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Mini Mapping Contest #20: Results

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Archian

Site Director
Level 61
Joined
Jan 1, 2006
Messages
3,051
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Contestants were to create a Metroidvania map, which is a genre of action-adventure video games focused on guided non-linearity and utility-gated exploration and progression. A metroidvania video game is a subgenre of the action-adventure game platform that is mostly two-dimensional, where the player travels through a map to collect items and gain new abilities, both of which open up the world to further exploration.

other_prizes-png.311512

  • 1st place: 750 experience points
  • 2nd place: 600 experience points
  • 3rd place: 450 experience points
  • Entry: 150 experience points
  • Judge: 25 experience points per entrant
The winners will receive an award icon representing the winning entry.

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Name(s)Entry

@WolfFarkas

Click

@ThompZon

Click

other_contest_judging-png.311506

Gameplay
  • Is the map an enjoyable experience? Are the spells creative and satisfying? Is there replayability? Does the map have unique and original ideas? Does the map conform to the theme?
  1. The spells could have more easily accessible hotkeys like QWERT or ZXCV. S for Mana Shield is quite annoying since I for instance use S to stop the unit, quite regularly, especially ranged units.
  2. Since there is no timer or temporary zone lock, you can pretty much use hit and run tactics. Most battles you just wait somewhere safe to recharge your spells and cast them again on an enemy that doesn't pursue you too far. You can do the same with the Shadow as well and heal.
  3. I think naming the gates would have been a nice idea to help the player not waste time and mana casting spells and changing spell sets since it's not that obvious which place is which.
  4. A backpack would definitely speed things up. Mercenaries could have an inventory.
  5. Mercenaries aren't quite balanced. For me, the Troll Priest is definitely one of the if not the best option. Of course, you might think some might want the game more difficult with a less able mercenary.
  6. The game becomes quite easy after 3-4 rooms as the hero becomes powerful and the enemies not quite properly scaled. Also, quite disappointed that enemy heroes are just regular Warcraft III melee ones.
  7. It's easy to know which barricades to destroy in the portals region since the pathing shows you where the hero can go.
  8. Would not use Immolation since Inner Fire doesn't recover the lost HP even if cast more times.
  9. Some spell packs are definitely more powerful against the Shadow than others. Anyways, tad underwhelming boss fight, especially for a finale.
Generally, the map is fun, with some creative uses of usual abilities. There's replayability due to the spell packs and the way you can choose rooms although it's one or another from two mostly since they unlock progressively. However, the game can get repetitive quickly as there's not really much gameplay variety, the core thing still being Warcraft III mechanics. In that regard it falls short of Metroid or Castlevania. But it's definitely not a map you see everyday.
30/55
Immersion
  • Do the terrain and music create a desirable atmosphere? Are the sound and art assets used well? How is the general execution?

