• 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!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Ice Escape Template v2.5

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Ice Escape Template
( Discord )

Introduction

Ice Escape is a minigame, based on sliding. You're playing with your team together and try to pass all stages. There can be plenty of obstackles that you
have to avoid, while staying on your path without touching the snow. It's a very team-based game, because for example once you die, only your mates can revive you.

While the difficutly in other sliding maps usually lies on mass of patroling units, ice escape tries to base its difficulty in the ways of tricky terraining.
It's often required to click very accurately or even to abuse the car's turnrate to pass certain parts.

The key point for creating Ice Escape Template was to have a map with some standard behaviour, like on all the different terrain types, for example.
Also interactions with the environment, like behaviour on snow, should be familar, or the car's turn rate. It's good if such things don't always depend on the map you're currently playing.

Features
  • 9 terrain types with different behaviour (see later)
  • Several commands, like -share, -next, -flags, -names on/off, ...
  • Dynamic car changes possible via the CarSettings ability

  • Anti block/click system
  • Hiding nearby mates with transparency for better sliding
  • Ready to use features like: Catas, splashes, boosts, checkpoints
  • A core system in background, cleaning units, providing possibility to customize specific levels via events for start/end

  • Showing metadata on each unit's UI like: deaths, saves, click amount, average click distance, finished levels
  • Automatically save/load for player score, last used car, ...
  • Player score can unlock special trophies like new car models
  • Support for Ice Ranks
Guide

Here's a little guide to get into the template.

Settings

Terrain

Start/End

Level Features

Object Editor

Save/Load

Admins


full

In the map exists a "Map Settings" folder. It contains all configurable triggers you need.
You can define there the welcome message, different speeds, might add new cars, activate/deactivate certain features and some more.

The most important settings trigger is "Levels Defintion" where you register your levels to the system. Let's have a look at this:
  • Levels Definition
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- ------ --------
      • -------- Level 1 --------
      • -------- ------ --------
      • Set Finish[Level_Amount] = Finish (medium) 0000 <gen>
      • Set Spawn_Int[Level_Amount] = (Center of 1 Spawn <gen>)
      • Set Level[Level_Amount] = 1 Level <gen>
      • Set Level_Amount = (Level_Amount + 1)
      • -------- ------ --------
      • -------- Level 2 --------
      • -------- ------ --------
      • Set Finish[Level_Amount] = Finish (medium) 0013 <gen>
      • Set Spawn_Int[Level_Amount] = (Center of 2 Spawn <gen>)
      • Set Level[Level_Amount] = 2 Level <gen>
      • Set Level_Amount = (Level_Amount + 1)
The code above registers 2 levels. So you always need 3 lines of code to register a level:

  1. Define the Finish (unit)
  2. Define the Spawn (location)
  3. Define the Level region (region)

full

The terrain type define your sliding behaviour. So the speed and the turn:

full


  1. Normal Ice
    • Sliding Speed: normal
    • Turning: normal

  2. Mirror Ice
    • Sliding Speed: normal
    • Turning: opposite

  3. Dark Ice
    • Sliding Speed: normal
    • Turning: no-turning

  4. Close-Click Normal
    • Sliding Speed: normal
    • Turning: normal
    • Special: clicks needs to be done near the car to be accepted

  5. Mimic Ice
    • Sliding Speed: mimic
    • Turning: mimic
    • Special: mimic
    Mimic means it uses all behaviour from the last ice terrain you were before. It has no own sliding behaviour.

  6. Close-Click Mirror
    • Sliding Speed: normal
    • Turning: opposite
    • Special: clicks needs to be done near the car to be accepted

  7. Speed Ice Normal
    • Sliding Speed: fast
    • Turning: normal

  8. Speed Ice Mirror
    • Sliding Speed: fast
    • Turning: opposite

  9. Snow
    Snow kills you, but not instantly. You have a tolerance of 3 ticks to slide on snow before dying. So max time is 0.03*3 seconds.
    During the time on snow the car behaves like on Mimic Ice, so it uses same sliding behaviour as before.
    The snow check kills not instantly to allow passing snow cuts, like in the example below:

    full

Terrain types that are not listed above are no sliding terrain. It means it's normally walkable and no special behaviour is there defined.

full

You may want to catch the point when one certain level starts to create patrols or other features.
You may also want to catch the point when one level ends to make some extra cleaning up of data.

