1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. The Lich King demands your service! We've reached the 19th edition of the Icon Contest. Come along and make some chilling servants for the one true king.
    Dismiss Notice
  5. The 4th SFX Contest has started. Be sure to participate and have a fun factor in it.
    Dismiss Notice
  6. The poll for the 21st Terraining Contest is LIVE. Be sure to check out the entries and vote for one.
    Dismiss Notice
  7. The results are out! Check them out.
    Dismiss Notice
  8. Don’t forget to sign up for the Hive Cup. There’s a 555 EUR prize pool. Sign up now!
    Dismiss Notice
  9. The Hive Workshop Cup contest results have been announced! See the maps that'll be featured in the Hive Workshop Cup tournament!
    Dismiss Notice
  10. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Tunnels V1.6.1

Submitted by Vladd
This bundle is marked as approved. It works and satisfies the submission rules.
Tunnels

Tunnels is a Real Time Strategy game that takes place in an underground cave system. You must utilise the abilities of one of four races: the technological Dwarves, the blunt Elemental's, the tricky Subterranean's, or the infectious Tar to mine out ore and metal throughout the map to construct a stable economy. Fight bosses, battle through caves, and advance through the tunnel systems to bring an end to your enemy!


Brief Overview

Races: Tunnels features four races to choose from, each equipped with unique ways of utilising the ore you find in the caves, whether that's using it to get resources to make units, defences, or in the case of the Elementals, eating it to get stronger!

Difficulty: Easy / Elementals harbour the most powerful units in the game. Using the world around them, they can manipulate and change their units to adapt to different situations. Unlike other races, Elemental's use their offence as their defence, and do not utilise buildings and structures as much as other races.

Difficulty: Medium / Dwarves are a powerful, flexible race, capable of changing the way they play to suit the situation. Dwarves utilise advanced upgrades which allows them to compete with high tier enemies of any level of power. Dwarves, unlike other races use advanced technologies to pierce enemy defences, including Dynamite, Dwarven Tanks, and Drills.

Difficulty: Hard / Subterranean's are much smaller than the other creatures that call the tunnels home. Subterranean's use numbers to overwhelm their enemy, and most importantly construct massive economies at high rates, allowing them to utilise large amounts of walls and defences to construct offensive or defensive forts throughout the map. Subterranean's pose a massive threat when utilising Tunnel Junctions to transport their units instantly across the map.

Difficulty: Very Hard / The Tar are a corruption that spreads through terrain as the game progresses. They use the natural regeneration granted to their units from Tar and powerful Tar Threshers for defence, and utilise evolving creatures to overwhelm their foes. The Tar inflict a global presence through the Tar Heart, which possesses a variety of abilities to assist in the heat of battle.


Caves:
Caves are hosts to many dangerous critters such as Goblins, Spiders, Giant Scorpions, Ice Golems, and Dragons. Caves often contain loot, a secondary resource needed to make advanced units and structures throughout the game.

Bosses: Bosses such as the Lich, the King Black Dragon, and the Demon Lord are challenging, powerful enemies that exist within the map. They offer a large amount of resources, including Metal, Loot, and various special Boss rewards.


Patch Notes v1.6
Hi all! Sorry for the delay on this one, I've been doing a lot of work recently and haven't had much time. I went through ALL the maps triggers and managed to remove most leaks, I know there are some that are still around, and I will be fixing them, but for now this prevents the map from having that horrible lag it would get after being open for long enough (I'm really sorry you had to endure that) Enjoy :)

Fixed a huge amount of leaks in the map.

Removed Chieftain Banner's overall (gameplay decision)

Reaper Parasite "infect" tooltip has been reworded to specify only the Dry Ice Golems that are owned by an Elemental race may be infected (not the ones owned by Neutral Hostile)

Added Auto Selling for Dwarves

Temporarily removed Lava Death (despite fixing the leaks, would like to use a better solution for this later on)

Digger Carts are no longer workers.

Music themes should no longer overlap.

Fixed Creeping Crystal dropping 2 Crystal instead of 1.

Fixed Creeping Crystal icons for Golems and for the Tar Tumors.

