Now, I know what your thinking already:
"Great, another maze by this nut job", but this is where it's different.
There was a maze, on AoE3, that changed. I thought, well, why can't AoK have something like this?
It made me think for a while, until I came up with this.
It is on a small (I think) map, using one of the most complex designs for a maze I have ever made. The difference, is that you select a difficulty level, before you can start the maze. The difficulty level determines not only how often the maze changes, but how many times, and the gap between changes.
Currently, I will offer 5 different levels, each harder and faster paced than the last.
The only goal is to be the last one standing on the map.
Here's the current difficulty selection
Level 1: Changes every 3 minutes. No Maze Defenders. 1 hour of changing. (100% done)
Level 2: Changes every 2.5 minutes. 5 Maze Defenders. 1 hour of changing. (100% done)
Level 3: Changes every 5 minutes, but has 20 maze defenders. 2 Hours of changing.(75% done)
Level 4: Changes every 4 minutes, 30 maze defenders. 1.5 hours of changing. 'Water Hazards' blocking certain paths. (20% done)
Level 5: Changes every minute, has 50 defenders, and will guarantee some hard play of 30 minutes. 'Water Hazards' block certain paths. (Not started)
Currently, the first level of difficulty has been started, but the map design is done. A playable beta will be released when the first 2 levels of difficulty have been completed. I estimate that it will be done towards the middle of August, if no complications arise, maybe even sooner.
Total Trigger Count: 205
Leave your feedback/comments. Maybe even give me ideas.
Map shot:
[JPEG, (677.18 KB)]
Update
Store:
[PNG, (723.03 KB)]
Update:
July 11th, 2008 10:35 CST (GMT -6)
Just a note: I may release an early alpha, with level one partly playable, and so you guys can get a feel for the gameplay, and how the whole thing works. This will only happen if I get Player 2 working completely...which so far, appears so. I shall let you know tomorrow.
Update:
July 13th, 2008 6:50am CST (GMT -6)
Good news! Me and WizarDBoy have managed to recover our progress, and go farther. so far, progress seems good, as we have gotten player 2 completed (store), and player 3 almost done. Currently, the entire thing, i would estimate, would be about 52% done. This is because player 3 was just started, and player 2 drop functions need to be refined and completed as well. Currently, WizarDBoy has programmed an AI for the Maze Defenders. When one spots you, it will attack you till you leave its L.O.S., or till it dies. If you have any questions, please, let us know, and post here.
Update:
July 24th, 2008 1:29pm CST (GMT -6)
Well, so far, the level designs and difficulties are nearing completion. Level's 1 and 2 are complete, while 3 is practically there. 4 is just underway, while 5 hasn't been started. Victory Conditions will follow next, but so far, nothing major, or feature changing has happened to the scenario. Any ideas or questions should be posted now, while level design is underway.
Total Progress:48%
Update:
July 31st, 2008 3:37pm CST (GMT -6)
I thought I'd give you a nice update. It's all good news. An upcoming beta release should be uploaded to the blacksmith in 3 days!!! Cool huh? The good news about this is that all the levels are playable. The downside is that they are 50% done. I want to keep your interest, and let you see the last pre-release before the main one hits the Blacksmith. Everything should work as planned, but this is to make sure that everything does in fact work, before version 1 is done.
What's added in the beta release:
1. Two ways to beat the game (exciting isn't it!)
2. All working levels
3. Hopefully no bugs
Total Progress:73%
Download:
Blacksmith
Download the beta!
Box.net
"Great, another maze by this nut job", but this is where it's different.
There was a maze, on AoE3, that changed. I thought, well, why can't AoK have something like this?
It made me think for a while, until I came up with this.
It is on a small (I think) map, using one of the most complex designs for a maze I have ever made. The difference, is that you select a difficulty level, before you can start the maze. The difficulty level determines not only how often the maze changes, but how many times, and the gap between changes.
Currently, I will offer 5 different levels, each harder and faster paced than the last.
The only goal is to be the last one standing on the map.
Here's the current difficulty selection
Level 1: Changes every 3 minutes. No Maze Defenders. 1 hour of changing. (100% done)
Level 2: Changes every 2.5 minutes. 5 Maze Defenders. 1 hour of changing. (100% done)
Level 3: Changes every 5 minutes, but has 20 maze defenders. 2 Hours of changing.(75% done)
Level 4: Changes every 4 minutes, 30 maze defenders. 1.5 hours of changing. 'Water Hazards' blocking certain paths. (20% done)
Level 5: Changes every minute, has 50 defenders, and will guarantee some hard play of 30 minutes. 'Water Hazards' block certain paths. (Not started)
Currently, the first level of difficulty has been started, but the map design is done. A playable beta will be released when the first 2 levels of difficulty have been completed. I estimate that it will be done towards the middle of August, if no complications arise, maybe even sooner.
Total Trigger Count: 205
Leave your feedback/comments. Maybe even give me ideas.
Map shot:
Store:
July 11th, 2008 10:35 CST (GMT -6)
Just a note: I may release an early alpha, with level one partly playable, and so you guys can get a feel for the gameplay, and how the whole thing works. This will only happen if I get Player 2 working completely...which so far, appears so. I shall let you know tomorrow.
Update:
July 13th, 2008 6:50am CST (GMT -6)
Good news! Me and WizarDBoy have managed to recover our progress, and go farther. so far, progress seems good, as we have gotten player 2 completed (store), and player 3 almost done. Currently, the entire thing, i would estimate, would be about 52% done. This is because player 3 was just started, and player 2 drop functions need to be refined and completed as well. Currently, WizarDBoy has programmed an AI for the Maze Defenders. When one spots you, it will attack you till you leave its L.O.S., or till it dies. If you have any questions, please, let us know, and post here.
Update:
July 24th, 2008 1:29pm CST (GMT -6)
Well, so far, the level designs and difficulties are nearing completion. Level's 1 and 2 are complete, while 3 is practically there. 4 is just underway, while 5 hasn't been started. Victory Conditions will follow next, but so far, nothing major, or feature changing has happened to the scenario. Any ideas or questions should be posted now, while level design is underway.
Total Progress:
Update:
July 31st, 2008 3:37pm CST (GMT -6)
I thought I'd give you a nice update. It's all good news. An upcoming beta release should be uploaded to the blacksmith in 3 days!!! Cool huh? The good news about this is that all the levels are playable. The downside is that they are 50% done. I want to keep your interest, and let you see the last pre-release before the main one hits the Blacksmith. Everything should work as planned, but this is to make sure that everything does in fact work, before version 1 is done.
What's added in the beta release:
1. Two ways to beat the game (exciting isn't it!)
2. All working levels
3. Hopefully no bugs
Total Progress:
[This message has been edited by Crazedmaniac (edited 08-09-2008 @ 02:19 PM).]