To get this work, have a look at following events:

  • Events
    • Game - Start_Level_Event becomes Equal to 1.00
  • Events
    • Game - Finish_Level_Event becomes Equal to 1.00
The first event runs when Level 1 starts, and the second event runs when Level 1 was finished.
The events are of course also useable for all other levels. If you change an event value for example to "2.00" or "3.00", it would apply for level 2, or level 3 respectively.

Note:

The template system automatically cleans the level from enemy units after it's finished, but you can clean up other custom data, or turn off triggers etc at the end of one level.

Warning:

If you don't create units in the Start_Level_Event, but at some later time during a level already runs, then you need to run the "Registrate Level Unit" trigger for each newly created unit.
The system will make the new enemy unit unclickable, register its kill range and will also clean it up automatically when the level ended. So simply register a new unit like this:

  • Set Unit = (Last Created Unit)
  • Trigger - Run "Registrate Level Unit" Without Checking Conditions

full

There are some features ready to use in the levels.
  • Catapults
  • Killing Units
  • Teleport
  • Checkpoint
  • Spiders
  • Splashes
  • Boosts
  • Ice Priests
  • Key & Gate

To get to know how to use any of these have a look at the folder "Feature Examples".

The "Unit kills in range" is a bit special, but actually easy. When you add enemy units on map, or create them via triggers, just always ensure you create them for Player 24.
The template system registers all units by player 24 as enemy. In the object editor you easily can define the killing range for a unit by defining its HP.
For example if a troll has 85 HP, it means that a slider will die when he comes in range of 85 of that troll.

full

New Hero:
  1. Go to "Units -> Custom Units -> Human -> Melee -> Heroes". Copy and paste an existing hero and change its model, name etc.
  2. Go to "Abilities -> Custom Abilities -> Night Elf -> Units". Copy and paste an existing transformation, and change its alternate form to your newly created hero.
  3. Go to Trigger Editor "Map Settings -> Car Abilities". Add your new ability to the list, following the given pattern.

New Enemy
:
  1. Go to "Units -> Custom Units -> Undead -> Melee -> Units". Copy and paste an existing unit, changing the things you need and the HP. With defining a unit's HP you automatically also define its killing range.

full

Finishing 1 level counts as 1 score. The game will automatically write the score for each player on his computer and will also load this score automatically in the next game session.
Score system can be used to make certain rank achievements, like the for example the benefit of using hidden cars.

With each score point the player's hero will gain +1 Mana, so you can use for example an ability's mana costs to easily limit it for certain ranks.
You also could use the score for any other of your customizations if you want, with simply reading the "PlayerScore_Current" variable. "PlayerScore_Current[1]" for example is the score for Player 1.

full

Admins are meant to be users with an advanced permission. You can define admins in the "Admins" trigger.
Later if you add new commands you want to be accesable only be the admins you can check if a player is in the PlayerGroup "AdminGroup".

The template uses this for commands to better test the levels.


Notes
Thank you for your work.

Major credits firstly goes to swpmoele for the original Ice Escape series and to many of the players from iCCup who had some big influence on the road of modern ice escape.

Models:
  • AnimateDeadTarget by JetFangInferno
  • Frozen Orb by Daelin
  • GoblinCar, PandaCar, Key by Mc !
  • Orb of Ice by Frankster
  • SnowPine by Gottfrei
  • Gnome Teleporter by LordRazor
  • AcolyteCar, DeathKnightCar, FarseerCar, TaurenCar by Clan KMNOK
Icon:
  • BTNChronoHD by KelThuzad
Skins:
  • Ice UI by CRAZYRUSSIAN (widescreen support by Phoenix)
  • Natural Winter Ice by Tamplier777
Code:
  • FileIO, PlayerUtils, PreventSave by TriggerHappy
  • SaveCode by PipeDream
  • Multiboard by Nestharus
  • Custom Stats by Tasyen
  • Table by Bribe
  • CheckWalkability by PurgeandFire

v2.5
  • New default features
    • Ice Priest
    • Key & Gate
  • Improved default feature
    • Checkpoint
    • Boost
  • Ice Ranks are natively supported to be loaded and are displayed on multiboard
  • Fixed bug at map start which could lead to false CarIndex load
  • Fixed bug with hero selection
  • Several changes or improvements in object editor.
v2.4
  • Fixedt revive bug at trigger "Systems -> Death/Save -> Revive".
v2.3
  • New command to enable/disable autorevive
  • Coin hotkey fixed for non-english locales
  • "Stop" added to unit's command card
v2.2
  • Save & Load for last played car
  • Fixed some credits
Until v2.1 The changelos is inside the map.