Obsidian Durrtis now provide 50 loot.

Demolish now instantly destroys the structure.

Buffed the Dwarves in lots of little ways:
More population from huts
Dwarven Drills can hold Miners
Dwarven Mines degrade slower

Infecting a unit with a Reaper Parasite now also doubles that unit's attack and movement speed until death.

Dwarven Tanks can now fit through 1 wide tunnels, and "Steel Hull" now increases health by 300.

Tar Molts can no longer evolve off of buildings.

Tar Tumors that reach Creeping Crystal age will now instantly assimilate.

Tar Threshers no longer have stages, and now will always spawn as an adolescent.

Eating Zain now causes your units to be affected in weird ways.

Tar Serpent Model has been changed back.

Dwarven Tank's have a different projectile art and also have increased range.

Tar Serpents no longer have Split Shot, and instead now have a flat 90 Chaos Damage.

Tar Tendrils are now automatically selected when summoned.

Tar Thresher damage increased to 65 and health increased to 1500 (as they no longer evolve)

Subterranean Wall's now hold 3 units.




Credits
ICONS:
Black Orb - OgeRfaCes
Purple Orb - OgeRfaCes
Blue Stone - -Berz-
Campfire - FhelZone
Conjuring Webs - Marcos DAB
Demon Dragon - Kimbo
DevourS - San
Dwarven Warrior - General Frank
Horseshoe Crab - olofmoleman
Howl of Terror - The_Silent
Human Master - Sin'dorei300
Hunter - Mr.Goblin
Megapod - tee.dubs
Gold Metal - Dristitia
Poison Blast - Hemske
Power Crystal - Sin'dorei300
Red Crystal - Marcos DAB
Torch - FhelZone
Gnoll Stalker - Mephestrial
Guitar - LiOneSS

MODELS:
Dwarven Warrior - General Frank
Horseshoe Crab - olofmoleman
Megapod - tee.dubs
Explosion - WILL THE ALMIGHTY
Blind Beast - tee.dubs
Blue Crystals - Uncle Fester
Green Slime - Hayate
Brass Borer - Grendel
Cannon - paulH
Chaos Golem - MasterHaosis
Dark Iron Clansman - paulH
Rune Clock Effect - Kino
Crate - Deolrin
Crystal Golem - Mc !
Demon Tower - HappyTauren
Dwarf Bard - assasin_lord
Dwarf Phalanx - Tranquil
Dwarven Mining Cart - Fuzzyfury
Earth Elemental - alfredx_sot
Fill-Me-Up Treasure Chest - Chriz
Fire Pit - Buster
Giant Sand Worm - Sephiroth_VII
Gnoll Mystweaver - Mephestrial
Great Elder Hydra Acid Spew - kellym0
Hero Viking - Alastor
Hybrid Zerg - Blizzard Entertainment
Juggernaut - HappyTauren
CrazyTank - Kitabatake
Ratorg Rider - Callahan
BreathOfFireMissile - JetFangInferno
The Lich King - Kwaliti
Mal'Gus - Misha
MiningUnit (GoldMine) - Ket
MoriaGoblin - Sellenisko
Naval Battery - HerrDave
Ogre Warlord - takakenji
OrcwortFruit - SuPa-
Pie Item - The_Silent
Giant Rat Creeps - Direfury
Spider - alfredx_sotn
Dwarven Thane - Norinrad
Web - Lender
Lelling
UnholyDobry
PrinceYaser
Wildfire
kola
exfyre

SOUND
Jagex - OSRS Music
Game of Thrones - Oathkeeper Soundtrack
Monaco - Main Menu Theme
Terraria - Eater of Worlds Theme
ARK: Survival Evolved - Sound Effects
Dota 2 - Picking Theme

A huge thanks to Amenhotep for helping with triggers, ideas, design and testing!

If I have missed any credits please let me know.



Please leave feedback to inform me of any bugs, issues, or performace in the map. Your general input is also appreciated!