  1. It starts with action or parade music. I think that could be put where it belongs not right in the beginning where I feel there should be some mystery. Some of the music ends abruptly and some other starts. This happens quite often and the music doesn't seem to be zone related (or it may be but the starting places are too close to each other). Music doesn't seem to be the same style so you might get the feeling you're changing universes or places, usually suddenly. Anime music doesn't quite fit for me in this endeavour, especially the one with lyrics.
  2. Terrain is classic but diverse and catchy.
  3. A bit sad there isn't an engaging story to go along with it all. Hero comments are kind of random one liners.
  4. Seeing map edges and empty space around them too is quite not something worth turning your eyes to (image attached).
Staying in the vibe is basically there with few exceptions mentioned above.
25/35
Technical
  • Does the map run well performance-wise? Are there lots of bugs?
  1. Frost Armour doesn't seem to add any life or if it does, it does it once and doesn't take it back.
  2. The quilboars can be fought from behind the gate.
  3. I guess making all mercenaries have only 1 for their stock number would make sense if max food is 4 anyway.
  4. The hero is selected during cinematic mode and becomes invulnerable while there might be enemy units like summoned ones remaining that are being attacked by the hero. Mercenaries don't get invulnerable. One of Buzan's Knights ran out of the zone/room to the fire one because of being attacked. Since the cinematic mode doesn't do much than play transmissions after killing some bosses, some of them might just be turned into non-cinematic mode transmissions.
  5. Salamander Hatchling has its tooltip missing.
  6. There appears to be a circle of power that is owned by the yellow player somewhere in the southeast where three apprentice wizards are. It's still fog of war there (see image) and the hero has not yet reached that place. Also, don't know if intended but after killing the fire boss, two gates opened, the one to the Ghost and one to the left of that.
  7. I've been using Frost Nova for some time now and it's still level 1. OK, after killing the archers and sorceress it got to level 3. After casting it again, it reached level 1.
  8. I've reached level 9 but I've only 4 ability points.
  9. Upon loading the game, some spells change places. Make sure to put the X and Y positioning in the object editor properly.
  10. The Dark Ranger doesn't use any spells on you (same with other units like the Fel Ravager). Also, the circle behind her doesn't teleport you unless you need dark magic to use it like with the gates.
  11. Not a bug but kind of pointless to only allow gate/rock breaking abilities to only work when the hero is on the circle near them.
  12. Dark Stone's description when on ground is inaccurate. Same with Ether.
  13. Don't think it's intended but some mercenaries can get to the Shadow through doodads (see image).
  14. Not sure if intended but Slow seems to make the hero invulnerable for a few seconds. Or it might actually be a coincidence.
While there's room for polishing, there are no game/map breaking bugs.
8/10
Total63/100
View attachment 425626View attachment 425627View attachment 425628

GameplayIs the map an enjoyable experience? Are the spells creative and satisfying? Is there replayability? Does the map have unique and original ideas? Does the map conform to the theme?

  1. The terrain/cliff edges have some depressions that move with the screen or hero and until you get used to them, it looks like there's doors/entrances everywhere. Not much you could do about it though since it's the occlusion thingy.
  2. While you are forced to attack differently than the game originally allows, with turning pauses however, enemies still hit you the usual way, melee even if you've moved from their range if they happened to play their attack animation.
  3. I assume there's no working map, yet?
  4. Problem with the spider boss is that you lose HP faster than you can keep up with killing the little spiders. You can't always get the eggs before they hatch. Tried farming some cores from reappearing enemies by moving around but drops are inconsistent and it takes too long.
  5. Pretty ugh to have one hit kill stuff in boss fights (like the conveyor laser). No idea how to bypass them. Dash doesn't work.
There's definitely some replayability in what attribute choices are concerned. Multiplayer is a plus although I've not had the possibility to properly see it in action. Other than that, the gameplay can get repetitive without newer things to do with the hero, but the idea is to get one new ability after each boss from what I understand, so you kind of master the skills you have until then. It can get frustrating at times in boss fights when you have to not miss too much and not get hit almost at all. Finally, it's definitely one of the rare types of maps, trying to go beyond Warcraft III in all manners possible.
45/55
ImmersionDo the terrain and music create a desirable atmosphere? Are the sound and art assets used well? How is the general execution?

  1. Well, it seems to have almost everything it needs except music. Hearing the TFT Human track isn't really helping.
  2. I guess a proper web model would have been adequate instead of a net being thrown by a spider.
  3. Also, there's seemingly a story that sometimes might unfold but for now the second boss only talked like the cheesy villain type and it was the only one who said anything.
It tries to look different than Warcraft III and it kind of succeeds, although it does it better in gameplay mechanics and UI terms. Ultimately, the visuals do create an eerie science-fiction atmosphere that can't go unnoticed.
30/35
TechnicalDoes the map run well performance-wise? Are there lots of bugs?

