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Escape Dream World v1.3
Submitted by Serenity09
Escape Dream World
Pick your friends
Mind your surroundings
Face your inner demons
Stay away from the dark
A game to play, with friend and foe
Run fast first, but now so slow
Skate on ice, ski on snow
Easy now, what will show?
Welcome to Dream World! It's time to escape! In Dream World, all terrain tiles have unique, game-changing effects. Navigate these effects, and the suspicious characters you come across, to win the game! You'll need to run, dodge, slide and 2Dify your way to victory over up to 4 worlds and 10 levels. Good luck!
Join the EDW discord to find other people to play with, or submit a world record! Join the Escape Dream World Discord Server!
Join the EDW discord to find other people to play with, or submit a world record! Join the Escape Dream World Discord Server!
- Game Modes
- Terrain Types
Learn how the basics of the game in a easy-does-it tutorial level. While on the tutorial level you'll have unlimited continues, your deaths won't be counted, and you'll even instantly come back to life! What a deal!
Past the intro you'll find the Doors to different worlds. Each world has a different theme, mostly meaning the types of terrain and obstacles. There are three worlds for players to see, but a full game for new players will probably only see part of one world.
The land world is about optimal movement, but also being able to pause for a second when necessary. It's probably the most beginner friendly world, focusing on fun elements while keeping the gameplay familiar The Ice world focuses on movement mechanics. It's meant to highlight your understanding and dexterity of movement. This world is pretty hard to start, and then picks up drastically from Level 3 onward The 2.5D world focuses on changing perspective. It's meant to highlight how the same experience can play out so many different ways. This world isn't easy, but fun is definitely prioritized over difficulty
As you advance through a world, you'll gain and lose continues, and (hopefully) gain in score. Run out of continues, though, and you'll be booted back to the Doors, where you can start another world. Want to retry a world? Go again and you'll be sent back to the last level you started. Your team cannot replay a world that they have already fully finished.
- Powerups are special units scattered across the different worlds. Touching one will immediately grant its effect. Some powerups apply to your team, and others to just the individual. Either way, each player can only benefit from a powerup once
Potentially available on any level
Available on levels with many enemies
Escape Dream World natively supports the following 9 languages:
The language you installed with will be auto-detected as your default language shortly after the game begins, but you can always change during the game (see commands)
Please visit EDW Placeholder Translation to contribute to the translation effort for your language! Make your contributions directly in the Tracking spreadsheet (replace the auto-translation Google provides) and then color the cell red. (PM me directly if you make any updates, as I don't regularly check the spreadsheet unless notified)
It is easy to add **basic** support for a new language, so feel free to request your language in this thread if it was left out! Just be aware that **basic** means **bad** translations
- Enter any command by typing "-" and then the command in game chat! All commands can be entered in any language
-afk Immediately set your status to AFK. Setting your status this way has no long-term penalty -english / -language Switch your language to any other language already supported by EDW. For example, type -English or -Français
You can also enable / disable "Camera Tracking" by pressing the escape key! This mode is useful if you have a hard time with ice in general.
- Submit your screenshots to this thread or via PM!
- Submit links to your videos to this thread or via PM!
- [2020-02-12](v1.3.0) Reforged optimizations and Quality of Life (thank you Blizzard, deepstrasz and SlowWillyy). This update includes 33 minor versions, here are the highlights:
All game content is now optimized for native SD and HD assets. Huge shout out to Blizzard for models and engine improvements
3d Snow completely overhauled! Should feel much more like skiing now; you can control your momentum by weaving back and forth (no full stop necessary). Feedback by almost everyone that's played! This is my favorite change post release!
2d Ice now gives much more feedback from VFX
Camera automatically zooms out when player is in some areas (and back in after they leave those areas). Camera also zooms out while on the teleportation terrain tile. Feedback & suggestion by deepstrasz
Units that won't kill a player now owned by a friendly player, so selection events are yellow rather than red. Inspiration from deepstrasz's Somewhere Across Nowhere
Grass gameplay effect shifted to be more consistent - the darker the grass, the faster you run
Player unit size increased by 25% to look better in HD. Player unit radius / collision size increased to match
[2020-01-24](v1.2.0) Difficulty balancing for all first levels
[2020-01-16] (v1.1.0) Community Updates (thank you deepstrasz, tough_zai, and Otherknownoise)
Bug fix for 2+ players simultaneously activating the same foot switch. Bug report by Otherknownoise
Bug fix for unrendered vote menu when 1+ player disconnects during game load. Bug report by Otherknownoise
Chinese localizations improved, by Otherknownoise
Health bars always hidden, feedback & suggestion by deepstrasz
Quest added explaining available chat commands.