Contents

Tunnels V1.6.1 (Map)

Reviews
Paillan
After some test, here are some ideas and advice on making the map better: - Hide the minimap in order to increase exploration aspect (if you want to) - The map is very slow paced at the beginning, and the lack of autofarm helps against this, but...
Alxen345
ReviewTunnels [IMG] Key ConceptStrategy/Risk - The concept for this map is really cool, I like the systems implemented currently but they need to be fixed. The resources are not well corresponding. "Requires gold" but I've got metals on my gold tab...
deepstrasz
I'm just gonna approve this since it has interesting systems although it could use enhancements but since the author isn't quite active... It's playable. Approved. (previous comments: Tunnels V1.4)
  1. tulee

    tulee

    Joined:
    Jul 26, 2008
    Messages:
    826
    Resources:
    7
    Maps:
    7
    Resources:
    7
    Wow, that trailer music makes me want to play it so much hahaha!
     
  2. Wark

    Wark

    Joined:
    Oct 12, 2016
    Messages:
    738
    Resources:
    2
    Maps:
    2
    Resources:
    2
    May I suggest adding some "[ hidden]" and "[ /hidden]" tags in your description for organization?
    That way we can see things like the change log, overview, and credits list at a glance, maximizing them when we want to see them.
     
  3. Clanzion

    Clanzion

    Joined:
    Jul 4, 2016
    Messages:
    396
    Resources:
    0
    Resources:
    0
    This map seems so familiar. I remember there being slime instead of tar, however.
     
  4. Vladd

    Vladd

    Joined:
    Jul 2, 2016
    Messages:
    18
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Thanks for the help! I didn't know you could do that, this certainly cleans things up :)

    Is this a map you've played in the past? I'm unsure of the map you're referring to, but if you find it let me know, I would love to check it out.
     
    Last edited: Apr 14, 2018
  5. Clanzion

    Clanzion

    Joined:
    Jul 4, 2016
    Messages:
    396
    Resources:
    0
    Resources:
    0
    Yes; it turns out the map is on the hive. Here is the link for you. Cave Dwellers
     
  6. Vladd

    Vladd

    Joined:
    Jul 2, 2016
    Messages:
    18
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Just gave it a play. Certainly some similarities in regards to atmosphere, essentially the concept of digging through destructible stones is shared. I didn't seem to see any complex base construction, large unit rosters or caves with bosses involved however. It has this charming arcade feel to it, thanks for the share! It's quite a fun mini-game to play with some of the people I test with!
     
  7. Vladd

    Vladd

    Joined:
    Jul 2, 2016
    Messages:
    18
    Resources:
    1
    Maps:
    1
    Resources:
    1
    I've seen the Subterranean tool-tips aren't showing some of the correct details in regards to numbers, also some general descriptions aren't very useful.

    It isn't major, but I'll try patch this soon.
     
  8. Paillan

    Paillan

    Map Reviewer

    Joined:
    Jan 22, 2011
    Messages:
    3,026
    Resources:
    2
    Models:
    2
    Resources:
    2
    After some test, here are some ideas and advice on making the map better:
    - Hide the minimap in order to increase exploration aspect (if you want to)
    - The map is very slow paced at the beginning, and the lack of autofarm helps against this, but also makes the map heavy micro.
    - It's possible to break the red mineral (Moltite or what ever) using the dynamite, how ever, it's not possible to reach it (since obsidian is indestructible)
    - Some unit costs seem to be too high, there's a distinct lack of ranged units. This is specially true for heroes, which cannot be revived.
    - creeps are quite strong. Specially spiders which have such high evasion that they simply become annoying (I lost two tanks to a bunch of spiders)
    - It might be a good idea to make the map random generated, to increae exploration aspect (if you think you can pull it off).
    - More players might be nice, to increase action, although it would require a larger map.
    Overall, very good map, most of my post is just suggestion, aside from creep balacing, resource gathering and unit costs, which I believe should be looked into.
    Set to Awaiting update
    ======================================================================

    Always check/recheck the Map Submission Rules! (Map Submission Rules)

    These will help make a better description:


    Screenshots could attract more players to download your work. Make the best of them.

    A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

    A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

    If you want more reviews, come here:
    The Grand Review Exchange!
     
