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Parasite 2 v1.14B

Submitted by ShoGunite
This bundle is marked as approved. It works and satisfies the submission rules.
One player is alien, one is AI, and the rest are humans. Humans and AI must work together to defeat the alien. Alien can disguise itself as a human, and infest other humans, so be careful who you trust.

Visit the forum website at http:\\infestationforums.co.nr for free discussion, banlists and to download the latest official version.

Special thanks to Dr Super Good for optimizing some triggers.

Keywords:
parasite, alien, parasite 2, infection, infestation, infest, killer, mystery, detective, psychology
Contents

Parasite 2 v1.14B (Map)

Reviews
Moderator
Dr Super Good: A great map with tons of work in it. Good for Role Play when played on battlenet. Also has decent useage of custom modles and textures. However like most maps, ballence is quite a problem but the maker is doing his best to...
  1. Dr Super Good:
    A great map with tons of work in it. Good for Role Play when played on battlenet. Also has decent useage of custom modles and textures.

    However like most maps, ballence is quite a problem but the maker is doing his best to assure that ballence reasonable. Also the map is known to lag a lot do to unefficent triggers so it is advisable to not play it with a slow PC.
     
  2. ShoGunite

    ShoGunite

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    New version 1.13A is up, enjoy!
     
    Last edited: Jun 7, 2008
  3. Deantwo

    Deantwo

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    so... what's new in 1.09? ^^; i see not Changes Log ^^;

    Edit: ooh... i am blind... ^^;
     
  4. Nudl9

    Nudl9

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    I dont like the new chat system, when whispering ppl if shows an empty line.
    When ppl are lagging u cant talk, cus the text is triggered :(
     
  5. Charskir

    Charskir

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    This map and creator of it supports Teamwork games 10/10
     
  6. ShoGunite

    ShoGunite

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    hehe, I have such adoring fans, yet they can't deny they love to play the games that I make. Poor poor undeadfruitcake

    Here are a list of updates since 1.13a . . .

    - Deleaked a few things (courtesy of DrSuperGood).
    - Fixed Conflagration Suit's game crash bug.
    - Fixed a glitch with equiping suits that lets you wear them without being in your inventory.
    - Revised the weapon/armor damage percentages
    - Made all human units have the same amount of hitpoints.
    - Increased the armor defense of heavy armored suits from 6 to 10.
    - Increased human Damage/second from 32 to 40 for most combat suits.
    - Slightly lowered the damage for the glaciation, and ionic suits.
    - Slightly increased the damage for the ripper suit.
    - Increased the attack range of the stealth suit from 1200 to 2000.
    - Decreased the mana cost for the hydrolis suit's slime water ability.
    - Decreased the attack speed reduction for the hydrolis suit's slime water ability from 50% to 40%.
    - Increased the percentage chance of the ionic suit's stun ability.
    - Increased the armor gain of the heavy suit's fortify ability from 6 to 10, but decreased its duration from 15 to 12.
    - Increased the potency of the abilities for the anti-matter, and standard suits.
    - Removed the fire disperser item.
    - Allowed the recycler item to in addition of removing corpses, and vomit, to also remove fires, debris, and radiactive waste.
    - Increased the number of charges for the bomb defuser item from 2 to 4.
    - Increased the number of charges for the tracking beacon item from 1 to 2.
    - Increased the hitpoints of barricades to 150, and made them spell resistant.
    - Made the intoxication monitor instantly used when acquired.
    - Made barricades turn the color black when constructed.
    - Reworked alien stats to balance them out more.
    - Made some alien forms weaker, yet less costly.
    - Increased the amount of times a human needs to hit the ESC button to escape from the atronach's mind possession.
    - Gave the beetle cerebrate a new model.
    - Fixed a bug that prevented alien's from exterminating human players with bombs.
    - Implemented the Shape Shifter Alien.
    - Drastically revised many features of the A.I.
    - Gave the RSM more hitpoints and armor, but made it unable to repair after death.
    - Fixed a bug with the cyborg that made it unable to cloak.
    - Fixed a bug that prevented containment barricades from being repaired.
    - Reduced the cost for the alien to spawn minions from the incubator.
     
  7. ShoGunite

    ShoGunite

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    Updated map; changes to v1.13c are:

    - Fixed a glitch that made conflagration suit have 6 armor when using plasma overcharge.
    - Fixed a glitch that made the hunter one-hit-kill using leech.
    - Fixed a glitch that made the shape shifter's items disappear when it immitates.
    - Fixed a glitch that made it impossible for shape shifter spawns to use duplicate.
    - Slightly weakened the shape shifter spawn's growth ability.
    - Added a debug command for the shape shifter alien incase it cannot return to normal form.
    - Made the shape shifter alien slightly more difficult to obtain
    - Fixed a bug that made the AI die permanently when killed.
    - Lowered the damage of the demolition suit from 100 to 80.
    - Fixed an issue that would trap some parasites when they are spawned.
    - Buffed the base, mental, physical, brute, beetle, behemoth, and elementalist aliens.
    - Slightly increased the time it takes for the A.I. to receive an upgrade point.
    - Added a move speed upgrade item for the A.I.
    - Nerfed the guardian's disruptor ability.
     