Try out a demo map here.
Contents

Ice Escape Template v2.5 (Map)

Reviews
Orcnet21:31, 19th Nov 2013700 Ice Escape Template (Tested Version 1.0) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

Moderator

M

Moderator


1b5e5a7776e87f86f9c6951fa3dad711_64508.gif
Orcnet21:31, 19th Nov 2013

194715-albums6441-picture75028.png

Ice Escape Template (Tested Version 1.0)


Rate
ScorePercentLetter
addrev.gif
addrev.gif
addrev.gif
addrev.gif
addrev.gif
5/591-100A

Rate
ScorePercentLetter
addrev.gif
addrev.gif
addrev.gif
addrev.gif
th_blankrev.gif
4/581-90%B

Rate
ScorePercentLetter
addrev.gif
addrev.gif
addrev.gif
th_blankrev.gif
th_blankrev.gif
3/575-80%C

Rate
ScorePercentLetter
addrev.gif
addrev.gif
th_blankrev.gif
th_blankrev.gif
th_blankrev.gif
2/570-74%D

Rate
ScorePercentLetter
addrev.gif
th_blankrev.gif
th_blankrev.gif
th_blankrev.gif
th_blankrev.gif
1/550-69%F

Overview:

Gameplay

addrev.gif
addrev.gif
addrev.gif
addrev.gif
th_blankrev.gif


"This is a fruitful map or more to say a template, useful triggers and the gaming use is fantastic."

Terrain

addrev.gif
addrev.gif
th_blankrev.gif
th_blankrev.gif
th_blankrev.gif


"Although this is a terrain, it would be nice if you can ditch in a good snowy view for the matter, although this map is already considerable."

Management

addrev.gif
addrev.gif
addrev.gif
th_blankrev.gif
th_blankrev.gif


"Overall map can be useful."

Total Score: (Gameplay[x/5] + Terrain[x/5] + Management[x/5] / Total Score[15] * 50 + 50)


Rate
ScorePercentLetter
addrev.gif
addrev.gif
addrev.gif
th_blankrev.gif
th_blankrev.gif
9/1580%C
 
Level 7
Joined
Mar 29, 2009
Messages
139
I thought "IcemanBo" sounded familiar so I decided to check this out. I think I've played Ice escape with you a few times some time ago. Played through parts of the map and checked the triggers in WE.

I'll make a quick review for this map template!

[+]
- Triggers look pretty much leakless (Though I only went through them quickly).
- Triggers work as they should.
- The person using the template will recieve some guidance when looking through the triggers and the map itself.
[-]
- I consider the template pretty useless due to several facts:
- You need to be familiar with the WE and how it works to be able to create a game from the template anyway.
- You are uploading it to hive. Most people here wouldn't need the template (like myself) because they already know how to create an escape map of any type.

I'm not saying that your map is bad, but to me it seems pretty useless and hard to learn from if you're a newbie. Personally I learn better by creating triggers from scratch and following a tutorial if I have to, and there are tons of escape tutorials out there.

How I see a newbie's reaction when opening this map:
1: he opens the map
2: he opens the trigger editor
3: BAM! 28 different triggers with different content you don't know anything about.... him: "WHERE DO I START??? AHHH!!!", then he closes WE

So, to sum up my 2 points: Too hard for a newbie, the experienced map makers already know how to do it.

Not a bad map template, but for the effort I don't think you get much back.
 
Thanks for your comment IcyMind, funny there are more ice escaper on THW, i thought im pretty lonesome :p

So... I know a beginner wont be able to change these systems.. but in fact for only creating a new level you just have to add 3 lines, 2 regions and 1 unit (finish). The rest, all other features with units is just optional to show what could be added for more fun.

So to others who gonna test it: Only first Init trigger is needed for putting your new levels in default.