Game auto detects and resets a player's camera when its accidentally changed during 3d mazing, ie by accidentally scrolling.
[2019-12-7] (v1.0.0) First release!
- Thanks to my partner, who's endured this map's development.
Shout out to the old WC3 crew: Pat1487, Achilles.42, Mazemasta77, Amazin[G], FFSlayer, Olonavy, Bandalar, hlw_rocer, KevKevQaz, KnightOfGods, BackseatDriver, popartica., Eat_Bacon_Daily, marksoccer, monkeys-forever, DoughnutMuffin, God[A]nt69, Makshak, 13phoenix
To Pat1487 and Anitarf for level ideas and more coding guidance than anyone should reasonably expect
Otherknownoise - Simplified Chinese
Pat1487 - OG locust trick
Vexorian - TimerUtils (Chromatic TimerUtils 2.0 [for 1.24b+] - Wc3C.net)
Anitarf - vector3 (Vector - Wc3C.net)
Bribe - Table ([Snippet] New Table)
Alain.Mark - PlayerUtils
Nestheasarus - Alloc, DummyCaster, Event, Order IDs (nestharus/JASS but, realistically, nestharus/JASS)
TriggerHappy - PreventSave ([Snippet] PreventSave)
3D Models & Textures:
MC ! - Blackhole (blackhole)
Ket - Soviet Truck (Soviet truck), Soviet Car (Soviet car)
skrab - Firetruck (Firetruck), Ambulance (Ambulance), Police Car (Police car)
SD_Ryoko - Corvette (Vette)
Illidan(Evil)X - Jeep (Jeep)
vile - SlidingDustWith(out)Rocks (SlidingDustWithRocks)
Firelord213 - Walk Sign (Walkpole)
3rgytr54 - Nowhere/Lost, Stop, and Do Not Enter signs (Street Name Sign, Stop Sign, Do Not Enter Sign)
Blood Raven - Snow Pile (Frozen Cliff + Snow Pile)
MassiveMaster - Road Terrain
Veronnis - HD Road Terrain
Anonymous author - Anime Sunset loadscreen art
Hasbro - Frogger Victory
Vexorian - JassHelper 0.A.0.0
PipeDream, Vecorian, Cohadar, UMSWE team, Pitzermike, SFilip, Van Damm, Risc, ScorpioT1000, Mc!, Moyack, PurgeAndFire - JNGP World Editor v2.0
MindWorx & the above - SharpCraft World Editor Extended
Blizzard - Vanilla World Editor (Reforged)
sumneko, actboy168, other authors? - sumneko/w3x2lni
Shadow Daemon - BLP Lab v0.5.0
Google - Google Translate
Frotty - W3Protect (map finalization / protection)
gameslayer001 - Platform Escape - influenced Platform/2D game mode and levels
tylerbelan - Escape Fantasy Land - influenced world design
Mech_1000 - Tricks & Traps - influenced goals for level content
nomorholywar - Into the Wild - influenced ice level design, Sliding Murlocs - tangentially influenced direction
adamt - Maze (influenced land level design)
Hasbro - Frogger (influenced land level designs)
aznricepuff - My favorite guide to understanding vJASS's OOP design and intended usage (vJASS OOP Lesson)
Nestheasarus - A guide to optimizing vJASS's syntactic sugar (where did you go)
Codemonkey11 - A guide to scaling group enums in WC3's engine (vJass Optimization: Using a First of Group Loop for Enumeration)
BloodRaven - A guide to WE doodads & terrain (Advanced Terraining Tutorial)
SD_Ryoko - A guide to creating and importing custom terrain tiles in WC3 (Creating Custom Tile Sets)
Jeff Pang - Online vanilla JASS documentation (JASS Tools)
Tyrande-ma3x - WC3 Terrain raw codes (Terrain type Raw Value)
Raen7 - WC3 playercolors to hex codes (WC3 World Editor Player Colors)
Rufus - Map Description guide & templates (Description Guide - Maps)
Mayday - Reforged Custom Loading Screen (High Resolution Loading Screens)
Pat1487 - Too many answers to list all (Clan TMMM - Home)
Anitarf, PurgeandFire111, Bannar - Questions about globals (http://www.wc3c.net/showthread.php?p=1134646#post1134646)
Anitarf, PurgeandFire111, BBQ, Fledermaus - Questions about structs (http://www.wc3c.net/showthread.php?p=1132076#post1132076)
Anitarf, BBQ, Bribe - Wisp Wheel (http://www.wc3c.net/showthread.php?p=1131278#post1131278)
Dr Super Good - Too many answers to list all, but among which are tips to generating random points (https://www.hiveworkshop.com/threads/get-evenly-weighted-random-point-in-rectangle.294547/), unit rotation mechanics (https://www.hiveworkshop.com/threads/unit-turning-mechanics.300224/), MPQ localization (https://www.hiveworkshop.com/threads/data-storage-in-mpq.320370/), help fixing red minimap caused by the abyss (https://www.hiveworkshop.com/threads/1-32-red-minimap.322340/) and general sass about things I could have if only I used Starcraft 2's engine or, more recently, Lua