  8. Dark.Revenant

    Dark.Revenant

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    Do you happen to know why macs are scorescreen'd at the map initialization? It's really annoying to say "Hmm, let's settle down with a nice game of parasite... Oh, wait, I can't because I instantly drop out of it. I guess I'm being left behind..."
     
  9. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    Dark.Revenant, that must be because of a trigger problem which causes them to disconect as the map starts and thus it goes to score screen. To figure out the exact cause would take ages unfortunatly due to the current state the triggers are in however you could help by explaining a few things which could reduce the ammount of triggering needing to be recreated.
    1. Did previous versions also do this?
    2. Did this happen before I optimized some of the triggers?
    3. Listing known natives/BJs that have mac related problems.

    Because if it is since I optimized the alien/spawn ping system, it is probably caused by the natives I used for map pining or something simlar. That optimization alone has reduced the handle leaks by multiple hundred a minute and overall running time processor requirements which should be segnificantly noticable late game. Also it should have reduced map size slightly.

    Also a lot of effect leaks were cleaned reducing the reduction in frame rate caused by lack of video card power which should also help make the game more playable. As a side affect some affects might not show as they have no death animation but the advantages of this well outweighs the affects being missing (which should be only very rarely as most used a death animation).

    Rangkoff, I appologise if I did make the change and if it has affected ballence for good players (not noobs) in a bad way but honestly, I dought it has.

    I will probably like to preform another wave of optimizations later to the bomb scripts to improve effect preformance and reduce lag when used and hopefully try and distance the map away from WEU which it currently uses as a editor environment for the triggers and back to normal WE. Again however I will try my best to do all these changes with as little effect as possiable to actual gameplay.
     
  10. antforest

    antforest

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    Such an awesome map! I personally love it, excellent trigger work and lots of attention to detail.

    5* :grin:
     
  11. N1ghtmare

    N1ghtmare

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    Excellent work. Masterpiece
     
  12. ShoGunite

    ShoGunite

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    Updated . . .

    Changes in version 1.13D:

    - Unrigged emulator alien.
    - Fixed a glitch that allowed shape shifter spawns to immitate into cerebrate form.
    - Nerfed mental alien.
    - Made the sonic suit's sonic boom ability spell blockable.
    -Fixed a glitch with sonic suit's sonic boom ability that allowed you to start its effect without finishing it.
    - Reduced cool down for the adv. repairing unit item from 30 to 20.
    - Fixed a glitch that made the AI die permanently when killed twice.
    - Fixed a glitch that kept the A.I.'s tank default range when it switched to siege mode.
    - Allows the A.I. player to stay in game even when all spare bodies are down if the RSM is still alive.
    - Updated some details in the README.

    To Dr Super Good: if you would like to optimize the map more, I can give you it whenever I have finished updating it, your help is always appreciated. I think one thing that might be contributing to the in-game lag is the amount of custom created units, spells, etc used in it. 95% of the game's object material is custom, and it is quite a bit. I have been making it a habit in all of my other games I work on every now and then to limit the amount of custom units, spells, etc by simply editing the already existing standard stuff . . . it also really helps to reduce the load time. I heard about the widgitizer that removes all units, and stuff not used in the game, but I would prefer to do this way. I am also not the greatest trigger artist, what I know now is all from trial and error and the reference of other maps and skilled triggerers; I never took the time to go over any kind of tutorials and what not, but I am learning what I can. I think the best thing for parasite 2 is to recreate as much object data as possible through standard units, remove all non-used custom data, and redo the triggers from scratch . . . however, that is an immense task I am not willing to take, but anyone who wants to is more then welcome.
     
  13. Dr Super Good

    Dr Super Good

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    That should have nothing to do with ingame lag. The fact is once loaded while map is loading they never have or seldomly have any opperations preformed on the data during actual gameplay. Thus the only way for this to make ingame lag is to have more objects than a computer has RAM and thus once the limate of RAM is exceeded the speed is slowed down drastically as it uses Vram (or it crashes which is more likly). That however is not really possiable with over 600 Mb free RAM so the only real preformance issue lots of objjects cause is map loading speed.

    The actual reason for lag can be divided into 3 catorgries.
    1. Triggers - Badly made triggers that waste more proecessing power than needed, leaky triggers or too many triggers can cause this kind of lag.

    2. Objects ingame - Too many units interacting with each other ingame can cause this lag (high attack rates or 100s of units are well known for this) or unit abilities with bad values can also cause this lag (like phonix fire shooting 100 shots a second from multiple units). Also lots of objects is known to increase trigger lag as some events trigger more regually and also involve more units.