  9. Vladd

    Vladd

    Joined:
    Jul 2, 2016
    Messages:
    18
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Thanks a lot for the review! There are some great suggestions here that I do plan to address when I have some spare time, however there are also some I won't be changing.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------

    Firstly, things I will be changing is definitely the creep balance. I think the Goblins aren't too difficult if you use units like Pikemen or Towers to attack them through walls, but Spiders can certainly overwhelm larger units that prioritize attacking single targets, like Tanks or Chieftains. I will probably redesign the unit or reduce their evasion.

    The Goblin Shaman can prove to be quite challenging, especially if you're trying to get to him early in the game, I plan to reduce his health quite a bit and also the number of Goblins he already has.

    For the Deeper Cave with the Scorpions and Dry Ice Golems, I've tested that a few times and I think the balance is fairly reasonable there, except maybe the number of Scorplings in the first section might be excessive.

    Unit cost being too high is subjective to race, however since you mention you played Dwarves some definite changes could be made there. Basic units such as Pikemen and Axemen will likely remain the same, but higher level units such as Heroes and machines including Tanks and Drills could certainly use a reduction in cost.

    Screenshots will definitely be added! I thought a trailer was good, but not everyone is willing to look at something for that long. I will certainly incorporate pictures as well.

    Sorry about the credits, I had a friend of mine recommend I put the credits in the Quest Log, but I decided to put it on the map page here. I will put them in the Quest Log also.


    -----------------------------------------------------------------------------------------------------------------------------------------------------------------

    Here are the things I probably won't change.

    Unfortunately, hiding the minimap was something I tried along with making the map fog completely black when I first started the map, but for some reason in certain situations the Dwarves couldn't see particular rocks beyond the fog, regardless if they had vision or not, it made mining into some areas of the map very difficult, I don't know if there's a fix for this, I couldn't seem to find one myself, so I ended up not using it.

    Moltanite can be reached if you defeat the Lich and break the Fractured Obsidian in his arena ;)

    The first design choice when the map was in its early development was to incorporate random generation, but I ended up scrapping the idea because I wanted to include Cave Systems and Bosses which just couldn't be properly achieved with random generation. Inclusively, when it comes to a 1v1 scenario, random generation can also provide balance issues as certain caves that provide large amounts of resources and ores could spawn closer to one player than the other.

    In regards to more players, I tried for the longest time getting 4 players to work on a larger map. The only issue was that my version of the editor didn't allow me to place more than a certain number of destructibles, which could be easily combated with triggers to spawn them in as the game started, but when the map started taking a hand-crafted form instead of random generation, they had to be placed within the editor to form caves and boss arenas.

    I'll see what I can come up with when it comes to resource gathering. However there are already automated ways of gathering metal for each race, such as Assimilation Crystals for the Elementals, Automated Mines for the Dwarves, Manual Mines for the Subterraneans and Tumors for the Tar. With the unit costs reduced, I don't think resource gathering will be too much of a problem anymore.

    In saying that, I might pull many of the metals further in towards the player's starting location at the beginning of the game. This will hopefully make the mining more engaging in the early stages of the game, allowing you to start building and training units earlier on.

     
  10. Paillan

    Paillan

    Map Reviewer

    Joined:
    Jan 22, 2011
    Messages:
    3,026
    Resources:
    2
    Models:
    2
    Resources:
    2
    As for unit limit, you might want to use a custom editor like sharpcraft bundle, which removes map object limitations.
    Also in 1.29 map editor limits have been increased.
    I see... I didn't got to defeat the lich. I sill think moltite should be impervious to dynamite before you defeat him however.
    View range is tricky yes. I guess it's okay then.
    Resource gathering improvements would definetily help with reducing map micro.
    I know there are mines, I kinda forgot to use them :p

    Credits would definitely apreciated in here. As for screenshots, that's not really necesary, the video is great (I just pasted a "review template" I use in my reviews. You will see it in other maps as well).

    I still think there's probably a balanced way to implement random generation, though I understand why you don't want to implement it. That's okay.

    Looking forward to a newer version fo this!
     