  1. Somehow, a zombie got inside past the gate, where the game starting point is.
  2. Sometimes the hero locks a point and doesn't want to change it where the cursor is; clicking doesn't fix it either. You got to move far from that place. Actually clicking on the hero seems to fix it.
  3. A witty zombie climbed a cliff (see image).
  4. Loading the game crashes the game (not sure if because of the UI or lightning FX of the mechanical bug).
While you could finish the map in one go since there's a revive system, not knowing the game requires more time and you might not have it for one full playthrough. Loading is the only but permanent killer.
4/10
Total79/100
View attachment 425629


FinalScore = (30*Reached_Votes/POSSIBLE_VOTES) + (70*Average_Judge_Score/POSSIBLE_SCORE)

WINNER 1st Place @ThompZon
WINNER 2nd Place @WolfFarkas

Congratulations to the winners! :goblin_good_job:



Contest | Poll
 
Last edited:
Level 29
Joined
May 21, 2013
Messages
1,635
congratz!!

gosh finally over,

would gladly wisht to fix that stuff but drowning in work, will try next week.


well if somebody wants to do this again I might consider paricipate, was fun I think.

regarding the music review I would like to point:

music attached to regions: the problem of that method is that is annoying if the user enters and leaves a region all the time, it work in maps with no points of return areas, so you wont bug the music.

music play list, the method I used, they get somehow buggy no matter what. like get 5 mins of hu music before the next track loads.

in 1.26 era the best method was to replace 4 race tracks with your custom tracks and they play randomly idenpendtly of the terrain. that way hu music doesnt pop up for 5 secs.

just to point that, there is no good method for music yet.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,837
music attached to regions: the problem of that method is that is annoying if the user enters and leaves a region all the time, it work in maps with no points of return areas, so you wont bug the music.
This is how one could do it nicer:
  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Music --------
      • Trigger - Run Preparations <gen> (ignoring conditions)
  • Preparations
    • Events
    • Conditions
    • Actions
      • Set VariableSet MusicVolume = 100.00
      • Sound - Set music volume to MusicVolume%
      • Sound - Play World2 <gen>
      • Countdown Timer - Start WorldMusicTimer as a One-shot timer that will expire in 39.00 seconds
      • Set VariableSet WorldMusicON = True
  • Music Regs
    • Events
      • Unit - A unit enters WorldMusicReg <gen>
      • Unit - A unit enters VillageMusicReg <gen>
      • Unit - A unit enters BattleMusicReg <gen>
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to Paladin 0002 <gen>
        • Then - Actions
          • Game - Display to (All players) the text: Paladin Entered
          • Wait 0.10 seconds
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • (BattleMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                      • BattleMusicON Equal to False
                  • And - All (Conditions) are true
                    • Conditions
                      • (VillageMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                      • VillageMusicON Equal to False
                  • And - All (Conditions) are true
                    • Conditions
                      • (WorldMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                      • WorldMusicON Equal to False
            • Then - Actions
              • Trigger - Turn off Music Volume Increase <gen>
              • Trigger - Turn on Music Volume Reduce <gen>
            • Else - Actions
        • Else - Actions
  • Music Volume Reduce
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • -------- Reduce Volume --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MusicVolume Greater than 0.00
        • Then - Actions
          • Game - Display to (All players) the text: (MusicVolume + (String(MusicVolume)))
          • Set VariableSet MusicVolume = (MusicVolume - 1.00)
          • Sound - Set music volume to MusicVolume%
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MusicVolume Equal to 0.00
            • Then - Actions
              • Trigger - Turn off (This trigger)
              • -------- Timers Pause --------
              • Countdown Timer - Pause BattleMusicTimer
              • Countdown Timer - Pause VillageMusicTimer
              • Countdown Timer - Pause WorldMusicTimer