    3. Graphics - This is when too many special effects occure on screen at once (leaked ones esspecially cause this). The players graphic accelerator system can not handel the number of objects so spends multiple frames per image. The end result is that fram rate become unplayable when hovering over some map areas. Also can happen if too many models are loaded ingame by objects that the graphic RAM is exceeded.

    I tend to say most of the lag in parasite is from problems 1 and 3. However when there are a lot of fires (ship is badly damage) I also say a bit of 2 is the problem.

    I also just rembered I think I deleaked the radiation tile damage trigger which was leaking multiple 100 locations a minute before handing it back to you.
     
  14. Dark.Revenant

    Dark.Revenant

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    I'm almost certain that the problem is with the custom natives. Perhaps you should rig up a test map that doesn't include them and see if I can run it?
     
  15. ShoGunite

    ShoGunite

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    The radiation, since you modified it, doesn't do what it is suppose to anymore. Also, ever since the map was supposively deleaked in a few areas, it now lags up even more.
     
  16. Dr Super Good

    Dr Super Good

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    In what way? Currently every second it should damage evey unit on that kind of tile for 20 damage. What kind of problem is there with it?

    It might lag some more for some of the roughly deleaked triggers like the bombs and and things because it uses some recources to remove the leaks which overall should help keep the background lag less. However in the case of more general lag, there is no rational explination as systems like the ping system should use a fraction the the recources previously and do not leak so how could they add more lag?.

    I will look into it and check if I did not make an error in a timer somewhere causing it to fire rapidly.
     
  17. chenlimin

    chenlimin

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    Had problem playing this on b.net as some ppl take ages to download it and way too many leaver and noob, if anyone want to play this awesome map with me pm me.Really awesome map but the size and all is making it harder to play. 5/5
     
  18. ethanpet113

    ethanpet113

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    That statment doesn't make sense, did you mean:

    a)When the game begins there is a chance the parasite may not be able to infest.

    b)The infestation ability is now passive and is only trigger occasionaly.

    c)The parasite has to be evolved a certain % before they can infest.

    Ah I see i finally found it in the readme. It should be more obvious since it is handled with a buff and then death in other versions and similar games.
     
    Last edited: Jul 21, 2008
  19. ShoGunite

    ShoGunite

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    Parasite 2 1.14A is up, here is a list of all the changes . . .

    - Reduced the hitpoints of the space station from 75,000 to 50,000.
    - Reduced the damage bombs, and the nuke do to the space station when detonated.
    - Reduced the armor defense of the space station and explorer vessels.
    - Increased the healing rate of the space station's repair ability from 100 to 200.
    - Increased the amount of fire that spawns when the space station takes damage.
    - Fixed an improper data description for the tooltip of the sigma alien's hunger ability.
    - Increased the move speed of the brute, behemoth, and beetle aliens.
    - Increased the percentage chance of the brute's brute smash ability from 10% to 25%.
    - Decreased the stun duration for the elementalist spawn's frost bolt ability from 5 to 3.5 seconds.
    - Decreased the cool down and mana cost of the behemoth's tongue grab ability.
    - Increased the attack damage reduction and duration of the behemoth's hell scream ability.
    - Gave all alien cerebrates in the physical tech tree the 'infect' ability.
    - Reduced the duration and cool down of the second sight ability, and made it cost mana.
    - Decreased the range of the stealth suit from 2000 to 1600.
    - Increased the attack damage of the acidulous suit.
    - Increased the percentage chance for targets of the steam suit's blinding vapor ability to miss attacks from 33% to 40%.
    - Added the maverick suit.
    - Added the disruption suit.
    - Allowed the nuke suit to be taken from the chemical weapon vendor.
    - Fixed a glitch that disabled the Infested AI's inventory.
    - Fixed a glitch that made the Infested AI permanently invisible when it casts immolated force field.
    - Fixed a glitch that allowed the AI to carry human items after being revived.
    - Fixed a glitch that allowed shape shifter spawns to become shape shifter cerebrates.
    - Fixed a glitch that made explorer vessels appear in the north west corner of the map.
    - Made several changes to armor/weapon type damage percentages.
    - Made reinforced armor take 50% less damage from spells.
    - Gave the odesa strain vial an additional usage to defend against the atronach alien's mind possess.
    - Increased the charge amount of lunar red from 2 to 3, and the charge amount of vitamin x from 8 to 10.
    - Increased the armor given by space dust from 2 to 3, and increased the move speed bonus given by vitamin x from 3% to 4%.
    - Reduced the item charge for sake from 20 to 12, and increased the item charge for liquor from 12 to 20.
    - Decreased the duration of sake from 1.50 to 0.25.
    - Nerfed the power of some AI abilities when leveled up with enhancers.
    - Increased the base move speed for the AI units.