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Master of Mechanics b1025

Master of Mechanics is a cooperative minigame map for 1 to 8 players.

Quoted directly from the map (F9):
Hi, this is a cooperative minigame map. You are placed in a room and given an ability or some sort of tip which will help you complete it. Complete all of the rooms without losing all of your lives and you can then be called a Master of Mechanics.

Features:

  • 19 different rooms to play through, each with their own gimmick
  • A special "surprise" for those who make it through all rooms in a single play through
  • Easily configurable difficulty settings, which include:
    • Optional "Perilous Mode" setting, which makes the game nearly impossible greatly increases game difficulty
    • Life count is configurable; can select 1 life to an infinite amount of lives
    • Can select whether each room must be completed or simply has to be played to win
  • Game resets upon defeat, reducing the need for game remakes
  • Compatible with RoC only installations (since my friends and I typically play on RoC)


Screenshots, you say?

why hello there
STmdeMB.jpg


It's time to run. I actually completed the room on this attempt.
YxN2Xp1.jpg


Taking screenshots while sliding is irresponsible.
kZu7yWQ.jpg


How will I make it past this?
FcpORNG.jpg


When you run out of lives, you will see this.
zH8oe9G.png


full broadcasts can be found here, but they can't be embedded. Most videos contain a lot of downtime...


The preview image uses an fsjal peasant made by Blood Raven. And an out of place background.

Version notes:
b1010->b1025
  • General: Fixed a desync bug which sometimes occurred on game load
  • Phase Master: Increased difficulty of normal version slightly
  • Blink Master: Blinking out of bounds has been made more difficult
  • Kiting Master: Increased difficulty of room slightly
  • Slide Master: Decreased difficulty of Perilous version
  • True Prophet of Nature: Slightly altered the layout of the room (decreased difficulty of Perilous version)
  • Load Mechanics: Increased preparation time in Perilous version
  • Dispel Master: Second skeleton spawn position made more distinctive

b995->b1010
  • General: Fixed a crash bug which sometimes occured after game resets
  • General: Fixed minor spelling errors
  • Purge Master: Players now have vision of the arena before the doors open
  • Blink Master: Cannon Tower damage slightly increased
  • Evasion Master: Reduced damage dealt by missiles (4 hits on Normal, 3 hits on Perilous, was 3 hits on Normal and 2 hits on Perilous)
  • Dispel Master: Adjusted skeleton spawns
  • Load Mechanics: Fixed a bug where you could freeze the Revenant
  • Ensnare Master: The trailing sandstorm no longer freezes when near a player

b972->b995
  • General: Fixed a bug where the game could be stuck at the beginning
  • General: You can no longer directly attack your allies
  • General: Reduced the difficulty of Perilous Purge Master, Perilous Slide Master and Perilous Evasion Master
  • Sleep Master: The first gate will open less often (but more often than pre-b972)
  • Slide Master: Reduced movement speed of killer wisps slightly.
  • Load Mechanics: Fixed a bug which made the room impossible to complete on repeat attempts
  • Endgame: Added extra fluff
b951->b972
  • General: Fixed a few bugs related to SFX (RoC only)
  • Slide Master: Fixed a bug where difficulty was not being correctly reset.
  • Slow Master: Stone Cold Killers will now "see" players more often.
  • Sleep Master: The first gate will open more often.

b951
  • Initial map release
  • RoC compatability improvements (sfx/model changes)


Credits
Testers
heavytroopa, BuBBa, ne-Guardian

Inspiration
TheZizz

Sounds
Blizzard, ZUN, iR2-X

Models and Images
Vexorian (dummy.mdx)
Valve (Portal)
JetFangInferno (various models)
Blood Raven (fsjal peasant)

Systems
Bribe, Vexorian, Nestharus, Anitarf, TriggerHappy, Dirac


Map is optimized and cannot be directly opened by the World Editor.

Keywords:
room, challenge, melee, minigame
Contents

Master of Mechanics b1025 (Map)

Reviews
09:59, 13th Oct 2014 Orcnet: The rooms are mind-boggling yet very interesting and nice to complete once you manage to finish a certain level of room, although there are some parts of the level that is too hard to finish for a regular player...

Moderator

M

Moderator

09:59, 13th Oct 2014
Orcnet:

[img]http://www.hiveworkshop.com/forums/members/194715-albums6441-picture75028.png[/img]


The rooms are mind-boggling yet very interesting and nice to complete once you manage to finish a certain level of room, although there are some parts of the level that is too hard to finish for a regular player. Terrain has no problem due to the game play's important role for the map. Anyhow can be approved.
 
Level 3
Joined
May 17, 2012
Messages
15
Pushed an update which attempts to fix some bugs.

b951->b972
  • General: Fixed a few bugs related to SFX (RoC only)
  • Slide Master: Fixed a bug where difficulty was not being correctly reset.
  • Slow Master: Stone Cold Killers will now "see" players more often.
  • Sleep Master: The first gate will open more often.

Thanks for the feedback.

Edit: Edited stuff again
b972->b995
  • General: Fixed a bug where the game could be stuck at the beginning.
  • General: You can no longer directly attack your allies.
  • General: Reduced the difficulty of Perilous Purge Master, Perilous Slide Master and Perilous Evasion Master.
  • Sleep Master: The first gate will open less often (but more often than pre-b972).
  • Slide Master: Reduced movement speed of killer wisps slightly.
  • Load Mechanics: Fixed a bug which made the room impossible to complete on repeat attempts.
  • Endgame: Added extra fluff.

Edit 2: Sorry for the quick update! There was a pretty fatal bug in the last version.
b995->b1010
  • General: Fixed a crash bug which sometimes occured after game resets
  • General: Fixed minor spelling errors
  • Purge Master: Players now have vision of the arena before the doors open
  • Blink Master: Cannon Tower damage slightly increased
  • Evasion Master: Reduced damage dealt by missiles (4 hits on Normal, 3 hits on Perilous)
  • Dispel Master: Adjusted skeleton spawns
  • Load Mechanics: Fixed a bug where you could freeze the Revenant
  • Ensnare Master: The trailing sandstorm no longer freezes when near a player
 
Last edited:
Level 3
Joined
May 17, 2012
Messages
15
Here's an update which is pretty major. It turns out that due to widgetizer settings players would sometimes desync instantly. That's now gone. Also, some other optimizations have been made and the map is >200kb smaller.

The changelog is under:

b1010->b1025
  • General: Fixed a desync bug which sometimes occurred on game load
  • Phase Master: Increased difficulty of normal version slightly
  • Blink Master: Blinking out of bounds has been made more difficult (known out of bounds spots have been removed)
  • Kiting Master: Increased difficulty of room slightly
  • Slide Master: Decreased difficulty of Perilous version
  • True Prophet of Nature: Slightly altered the layout of the room (decreased difficulty of Perilous version)
  • Load Mechanics: Increased preparation time in Perilous version
  • Dispel Master: Second skeleton spawn position made more distinctive
 
Level 3
Joined
May 17, 2012
Messages
15
Which setting caused the desync?
Ticking destructables/doodads in the widgetizer seems to have caused the desync. The way I reproduced the desync was to play another map then play the widgetized map (which includes destructable slks). Players who did not play a map beforehand desynced from players who did.

I'm assuming this happens because some doodads and destructables in my game block pathing and WC3 fails to load doodad/destructables correctly, so pathing isn't blocked for all players and a desync occurs.
 
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