But thanks for your opinion IcyMind, good comment... +rep
p.s.: Sorry, but i cant remeber you anymore, was maybe too long time ago? :confused: ... But we are still sliding!


Edit:

Example map uses a very old Ice Escsape template, but it shows 6 example levels.


full

full

full

full

 
Last edited:
Level 30
Joined
Nov 29, 2012
Messages
6,637
Ice Escape Template Review

Map Info
Ice Escape Template is a Template for Escape maps that is created by IcemanBo. What makes this interesting for a template is that there are triggers for TD already ready to be used and modified just by the audience which I can say is good.
Review
Idea/Concept:
The Idea of creating an Escape Template is really reat for we dont see much of this in Hive as far as I kno and also what made it better is that, you provided also Escape based triggers just to be modified to the audience contents which makes it easier for them and you putted some effort into this though I kind of partially agree with IcyMind's opinion. I will gve you a rating of 4/5 here.

Terrain:
On Escape Maps we dont judge terrain much here for the terrain goes on how the game goes. So I can say is that it is looking good and I like that when you walk into different ice and snow tiles, there are corresponding effects that will occur such as MS plus, death and Reverse. Simply, I'll give you a rating of 5/5 here.

Gameplay:
Nothing much of a gameplay, just experimenting with the different side effects by stepping at each ice and snow tiles and when finish, go to Circle to finish game. I understand that you made this because the audience are the one who will make their own gameplay out of this template so still rating this not lower 3/5 because it has no gameplay but rating this, 4/5 because of many possibilties of gameplay that can be made through this simple Template.
Comments
Overall, for an Escape template map, this is looking good and the fact that there are also Triggers to make it easier which I can say that you putted alot of effort into this. To sum up your scores, you got a total of 12/15 or 4/5. Take this +4 REP as a reward for making such a great Escape Template.
 
Last edited:
Ice Escape Template Review

Map Info
Ice Escape Template is a Template for Escape maps that is created by IcemanBo. What makes this interesting for a template is that there are triggers for TD already ready to be used and modified just by the audience which I can say is good.
Review
Idea/Concept:
The Idea of creating an Escape Template is really reat for we dont see much of this in Hive as far as I kno and also what made it better is that, you provided also Escape based triggers just to be modified to the audience contents which makes it easier for them and you putted some effort into this though I kind of partially agree with IcyMind's opinion. I will gve you a rating of 4/5 here.

Terrain:
On Escape Maps we dont judge terrain much here for the terrain goes on how the game goes. So I can say is that it is looking good and I like that when you walk into different ice and snow tiles, there are corresponding effects that will occur such as MS plus, death and Reverse. Simply, I'll give you a rating of 5/5 here.

Gameplay:
Nothing much of a gameplay, just experimenting with the different side effects by stepping at each ice and snow tiles and when finish, go to Circle to finish game. I understand that you made this because the audience are the one who will make their own gameplay out of this template so still rating this not lower 3/5 because it has no gameplay but rating this, 4/5 because of many possibilties of gameplay that can be made through this simple Template.
Comments
Overall, for an Escape template map, this is looking good and the fact that there are also Triggers to make it easier which I can say that you putted alot of effort into this. To sum up your scores, you got a total of 12/15 or 4/5. Take this +4 REP as a reward for making such a great Escape Template.

Really good review. :wink:

I guess Hive needs people like you, nothing more to say.
 
Level 26
Joined
Jul 26, 2008
Messages
1,408
Hi iceman bo. I was looking into using this kind of template for a coop map for 1-2 players. I just had a few quick questions if that is ok.

Two non essential questions are whether I can expand the map's size without reprocussions (I am not sure if the apply camera you do to limit each round to the round's terrain is affected by the ratio of the overall map size) and if I can control the order of the rounds (I know which trigger is causing it to be random, but just now sure how to reverse).

These are non essential questions since I can get around both of them (the first I ask because I want room to make cinematics, but there is already some space at the bottom so it is not imperative for me to know). I ask the second question since I wanted to have certain cinematics play at the end of each round, but if I cannot control the order then I cannot make a cinematic that progresses in sequence since I am not sure which one will play first. But I can get around this issue also by just having 1 large cinematic at the start and 1 large cinematic at the end, so the order will not matter.

