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.
@SFan042
Hey, thanks for the reply. 0.86h+ versions will introduce new bugs, don't worry
Yes, I tried to fix it partially by reducing the middle-creep walk distance, but it still in there I believe.
Since it's hard to do (you can only jump straight on dark ice) it can stay as sort of an "easteregg" I think. Or do good escapers abuse it?
Someone actually reads the changelog? When there are only minor changes I sometimes don't update it.
I will update it for next version!
Hello Frotty, Yesterday with friends played in EBR about ~4.5 hours. Founded few bugs.
First, is mystical "Effect Dummy Unit". Don't know how it here appeared. This stopping escaper on ice.
Knockbacker with maximum knockback can push escaper on other region, even there is blocker.
Also can you add something, what blocks escaper in air when he jumped? It really needed.
And, can you make, that escapers died when they get to the leeeeft upper region? (where you choose escaper)
A little bug: In EBR using a smooth camera, but after Intro, camera no smooth, just ordinary camera.
Executer has a small "hitbox", and escaper can run through executer and not activate it.
In Region Options (box in left up corner), don't work bind [C] on "Increase Gravity".
That's a somewhat known issue, might be fixed, might be not. If you want to help me fix it, find a way to reproduce it (steps that always make it happen)
There are 2 ways, either use the air tether from the powernode (2nd builder, powernode, 2nd tether option) which blocks air and ground, or use flying killers from UnitProducer 2nd page.
I kinda like it as hidden secret, and you can still kill escapers by building a cannon tower for example. But I guess they should die on the snow, so I will take a look.
Yes, all circles except trap have a smaller activation radius so you have to reach the middle and not only touch the rim. I have increased the executer value slightly now.
When you start solo as red it's test-mode, therefore you get all escapers and a builder, not a bug and only happens in singleplayer (good for testing).
I will check the hotkeys again.
You can fix the powernode issue by increasing bounciness of the powernode (arrow-spell). This needs to be tuned if you have extreme cases.
Powernodes can still be skipped, due to the current mechanism, on ice and when the powernode is walking though. Maybe i will change how they work again, but it's not an easy fix.
And yes, you can teleport on uncontrollable ice, but only in facing direction (same for other spells on ice)
Here is what i found:
*Sometimes orb is red, even you is not red color. I noticed, that orb is red when you launch this in a certain direction. When i played, this direction was is right-bottom.
Also, add something what blocks Omnius Orb.
"oneway portal" Spell is too Imba Spell, fix this please.
And, i have idea. As long as I remember, you disabled options "Win/Lose Escapers" because any noob-builder can use this and make fast end. Make a Vote! One of builder choose this option, and builders and Escapers vote, End or no.
Here is what i found:
*Sometimes orb is red, even you is not red color. I noticed, that orb is red when you launch this in a certain direction. When i played, this direction was is right-bottom.
It's always the bane of making escaper spells, they should be interesting, but not break mazes too bad.
Why do you think it's too imba? It doesn't last very long, only on walkable and you can't teleport with keys.
How to change to make less imba in your opinion?
And, i have idea. As long as I remember, you disabled options "Win/Lose Escapers" because any noob-builder can use this and make fast end. Make a Vote! One of builder choose this option, and builders and Escapers vote, End or no.
Ah yes, I will add this at some point. Vote will be spammed then, so it needs to have some abuse prevention. I remember in garena the game needs to finish for statistics or something?
I will keep it in mind.
For example, i love work with Executers. When i played yesterday, i did chase, escapers stand on executer and killer is spawned. But with this spell escapers just missed this chase and It is easily passed.
Tested new version with friend. This is what i founded:
*Waypoints don't work. When unit stand on WayPoint, then it goes to the point where you have specified, but walk only visible unit. Invisible unit (which can clicked by builder) don't walk. If you don't understand me, see screenshot:
*One of my friends (he loves to decorate level), wanna ask: can you add more decorations?
I want to ask, what about the Bosses? We can wait for them in the near future?
Hi Frotty. Finally 0.87 versions! Today will play with friends. Now, bugs what i found in Single Mode.
*Maybe known and old bug, but TerrainChanger (or TextureChanger? In UnitProducer his name is TerrainChanger, but unit name is TextureChanger.) still can change other regions.
*Ice Crystalr.
*(Founded in 0.86t) If Escapers die on ice with maximum speed, and 0.00 gravity, after revive, Escapers just stuck in air. If kill them, after revive they can run in air. Only after new RevivePoint they can normal walk.
Played with friends in Escape Builder 0.87i. This is what i found:
*Sometimes TerrainChanger can change terrain even if there TC-Blocker. (when cursor - there TC change terrain. Probably, this is happens why TC is very fast Change terrain)
*How to Ranks works? Some players increase Rank Level, others not. Why?
Hi Frotty. Finally 0.87 versions! Today will play with friends. Now, bugs what i found in Single Mode.
*Maybe known and old bug, but TerrainChanger (or TextureChanger? In UnitProducer his name is TerrainChanger, but unit name is TextureChanger.) still can change other regions.
*(Founded in 0.86t) If Escapers die on ice with maximum speed, and 0.00 gravity, after revive, Escapers just stuck in air. If kill them, after revive they can run in air. Only after new RevivePoint they can normal walk.
