcraft III crashed. (every player)
Also you can add a easier first level, because newbie often leave on first level :(

When builder's builder (lol) (i mean this unit, which build circles or decorations etc.) teleports in Tutorial area, she never will escape this.

(time for crazy ideas, recommend not read this)

I dont know what mapmaker's can do and what can't, because here is crazy ideas.

Variables. Yes, builder can add variable, and make some actions with it.
Example, builder use variable "escaper_pass_round" and this equals 0, and when escaper pass round, he stand on Executer, which make variable "escaper_pass_round" is 1, and another Executer make something.
Also its can use in timers.

Next idea:

Executer can affect on Spinner.
Example, escaper stand on executer, and Spinner start spinning units. Or change the options Spinner (change spinning speed, or other options)

On\Off circles. (through executer or spell in circle)
Sometimes this really needed.

Okay, its all. Thank for reading this, hope you understand my bad english. Make EBR next, Frotty! This is perfect map, and you perfect mapmaker!
 

Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,497
It seems there's a bug in sliding. You no longer start at the speed given at the settings box in the zone's corner. This is very bad, adds more variables to the mix when you have to for example do timing (slide onto dark ice and there's a mob patrolling on it).
"bug" ? Sliding now has a small interpolation at start, which avoids sliding on unwalkable due to turning speed. I like it and it's not a bug.

Is a feature to making rescue circle / coin toss hidden somewhere? Would be good so we could replicate Area of Ice Escape better.

During Bossmose revive chances to rescue circles, there is no other option at the moment.

Something like a boss system which you seem to be working on seems a bit meh. But of course you primarily focus on stuff that you like coding atm (it's not like your getting income out of this).

Okay?

Also, do you need help in implementing save/load for mazes? This is a good resource for example: [vJASS] - Sync (Game Cache)
No, this was already implemented but taken out due to bugs.

Edit: Here's a suggestion that I personally would like, but isn't that beginner friendly: One slider slides at a time, others have five seconds to bet whether the slider makes it or not. Then there'd be a time limit and it'd be considered a success upon opening a door / making it to the next circle, and a failure if time expires / slider dies. If no movement is registered on the slider during his/her turn, slider would be taken out of the rotation, and put back after he/she entered something in chat. Now of course the chance of failure would be significantly higher, so the credit bonus from guessing failure wouldn't be that big. Also would be cool if the builder could participate, of course he/she would have to have no build privileges during the mode.

Sounds a little bit to specific, but I thought about circles that give temporary effects similar to that.

(sorry for bad english, its not my native language.)
Hello, Frotty! Your Escape Builders Reloaded is VERY good map! We, with my friends play in it often. Thank you for this map, play in it make me happy.
Cool, thanks!

Also, i wanna say about bugs.
Sometimes (rarely), builder's units may cloned.(cloned invisible unit, which can clicked by builder) If click on cloned unit, Warcraft III crashed. (every player)
Also you can add a easier first level, because newbie often leave on first level :(

Yea, the infamous crashbug. No idea what's causing this, happens seemingly random. If you have any more information let me know.

When builder's builder (lol) (i mean this unit, which build circles or decorations etc.) teleports in Tutorial area, she never will escape this.

Okay I'll check that.

(time for crazy ideas, recommend not read this)

I dont know what mapmaker's can do and what can't, because here is crazy ideas.

Variables. Yes, builder can add variable, and make some actions with it.
Example, builder use variable "escaper_pass_round" and this equals 0, and when escaper pass round, he stand on Executer, which make variable "escaper_pass_round" is 1, and another Executer make something.
Also its can use in timers.

Sure this could work, but normal builders are already overwhelmed without this and it's hard to visualize.

Next idea:

Executer can affect on Spinner.
Example, escaper stand on executer, and Spinner start spinning units. Or change the options Spinner (change spinning speed, or other options)

On\Off circles. (through executer or spell in circle)
Sometimes this really needed.
I don't like wasting one spell on the unit for this but I agree turning stuff on/off would be good.

Okay, its all. Thank for reading this, hope you understand my bad english. Make EBR next, Frotty! This is perfect map, and you perfect mapmaker!

Thanks for writing! Maybe I will develop EBR a bit again :D Also your english is fine!
 

Deleted member 219079

D

Deleted member 219079

With "okay?", I assume you're expressing confusion.

Time is a resource. Eventually there might be both features A and B implemented, but you have to decide which one to do first.
 
Level 3
Joined
Sep 10, 2016
Messages
44
With each new version EBR only gets better! Everyday check this map on updates :D
Also, can you update Changelog in description? In Changelog last version is 0.86f.
I don't met bugs when played in 0.86g, and this is very cool! But one of players found a shortway in green startmaze. At start, run to Gates. When you're right next to the gate, jump through them!
ucanjump.png

Anyway, thanks for updates. Really looking forward to Bosses. I'm sure what you make a very cool system of bosses!
 
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