The main issue is, I am trying to control the model for the heros that are given. I was planning on doing this in a crude manner, since after the "human" is created I could just trigger it to pick all units belonging to a certain colour and using the metamorphosis spell to change into the hero I want it to be, a hero that will not have the option to change to another form for the sake of the story. The issue I am facing here is, all the morph spells are based on the druid of the claw's metamorphosis spell, so when there are 2 players in game (its a coop map that allows 1 player or 2 player), and I want the second hero to be another hero model, I cannot use the same trigger since all the morph into other drivers spell are based on the same metamorphosis spell. And the key issue is, there might only be 1 player in game, so I only want to trigger it so only when there is a second player, it will change it to the 2nd model (which is why I would use the crude trigger "pick all units belonging to colour and do spell)

Sorry if that is super confusing, I love your template a lot :)
 
Two non essential questions are whether I can expand the map's size without reprocussions
and if I can control the order of the rounds
Map size has no effect, as long as it gets so small that for example objects, or regions are removed. You can or make it bigger, or smaller and remove levels.
For locking players' cam to level bounds, there are regions placed on the map, and they are put into an array. Have a look here:

1.png


Basically, a random number from array size 1-6 is taken, and will define the "next level".
If you want to have a straight order, then you can simply start at "1" and simply increase by +1 after each level.

The main issue is,
...
Did I get it right, that a trigger is needed that:
  • Transforms hero by player 1 into "Hero X"
  • Transforms hero by player 2 into "Hero Y"
    ( X is not same as Y)
  • Trigger does only work if there are 2 players
Not sure where exactly the problem with crow form ability is, you may add different abilities to the heroes, and use it, or? Might you elaborate if this doesn't help?

I love your template a lot
Thank you! But I'm not very sure you very much need so much from it.. ;D
 
Level 26
Joined
Jul 26, 2008
Messages
1,408
Map size has no effect, as long as it gets so small that for example objects, or regions are removed. You can or make it bigger, or smaller and remove levels.
For locking players' cam to level bounds, there are regions placed on the map, and they are put into an array. Have a look here:

Basically, a random number from array size 1-6 is taken, and will define the "next level".
If you want to have a straight order, then you can simply start at "1" and simply increase by +1 after each level.


Did I get it right, that a trigger is needed that:
  • Transforms hero by player 1 into "Hero X"
  • Transforms hero by player 2 into "Hero Y"
    ( X is not same as Y)
  • Trigger does only work if there are 2 players
Not sure where exactly the problem with crow form ability is, you may add different abilities to the heroes, and use it, or? Might you elaborate if this doesn't help?


Thank you! But I'm not very sure you very much need so much from it.. ;D
I mean, the only way I can make a unit use a custom ability (the change driver/model spell) is by triggering it to use one of the default abilities that the "custom" ability is based on. All of the change driver spells are based on the " druid of the claw -bear- transform " ability. So I cannot make them turn into different drivers unless the changedriver abilities are based on different spells.
*I might be wrong about everything above, but that is how I understand it.
 
  • We have control which ability a unit has at any point in game.
  • All transform-abilities are based on same orderid, means all abilities require the same order to execute.
  • We can control the unit to have the exact transform-ability which our unit should use, and then we just order to transform.
See example map attached, where we can write "-0" up to "-11" to transform in wanted hero.

  • Setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set tulee_Abilities[0] = Acolyte
      • Set tulee_Abilities[1] = Tauren
      • Set tulee_Abilities[2] = DeathKnight
      • Set tulee_Abilities[3] = Farseer
      • Set tulee_Abilities[4] = Goblin
      • Set tulee_Abilities[5] = Helicopter
      • Set tulee_Abilities[6] = Human
      • Set tulee_Abilities[7] = Illidan
      • Set tulee_Abilities[8] = Infernal machine
      • Set tulee_Abilities[9] = Lich
      • Set tulee_Abilities[10] = Orc
      • Set tulee_Abilities[11] = Tank
  • Change
    • Events
      • Player - Player 1 (Red) types a chat message containing - as A substring
    • Conditions
    • Actions
      • Set Int = (Integer((Substring((Entered chat string), 2, (Length of (Entered chat string))))))
      • Set Unit = Hero[(Player number of (Triggering player))]
      • Unit - Add tulee_Abilities[Int] to Unit
      • Unit - Order Unit to Night Elf Druid Of The Claw - Bear Form
 

Attachments

  • Ice Escape Template v1.0.w3x
    506.5 KB · Views: 202
Level 26
Joined
Jul 26, 2008
Messages
1,408
Ahh! Of course, adding the ability to the unit as a trigger. Thanks Iceman! I did not even think of that as a possibility to get around the order ID issue. I will try messing around with the map again. Thank you!
 