*Sometimes TerrainChanger can change terrain even if there TC-Blocker. (when cursor - there TC change terrain. Probably, this is happens why TC is very fast Change terrain)
Steps to reproduce bug:
1. Create TC-Blocker;
2. Destroy TC-Blocker;
3. Create TC-Blocker at this tile again;
4. Move TC through this tile;
5. Tile is will change by TC, even if here TC-Blocker.
Also, you can lost your builder. Select your builder, and move him HIGHER than border here: (where grass). Select other unit. Congratulations! You lost builder.
Okay, everything you mentioned should be fixed plus a few other things!
Thanks for the step-by-step instructions, this makes it easy for me to fix the bugs.
Founded 2 bugs, when played in Single Mode.
*At start, when you select your Escaper, type in chat "-cam unlock". After this, you are free. You can move camera where you want. If you Builder, EBR becoming a horror...
*Builder just can't make Items. When I try, just nothing happens. (But I think trouble just me, don't know why, just think.)
The game eventually lags to unplayable levels with an "out of memory" error after using a bunch of unit spawners and despawners. Conga line leaders also bug out and become useless if I remove a unit from them, and they can't even be killed afterwards.
As a suggestion, I think all killers and units in general made by builders should fly/hover since you can't make them move over obstacles, which somewhat limits design. There should also be a way for builders to teleport all the runners to the lobby area, since builders with some experience and a level design already in mind can make stages quicker than the runners can finish the starting areas.
Played in 0.87m in Single Mode, this is what i founded:
*Sometimes, when you move TC, beside him created effect. Like here: I think (wow, I can) this is sort of debug, yes?
*You can move units in unactivated startmazes through executers (it was hard sentence for me), like here:
Also you can move Builder unit through executer. I don't tested, but in theory you can move Builder unit others players.
This report is way too generic. Using (de)spawners normally *obviously* doesn't cause this issue.
Also, the "out of memory error" should come with a stacktrace. Please make a screenshot of that and/or provide reproducible steps to make the bug appear, if you want me to fix it.
As a suggestion, I think all killers and units in general made by builders should fly/hover since you can't make them move over obstacles, which somewhat limits design.
Obstacles don't have any collision. If by obstacles you mean walls and doors, then yes, and I don't think this "limits" design because those objects are supposed to do that.
Removing the collision just limits what you could do with the collision enabled.
If you have a more specific use-case maybe an object can be added for that purpose.
There should also be a way for builders to teleport all the runners to the lobby area, since builders with some experience and a level design already in mind can make stages quicker than the runners can finish the starting areas.
You should be happy if you can finish mazes faster, so you have time to make more or refine/test your existing ones. All the builders I play with always tell me they need more time, hence the mini-game addition, etc.
A good escaper can do the first two startmazes in under 5 minutes, the other two are optional. I really don't think this is an issue.
Played in 0.87m in Single Mode, this is what i founded:
*Sometimes, when you move TC, beside him created effect. Like here: I think (wow, I can) this is sort of debug, yes?
*You can move units in unactivated startmazes through executers (it was hard sentence for me), like here:
Also you can move Builder unit through executer. I don't tested, but in theory you can move Builder unit others players.
Hi. Played in 0.87q, this what i found:
*Don't know how explain this bug, just explain what doing: 1. Create 3 (this not matter) Teleports.
2. Do this for every teleport:
3. Create Conga Line Head with "connected" 5-20 units (for example, Glaives)
4. Set Segment Lenght on minimum.
5. You must do this:
6. Now, you can troll Glaive(s) ( ͡° ͜ʖ ͡°) (every Glaive is connected to Conga Head Line)
*Also, after long crazy ideas ( ) I set Conga Line Head to Strict Mode. And i see this: . Don't sure why this happened, but i think this happened because every Glaive teleported 50 times. (or more)
If units, which connected to CongaLine, was teleported many times, something strange is happening. (you can move Glaives, but they connected to CongaLine)
Also, if you set Strict mode when CongaLine units is "broken", happens this:
Yesterday played with friends in 0.87q, this what I founded:
*Bomber just can't Increase/Decrease attackrate, just nothing happens. View attachment 259498
*When you change unit's speed through they spell, maximum speed is 480. But when you change speed by Booster, maximum speed is 520. This is so conceived? . (also after change Unit's speed at 520.000, try change they speed by spell. it's a bit "broken" )
UPD: Yesterday again played with friends. this what i founded:
*When you close to other region, and you Escaper, you will see this:
Also you "can" buy region:
*After (not)long game, one of builder leaved. And happened this:
In one of "beautiful" game, I started play and see this: After this my rank is not loading. How to repair this?! (my rank was 7 : Pro) (I guess this happened because I use -rename command.)
Hey, yes there was a bug with rename and save.
Do you remember which name you renamed to?
Please upload contents of Warcraft III/CustomMapData/GameData/EBR/playerdata.pld to hastebin and post link.
I think I can fix it for you.
Hi Frotty. A long time did not write anything. Just do not know what. Anyway, I find something:
*Why can't change type of terrain at TerrainChanger?
*Ranks EXP don't increase. Probably because I played without players, but not in Single Mode. Previous game: (lost normal screenshot, but I reached here 100,000 deaths ( ͡° ͜ʖ ͡°)) Current game: (EXP don't increased) . Also before quit long game I wrote "-save". I don't tested with friends this version for now.
But I think it just me. (again)
Thanks for the feedback
I fixed all things your mentioned so far.
Please remember M.A.P. is an experimental feature, so it is prone to have bugs or not function correctly.
update: M.A.P. stuff is taking a lot of time. I uploaded the latest build where you can save/load terrain and circles + killers. Most things are not being saved yet!
update2: Building was borked in 88m. Addressed all known issues in 88o.
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