  11. Vladd

    Vladd

    Joined:
    Jul 2, 2016
    Messages:
    18
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Hey everyone, sorry for the delay, been rather busy recently :eek: It's a small patch but I finally got around to changing some stuff in regards to game pace and balance as suggested. This patch mostly focuses on making the early game more engaging and less time consuming and repetitive.
     
  12. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    11,159
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Very similar to: Cave Dwellers

    1. Why 3 players when one is actually a spectator?
    2. Use the other trigger for music because it plays as sound now.
    3. Resources should be generated randomly. What about random generated starting points?
    4. You could/should change the gold icon to the iron one (you see the gold one when buying things).
    5. For two players, the map is really huge and slow paced.

    The general idea is nice but it lacks polish.

    I want a singleplayer version for further testing if you want please.
     
  13. Alxen345

    Alxen345

    Joined:
    Aug 6, 2015
    Messages:
    1,045
    Resources:
    3
    Maps:
    2
    Template:
    1
    Resources:
    3
    Review
    Tunnels
    [​IMG]
    Key Concept
    Strategy/Risk - The concept for this map is really cool, I like the systems implemented currently but they need to be fixed. The resources are not well corresponding. "Requires gold" but I've got metals on my gold tab in W3. Also, Iron can be found, still not corresponding with the amount of other resources or gold as well.
    [​IMG]
    Gameplay
    The map is really big and takes a lot of time to dig, regardless of the digger type you chose at the start. With the dwarven diggers, sometimes, you cannot dig furthermore, the stones are covered in the fog of war and you cannot dig anymore. I managed to dig to exit with the Elemental diggers and a bunch of forest trolls instantly killed my workers without notice. Would be great if you can add a warning message whenever the diggers approach to such areas. Use a custom region + a simple trigger to do that.
    [​IMG]
    Terrain & Aesthetics
    For this type of map, it's a fine terrain. Don't have any suggestions currently regarding the terrain. :)
    [​IMG]
    Wizardry
    The basic diggers should have some useful abilities, like a "Dynamite" "Tunnel Shut" or something to kill the enemy units.
    [​IMG]
    Final Suggestions
    I mentioned above what is not fine in my point of view, I await the next update. For now, I vote for Needs Fix.
     
  14. Vladd

    Vladd

    Joined:
    Jul 2, 2016
    Messages:
    18
    Resources:
    1
    Maps:
    1
    Resources:
    1

    Thanks a lot for your input! I'll address what I can.

    1. I believe the 3 players being said even though one is actually a spectator was just applied automatically when the map was posted, since there are technically three players. I'm not sure how to change this, there doesn't seem to be any user-friendly way to alter this under the 'edit' section.

    2. I will do that, thanks ;)

    3. Randomly generated starting points and resources don't work in this map because it is a 1v1 Real Time Strategy game, meaning there needs to be some level of balance. The issue with random spawning is this could enable players to spawn very close to caves that provide loot and valuable metals. The same applies to resources, which could generate closer to one player than the other, meaning one player gets more resources than the other. I did consider this idea, but I decided to avoid it for the sake of balance and fairness.

    4. I missed that! Thanks for pointing that out, I'll be doing an interface overhaul very soon.

    5. The map is relatively large, but in a recent patch the health of stone was decreased by 25%. This generally lowers the game time from 30-45 minutes in my experience.


    I will add singleplayer functionality, I think it will be useful and allow for more testing to take place.

    Thanks a bunch for your review!



    Thanks for the review! A few things I plan to address that I did mention earlier will be the interface. At the moment, it is very base-line and there are a lot of instances where I haven't changed the gold icon to metal, so I will definitely be fixing that :)

    Digging is generally quite fast, in my experience. You can reach the centre of the map in about 3 minutes if you primarily dig in that direction. The Dwarves are a special race in that they must place torches to see in the dark, therefore you cannot keep digging past a certain point until you place another torch.

    I could add a warning message to diggers approaching nearby caves, but you are able to see caves through the fog of war, as the map is not black, meaning you know where they start and end. But I can still add a warning message for further notice ;)

    Abilities for diggers would be very interesting. I don't think giving them abilities that enables them to kill enemies is a good idea, though, since it would make the training of combat units relatively redundant. But I can still add self defence mechanisms that allow them to slip away!
     