Level 6
Joined
Mar 7, 2011
Messages
124
i love this template, really creative use of ice. the short range effect is really fun in game, and the UI clue is pretty clear. you should check out my new snow effect and let me know if you have any interest. its a little different of a vibe so you might not want it for your map, but i really like how it turned out!

last death ghost is a fun touch. im not sure i want to share my shame with others though...

i really like the idea of save/load ice ranks and localizing nearby player unit transparency. would you be okay with me using your system for save/load & ice ranks as a reference for my map? ive started doing localized visuals on some effects, especially the ones that are currently bugged in HD, but now i might also do it for nearby player units when on ice

i think that your terrain algorithm is a little too clear cut for the number of terrain types you use
  • are you worried about players glitching pathing or other regression issues for your map makers when it comes to the death terrain? you could make pathing less harsh while also compensating for its issues a number of ways. the easiest would be to check for safe terrain points in a radius around the player's car. id recommend checking the 8 compass points at a offset radius from the player car. you can increase / decrease tolerance by changing the number of safe points required to live. checking 8 compass points gives you ghetto diagonals, the buffer gives you the wiggle room that players love about region death, and the number of safe points allows you to control how players die/can glitch terrain
  • the number of terrains/effects you have encourages fun complex shapes and combinations of effects, but the checks to determine what effect the player should experience are too simple to allow it. you could compensate for this with a sorta layering system that combines with the above radius check, prioritizing some terrains above others. your death terrain would be the lowest priority, and the effect you wanted to always be front and center would be the highest

i love that you made a mimic ice. i did the same thing in my map (with a diff tile/aesthetic), i bet for the same reason. i was like "wow its so cool that i get this sick terrain effect free of charge! the possibilities are endless!" i ended up dropping that terrain tile to add a custom realistic road texture thats purely visual with no other effect (lol). i couldnt think of any good use of the mimic effect that wasn't really a puzzle in disguise. i wanted my map to be about anticipation and reaction, not puzzles. but i had a very hard time thinking of level ideas using the mimic terrain effect in general. have you seen a good use of it from yourself or others?

ill change my vote to a 5 if youre interested in making your terrain algorithm better in at least 1 way, described or your idea
 
I have a bit laptop problems with reforged, and currently not really active in developing, but thanks!

Snow from this map? Escape Dream World v1.3 It looks nice, will definitely try it out and share it to slide community, thanks for info.

For save/load, yes sure, use what you want. :D Though I never built up some good interface or so, so it currently more just works, than is nicely written. Don't hate me if it's bad. ^^

For mimic ice, Spider Traps is for me the most known ice map which uses it. There are some more, but just in development. You can find Spider Traps in the map database here: https://iceescape.synology.me/maps
Personally I also don't see too much use in mimic ice, but some players enjoy it, so it's just there. : )

Sorry for the algorithm I'm not very sure I correctly understand. The "correct" behaviour with when one should die in ice escape is very werid to describe imo, and not very clear. Maybe it's good if I say expectations for death from my side.
  • passing diagonals should work /and not luck based), even you shortly touch snow
  • passing even 1 normal snow line/wall should not work with normal speed
  • passing 1 normal snow line/wall could work with very fast speed ( a bit luck needed )
it's somehow not very clear if to allow passing snow is sometimes good or a not. Some maps rely on it very much by design, like Ice4 ava. (boost + ava bug in case you know it) Some players say it's just a hack and don't like it. I don't know myself honestly, what is best behaviour, or if there is one best. But I also have thought already couple of times to change death condition, ... but it would be something more people would decide, but thanks for bringing it up. :)

Could you elaborate:
but the checks to determine what effect the player should experience are too simple to allow it.
I'm not very sure about the critique, or the solution with different layers.

ill change my vote to a 5 if youre interested in making your terrain algorithm better in at least 1 way, described or your idea
Haha! :D I will definitely write here again if something changed in this regard. :) But I'm also very happy with the 4, I think it's totally good for this. ... I blame myself now a bit to stick so much with GUI honestly, it became a mess at parts ( sliding algorithm e.g.) ... but some mappers are less scared of touching or looking at some GUI things when they need to modify something, and then there came this compromise. :D

Thanks!
 