              • Set VariableSet BattleMusicTimerReal = (Elapsed time for BattleMusicTimer)
              • Set VariableSet VillageMusicTimerReal = (Elapsed time for VillageMusicTimer)
              • Set VariableSet WorldMusicTimerReal = (Elapsed time for WorldMusicTimer)
              • -------- Next Music --------
              • -------- Battle --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (BattleMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                  • BattleMusicON Equal to False
                • Then - Actions
                  • Set VariableSet BattleMusicON = True
                  • Set VariableSet VillageMusicON = False
                  • Set VariableSet WorldMusicON = False
                  • -------- Start Battle Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BattleMusicTimerReal Less than 1.00
                    • Then - Actions
                      • Sound - Play Battle2 <gen>
                      • Countdown Timer - Start BattleMusicTimer as a One-shot timer that will expire in 38.00 seconds
                    • Else - Actions
                  • -------- Resume Battle Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BattleMusicTimerReal Greater than 0.00
                    • Then - Actions
                      • Sound - Play Battle2 <gen>
                      • Countdown Timer - Resume BattleMusicTimer
                    • Else - Actions
                • Else - Actions
              • -------- Village --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (VillageMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                  • VillageMusicON Equal to False
                • Then - Actions
                  • Set VariableSet BattleMusicON = False
                  • Set VariableSet VillageMusicON = True
                  • Set VariableSet WorldMusicON = False
                  • -------- Start Village Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • VillageMusicTimerReal Less than 1.00
                    • Then - Actions
                      • Sound - Play Village <gen>
                      • Countdown Timer - Start VillageMusicTimer as a One-shot timer that will expire in 50.00 seconds
                    • Else - Actions
                  • -------- Resume World Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • VillageMusicTimerReal Greater than 0.00
                    • Then - Actions
                      • Sound - Play Village <gen>
                      • Countdown Timer - Resume VillageMusicTimer
                    • Else - Actions
                • Else - Actions
              • -------- World --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (WorldMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                  • WorldMusicON Equal to False
                • Then - Actions
                  • Set VariableSet BattleMusicON = False
                  • Set VariableSet VillageMusicON = False
                  • Set VariableSet WorldMusicON = True
                  • -------- Start World Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • WorldMusicTimerReal Less than 1.00
                    • Then - Actions
                      • Sound - Play World2 <gen>
                      • Countdown Timer - Start WorldMusicTimer as a One-shot timer that will expire in 39.00 seconds
                    • Else - Actions
                  • -------- Resume World Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • WorldMusicTimerReal Greater than 0.00
                    • Then - Actions
                      • Sound - Play World2 <gen>
                      • Countdown Timer - Resume WorldMusicTimer
                    • Else - Actions
                • Else - Actions
              • Trigger - Turn on Music Volume Increase <gen>
            • Else - Actions
        • Else - Actions
  • Music Volume Increase
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • -------- Increase Volume --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MusicVolume Greater than or equal to 0.00
        • Then - Actions
          • Game - Display to (All players) the text: (MusicVolume + (String(MusicVolume)))
          • -------- Volume Increase --------
          • Set VariableSet MusicVolume = (MusicVolume + 1.00)
          • Sound - Set music volume to MusicVolume%
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MusicVolume Equal to 100.00
            • Then - Actions
              • Trigger - Turn off (This trigger)
            • Else - Actions
        • Else - Actions

