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Scardy Cat Escape v1.002

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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1.000 - 1.001
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Lowered Scardy Cat Health 3000 --> 2250
Increased Heart Blow Chance From 2% --> 4%
Added Win Trigger For Hunters
Changed Scardy Cat Call Cooldown From 15 --> 5
Lowered Bite From 50% --> 30%

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1.001 - 1.002
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Removed All Leakes
Changes Random Terrain To Just Leaves Under Trees
Finished All Win Triggers (But Death Match Only Has Lose)
Added -Death Match (There Is No Teams Just Last One Standing Also Spawns A Weaker Cat)



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How To Play
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Hunters:

You are one of the 6 hunters 2 Hunters 2 Trackers 2 Defenders your goal is to kill the Scardy Cat at any cost to win.

Scardy Cat:
You are a single scardy cat and have to kill the hunters.

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To Come
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A Point System For Death Match
A Survival Mode (Every 30 Kills Makes You Stronger Game Will Last 30 Minets And You Will Get A Hero)
Death Match Inporoving/Fixing If Needed

Keywords:
Scardy, Cat, Scardy Cat
Contents

Scardy Cat Escape v1.002 (Map)

Reviews
17:33, 26th Jun 2009, by Linaze Boring gameplay, random terrain generator generates bad terrain, little content, rather imbalanced, short lasting value, only modified blizzard spells, Rejected

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17:33, 26th Jun 2009, by Linaze
Boring gameplay, random terrain generator generates bad terrain, little content, rather imbalanced, short lasting value, only modified blizzard spells, Rejected
 
Level 24
Joined
Feb 28, 2007
Messages
3,480
Scardy Cat Escape is a 6vs1 game where you can play as either a hunter, or their prey, the Scardy Cat.

This map features a random terrain generator, however, all it does is create a number of identical (same scale and variation) trees on random places on the map and, some lumps of different terrain tiles that doesn't look good at all and some height variation.

The gameplay is too simple and boring at the moment, and there is nothing more to it than killing the hunters/cat. There are no custom abilities, no creeps, no leveling, no game modes or anything else. My suggestion is to add much more content to make the map less repetitive and boring.

About the triggering of the map, first of all, this leaks:
  • Destructible - Create a Barrens Canopy Tree at (Random point in Random <gen>) facing (Random angle) with scale 1.00 and variation 0
What you need is a point variable called something like tempPoint. The trigger without leaks would look like this:
  • Set tempPoint = (Random point in (Playable map area))
  • Destructible - Create a Barrens Canopy Tree at tempPoint facing (Random angle) with scale 1.00 and variation 0
  • Custom script: call RemoveLocation (udg_tempPoint)
As you may have noticed, I am not using your region Random since it serves no purpose as Playable map area covers the same are as your region, so it can be removed. Also, you don't want a trigger with 75 lines (or so) when you can do it with a simple loop, like this:
  • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
      • Set tempPoint = (Random point in (Playable map area))
      • Environment - Create a 0.50 second Permanent crater deformation at tempPoint with radius 400.00 and depth 124.00
      • Custom script: call RemoveLocation (udg_tempPoint)
This would create 10 trees at different locations on the map without any leaks, and without then need for a region. All I've said now also goes for your "Random Ground" and "Random Terrain" triggers, as they leak to.
The map also lacks win/defeat triggers.

The lasting value of the map isn't good either as it isn't fun to play, and when I tested, the majority of the players, including the cat, had left already shorty after the game's start.

In it's current state, this map is not anywhere near approval because of the things I mentioned in this review (lack of content, incredibly leaky, boring, repetitive. bad terrain etc.) but if you work on these things, you will at least be one step closer.

1/5 (Unacceptable) and voted for disapproval.
 
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