  15. Alxen345

    Alxen345

    Joined:
    Aug 6, 2015
    Messages:
    1,045
    Resources:
    3
    Maps:
    2
    Template:
    1
    Resources:
    3
    Self defense mechanisms would be great. The map has a great potential but needs some more work. :)
     
  16. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    11,159
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Hehe, I meant random in the sense that things aren't quite the same but of course balanced. For instance you could make it so that iron won't be 5 blocks to the east every match but could actually be 5 blocks to the south instead in one match and so on. The same with items: instead of the same item every time in a box, you could make a chance for one to drop but of course, the other item that could drop would be an alternative and not say a potion instead of a sword. At least, you could make the start locations change? It's pretty meh to know where your enemy starts all the time. Leaves out less interest to scout.
    Of course, these are suggestions, nothing more.
    Would/could there be a way for automatic/autocast digging?
    True. The only gripe I had is that for instance goblins, were waiting for my diggers to get to them even though I had rock golems near them too and after I broke the way to them, most of them went for my workers instead of engaging the rock golems.
     
  17. Vladd

    Vladd

    Joined:
    Jul 2, 2016
    Messages:
    18
    Resources:
    1
    Maps:
    1
    Resources:
    1
    New version is out! Hopefully it addresses most of the issues that were brought up, as well as some others. A few new features in there as well.

    On the note of random generation, if anyone could help me with that or provide any recommendations for how to go about it I would greatly appreciate it. Spawning the ores was fine, the only issue I encountered was trying to make a dying destructible be detected and upon dying dropping the corresponding ore. The main problem with this is that the event "destructible within region/entire map dies", it only detects the first 64 destructibles that exist within the map, meaning 90% of the ores you break aren't registered and don't drop anything.

    But again, if anyone knows any solutions to this, please let me know :)
     
  18. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    11,159
    Resources:
    1
    Maps:
    1
    Resources:
    1
    I think you have to set variables to them but that would be painful.
     
  19. Wark

    Wark

    Joined:
    Oct 12, 2016
    Messages:
    738
    Resources:
    2
    Maps:
    2
    Resources:
    2
    I have an elegant solution. For example:
    - Let OreX = total number of ores you want of that type
    - Let OreY = 10% of the ore total
    • Init
      • Events
        • Map initialization
      • Conditions
      • Actions
        • Set OreX = 64
        • Set OreY = (Random integer number between 6 and 7)
    • Ore Drops
      • Events
        • Destructible - A destructible within (Playable map area) dies
      • Conditions
        • (Destructible-type of (Dying destructible)) Equal to OreNode
      • Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Random integer number between 1 and 10) Equal to 10
            • OreY Greater than 0
          • Then - Actions
            • Set OreY = (OreY - 1)
          • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • OreX Greater than 0
              • Then - Actions
                • Set OreX = (OreX - 1)
                • Set TempPoint = (Position of (Dying destructible))
                • Item - Create Ore at TempPoint
                • Custom script: Custom script: call RemoveLocation(udg_TempPoint)
              • Else - Actions

    Or, did I misunderstand? Did you want all nodes to drop something?
    Registering ores would be something like:
    • Init
      • Events
        • Time - Elapsed game time is 0.01 seconds
      • Conditions
      • Actions
        • For each (Integer A) from 1 to 640, do (Actions)
          • Loop - Actions
            • Set OreInt = (OreInt + 1)
            • Set OrePoint[OreInt] = (Random point in (Playable map area))
            • Destructible - Create a Barrel at OrePoint[OreInt] facing (Random angle) with scale 1.00 and variation 0
            • Set Ores[OreInt] = (Last created destructible)
    • Ore Spawn
      • Events
        • Destructible - A destructible within (Playable map area) dies
      • Conditions
      • Actions
        • For each (Integer OreInt) from 1 to 640, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Dying destructible) Equal to Ores[OreInt]
              • Then - Actions
                • Item - Create Gem Fragment at OrePoint[OreInt]
              • Else - Actions
    I think that may work, but I am not sure. You may have to filter some things.
     
    Last edited: Sep 26, 2018