For some reason, this only works for 1.31.1 but not for 1.35 as the game's original music gets in the way for some reason.
There might be less convoluted ways to do it but when I started I planned to make the music resume from where it stopped, hence the countdown timers and stuff.
 

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This is how one could do it nicer:
  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Music --------
      • Trigger - Run Preparations <gen> (ignoring conditions)
  • Preparations
    • Events
    • Conditions
    • Actions
      • Set VariableSet MusicVolume = 100.00
      • Sound - Set music volume to MusicVolume%
      • Sound - Play World2 <gen>
      • Countdown Timer - Start WorldMusicTimer as a One-shot timer that will expire in 39.00 seconds
      • Set VariableSet WorldMusicON = True
  • Music Regs
    • Events
      • Unit - A unit enters WorldMusicReg <gen>
      • Unit - A unit enters VillageMusicReg <gen>
      • Unit - A unit enters BattleMusicReg <gen>
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to Paladin 0002 <gen>
        • Then - Actions
          • Game - Display to (All players) the text: Paladin Entered
          • Wait 0.10 seconds
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • (BattleMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                      • BattleMusicON Equal to False
                  • And - All (Conditions) are true
                    • Conditions
                      • (VillageMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                      • VillageMusicON Equal to False
                  • And - All (Conditions) are true
                    • Conditions
                      • (WorldMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                      • WorldMusicON Equal to False
            • Then - Actions
              • Trigger - Turn off Music Volume Increase <gen>
              • Trigger - Turn on Music Volume Reduce <gen>
            • Else - Actions
        • Else - Actions
  • Music Volume Reduce
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • -------- Reduce Volume --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MusicVolume Greater than 0.00
        • Then - Actions
          • Game - Display to (All players) the text: (MusicVolume + (String(MusicVolume)))
          • Set VariableSet MusicVolume = (MusicVolume - 1.00)
          • Sound - Set music volume to MusicVolume%
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MusicVolume Equal to 0.00
            • Then - Actions
              • Trigger - Turn off (This trigger)
              • -------- Timers Pause --------
              • Countdown Timer - Pause BattleMusicTimer
              • Countdown Timer - Pause VillageMusicTimer
              • Countdown Timer - Pause WorldMusicTimer
              • Set VariableSet BattleMusicTimerReal = (Elapsed time for BattleMusicTimer)
              • Set VariableSet VillageMusicTimerReal = (Elapsed time for VillageMusicTimer)
              • Set VariableSet WorldMusicTimerReal = (Elapsed time for WorldMusicTimer)
              • -------- Next Music --------
              • -------- Battle --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (BattleMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                  • BattleMusicON Equal to False
                • Then - Actions
                  • Set VariableSet BattleMusicON = True
                  • Set VariableSet VillageMusicON = False
                  • Set VariableSet WorldMusicON = False
                  • -------- Start Battle Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BattleMusicTimerReal Less than 1.00
                    • Then - Actions
                      • Sound - Play Battle2 <gen>
                      • Countdown Timer - Start BattleMusicTimer as a One-shot timer that will expire in 38.00 seconds
                    • Else - Actions
                  • -------- Resume Battle Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BattleMusicTimerReal Greater than 0.00
                    • Then - Actions
                      • Sound - Play Battle2 <gen>
                      • Countdown Timer - Resume BattleMusicTimer
                    • Else - Actions
                • Else - Actions
              • -------- Village --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (VillageMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                  • VillageMusicON Equal to False
                • Then - Actions
                  • Set VariableSet BattleMusicON = False
                  • Set VariableSet VillageMusicON = True
                  • Set VariableSet WorldMusicON = False
                  • -------- Start Village Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • VillageMusicTimerReal Less than 1.00
                    • Then - Actions
                      • Sound - Play Village <gen>
                      • Countdown Timer - Start VillageMusicTimer as a One-shot timer that will expire in 50.00 seconds
                    • Else - Actions
                  • -------- Resume World Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • VillageMusicTimerReal Greater than 0.00
                    • Then - Actions
                      • Sound - Play Village <gen>
                      • Countdown Timer - Resume VillageMusicTimer
                    • Else - Actions
                • Else - Actions
              • -------- World --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (WorldMusicReg <gen> contains Paladin 0002 <gen>) Equal to True
                  • WorldMusicON Equal to False
                • Then - Actions
                  • Set VariableSet BattleMusicON = False
                  • Set VariableSet VillageMusicON = False
                  • Set VariableSet WorldMusicON = True
                  • -------- Start World Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • WorldMusicTimerReal Less than 1.00
                    • Then - Actions
                      • Sound - Play World2 <gen>
                      • Countdown Timer - Start WorldMusicTimer as a One-shot timer that will expire in 39.00 seconds
                    • Else - Actions
                  • -------- Resume World Music --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • WorldMusicTimerReal Greater than 0.00
                    • Then - Actions
                      • Sound - Play World2 <gen>
                      • Countdown Timer - Resume WorldMusicTimer
                    • Else - Actions
                • Else - Actions
              • Trigger - Turn on Music Volume Increase <gen>
            • Else - Actions
        • Else - Actions
  • Music Volume Increase
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • -------- Increase Volume --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MusicVolume Greater than or equal to 0.00
        • Then - Actions
          • Game - Display to (All players) the text: (MusicVolume + (String(MusicVolume)))
          • -------- Volume Increase --------
          • Set VariableSet MusicVolume = (MusicVolume + 1.00)
          • Sound - Set music volume to MusicVolume%
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MusicVolume Equal to 100.00
            • Then - Actions
              • Trigger - Turn off (This trigger)
            • Else - Actions
        • Else - Actions

For some reason, this only works for 1.31.1 but not for 1.35 as the game's original music gets in the way for some reason.
There might be less convoluted ways to do it but when I started I planned to make the music resume from where it stopped, hence the countdown timers and stuff.
Me: rip
 
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