Level 6
Joined
Mar 7, 2011
Messages
124
For mimic ice, Spider Traps is for me the most known ice map which uses it. There are some more, but just in development. You can find Spider Traps in the map database here: https://iceescape.synology.me/maps
Personally I also don't see too much use in mimic ice, but some players enjoy it, so it's just there. : )
this is so cool, i never knew this database existed. ive just been enjoying trying out maps the last hour

Snow from this map? Escape Dream World v1.3 It looks nice, will definitely try it out and share it to slide community, thanks for info.
yeah, though youd attach the effect to a different tile if you were interested. id love to know what you think!

For save/load, yes sure, use what you want. :D Though I never built up some good interface or so, so it currently more just works, than is nicely written. Don't hate me if it's bad. ^^
and sweet, thanks

Sorry for the algorithm I'm not very sure I correctly understand. The "correct" behaviour with when one should die in ice escape is very werid to describe imo, and not very clear. Maybe it's good if I say expectations for death from my side.
  • passing diagonals should work /and not luck based), even you shortly touch snow
  • passing even 1 normal snow line/wall should not work with normal speed
  • passing 1 normal snow line/wall could work with very fast speed ( a bit luck needed )
it's somehow not very clear if to allow passing snow is sometimes good or a not. Some maps rely on it very much by design, like Ice4 ava. (boost + ava bug in case you know it) Some players say it's just a hack and don't like it. I don't know myself honestly, what is best behaviour, or if there is one best. But I also have thought already couple of times to change death condition, ... but it would be something more people would decide, but thanks for bringing it up. :)

your algorithm for death detection does everything you say it does. let me try to explain what i dont like from a different angle. by checking terrain kill in 3 consecutive timesteps you are adding some temporary cushion to the death check. this cushion is extremely effective in allowing quick diagonals, such as when youre cutting a 90 degree turn or passing over the 32x32 triangle of ghost terrain thats visually there but not actually what GetTerrainType returns, but the temporary buffer struggles with sustained diagonals, or even creating a margin of safety that the player can rely on. its also extremely hard to anticipate, because of the 32x32 ghost terrain triangle. it also struggles when the number of timesteps, set at 3, is no longer appropriate with the speed the unit is travelling, fast or slow

one option i didn't consider till now is if it would be an improvement to change the number of death terrain ticks depending on the units current speed

my recommendation is to change your death detection strategy is to better compensate for a sustained buffer, and to better fit the player's expectations when it comes to the perceived ghost terrain triangle. its hard to explain why the difference might be worth it, but you can see what i mean in my map and decide what you think

Could you elaborate:
I'm not very sure about the critique, or the solution with different layers.
yeah definitely. because the terrain effect is transitioned based on the terrain youre currently on, the ice escape maker needs to utilize it in be blocky shapes. things like
WrZjwlu.jpg

dont work ideally, because theres a good chance youll switch between terrain effects multiple times while moving over it, because of the ghost terrain triangle, but the player wont necessarily be expecting this (they also shouldnt need to expect this). the approach i took to improving this is by ranking each terrain tile with a priority and then scanning the area around the player for the terrain with the highest priority. the ice escape maker can utilize overlapping tiles with much greater flexibility and the player will have a smoother experience thats more in line with what they're perceiving visually

this approach is what lets me do things like this in my map
xNvvfqc.jpg


Haha! :D I will definitely write here again if something changed in this regard. :) But I'm also very happy with the 4, I think it's totally good for this. ... I blame myself now a bit to stick so much with GUI honestly, it became a mess at parts ( sliding algorithm e.g.) ... but some mappers are less scared of touching or looking at some GUI things when they need to modify something, and then there came this compromise. :D
i thought it was brilliant to write the main pieces in GUI. 90% of maze makers want to make mazes, not triggers
 
Top