-Manuel- - Fix to setting unit immobile/mobile (https://www.hiveworkshop.com/threads/prevent-movement.312061/#post-3321807)
Pyrogasm & Wrda - Approach to making units locally visible/invisible (https://www.hiveworkshop.com/threads/make-units-locally-visible.310326/)
wc3neverdies - A fix for selecting terrain in the World Editor (https://www.hiveworkshop.com/threads/world-editor-crash.320150/#post-3384554)
Lep, Drake53, Pyrogasm, DSG, Tasyen - WC localization/language storage & auto-detection (https://www.hiveworkshop.com/threads/data-storage-in-mpq.320370/#post-3386304)
TriggerHappy - Additional help on WC localization/language auto-detection via PM (primarily referencing https://www.hiveworkshop.com/threads/how-to-localize-map.304594/)
deepstrasz, wolfman, x3GlikE - Hiding unit health bars (https://www.hiveworkshop.com/threads/hide-health-bar.193287/)
Otherknownoise - bug reports for Respawning Gateways MUI, player dropped during gameload
Veronnis - help migrating from .blp terrain tile to .dds
Thank you everyone again for taking time to consider my game and giving feedback and/or suggestions!
Pyrogasm - use blight tile to get around some limitations on tiles
tough_zai - car feedback
Otherknownoise - difficulty feedback, Chinese localization feedback & suggestions
deepstrasz - health bar feedback & suggestion, camera feedback & suggestion, snow feedback
Eat_Bacon_Daily - victory condition (and how its related to player) feedback & suggestion
- Q: there's so many terrain tiles! I can't enjoy all of them because I don't even know what's happening some of the time
A: yeah, that's a very real problem, and at this point I can't really see it fresh. The basic premise was that the tiles should all effect gameplay to some degree, and their combinations alone should be enough to be interesting even to veteran players. I think one of the biggest issues is that I present too many tiles that have significant gameplay impacts in quick succession, especially in the tutorial. I'd love to get feedback from you all on that topic
Q: the 2d terrain tiles looks don't match their physics geometry
A: that's another problem and I'm not going to solve it fully on my own. I tried to pick the most diamond looking tiles, and those are somewhat okay, but the square grass tile is especially confusing
Q: can you explain a mechanic more properly in game? trying to figure it out really detracted from my experience
A: yes! Please let me know which ones need it. That said, I try to explain less than more, while keeping the penalty for failure small initially. I really like the idea of the player discovering the different terrain effects and then exploring how it effects their gameplay / how they can use them situationally
Q: its hard to see the ice sometimes because of the trees!
A: true again! But you have to admit the trees add a lot more of a vibe to those levels than leaving them empty, and i can assure you that trees cannot kill people in my game. You should always be utterly confident of the fact that any time you die, it was me personally who killed you, and i don't do that about trees. The only exception to this rule are mortars teams, who are, by nature, single-mindedly murderous.
But this is splitting hairs, and there is something to your original point: you can still find trees not fun to deal with. Let me know the when/where/why that's the case and i'll remember your feelings (may not do anything about em, but they'll be there). Also, try those levels again with the wc3 occlusion setting enabled, and let me know how that is for you
Q: can I leave feedback directly?
A: yes! Thank you for taking the time to share. PM me directly here, or reply to the thread here
- Only showstopper issues will be updated here.