C:\Program Files\Starcraft\maps\download


Changelog

(Not all changes are listed)

2009.08.13-21
- ADDED: New cinematic ending.
- ADDED: Emblems in weapon names and gradient in unit names.
- ADDED: MVP counter based on how many footsteps each player took, shown at the ending.
- CHANGED: More players more fake Asterions--weakens nearby players on death.
- CHANGED: Players can still gain exploit after dealing with Erebos but will not be blessed.
- CHANGED: Players no longer need to corner a weapon to equip it.
- FIXED: Maze portals will not be activated by spells.
- FIXED: Horse will blow up nearby Hephaistos on explosion.
- FIXED: Weapons will still be moved under Odysseus even if Interceptor is undocked.

2009.05.01 - Download this version?
- ADDED: Gryps will teleport to player if they are out of range.
- ADDED: Players who stay at upgrade for more than 10 minutes will be moved.
- ADDED: Players who stay at heal for more than 1 minute will be moved.
- CHANGED: Weapon upgrade time is a constant.
- CHANGED: Drakons have 400/800 HP, and full HP after the 2nd hour.
- CHANGED: Sky lock won't reset solo player's Trojan portal.
- CHANGED: Dead fake Asterions will spawn Satyros.
- FIXED: Ladon will not seek burnt horse until Nemeas is killed.

2009.03.29
- CHANGED: Sea lock won't heal unless all players are not in the sea maze.
- CHANGED: Minimized battle Ladon's breath explosion to 2x2 cells.
- CHANGED: Lowered number of fake Asterions to 8.
- FIXED: Buying shuttle while Trojan is being burned will not heal burns.
- FIXED: No more unplaceable warnings for Ladon fire breaths.
- FIXED: Ladon will lay only one Hephaistos per charge.
- FIXED: Escape sound won't continue looping during ending sequence.

2009.01.13-02.02
- ADDED: Ladon will seek players being burned by a torch, use as lure.
- ADDED: Exploding Trojan will blow up tangent Hephaistos, debugs glitched DAs.
- ADDED: The 5th hour vision bonus includes wraith immunity for all weapons.
- CHANGED: Dagger's 8000 XP cap won't be in effect until armory is opened.
- CHANGED: Ariadne's twine moved to a closed cell behind the green door.
- CHANGED: Athene's damage is 160.
- FIXED: Kerberos will never respawn so mounting bug is circumvented.

2008.09.11-14
- ADDED: Players are teleported to Nemeas after killing the 16th dragon.
- CHANGED: Events will be informed by a long minimap ping instead of center view.
- FIXED: Bow syncs with Odysseus' movement.
- FIXED: Athene can penetrate Ladon's armor.

2008.08.31-09.08
- ADDED: Ladon breathes fire at players, ending explosion destroys torches.
- ADDED: Kerberos boss weakens nearby players and cycle self-heals.
- CHANGED: Bow has 1200 HP to match Hand's HP, previously 960 HP.
- CHANGED: Summoned Hands cap increased by 2 for every team Dagger, cap is 6.
- CHANGED: Ladon banishment radius increased to 8 cells.
- CHANGED: Shuttle build time halved.

2008.08.25-30
- ADDED: Standing in the sea battlefield without enemies will teleport you back after 8 seconds.
- ADDED: Debug for when player is stuck in death animation.
- CHANGED: Twine cost 0 mineral to buy, but will deduct 1 mineral if used, like debt.
- CHANGED: Dead Hardcore host cannot ban unless half of all players touch the Armory's Aigis.

2008.08.21-23
- ADDED: Hardcore Mode, scroll down to bottom of FAQ section for info.
- ADDED: Mini-maze with sentry guns for the Underworld lock.
- ADDED: Alphabetic name-indexing of triggers; freed up strings.
- CHANGED: Thisauros and Evlogia heals everyone everywhere.
- CHANGED: Unarming is always free.
- CHANGED: If Sky lock is under attack, Ladon will quickly return to defend after being banished.
- CHANGED: Players can get Ikaros after catching Nereos.
           Using Ikaros is recommended to destroy the sea lock.
- CHANGED: Sea lock now autorepair if no player is near.
- CHANGED: Final boss made harder with extra minions. Added escape music.
- FIXED: Nemeas will only spawn Basilisks after players have reached the armory.

2008.08.13
- ADDED: Souls have 15 seconds to stand still before getting unblocked by other players.
- ADDED: Censors player leave text to prevent drop of morale.
- ADDED: Unarm for free after 3:00:00.
- CHANGED: Hand using shuttle functions both as gradual potion and heal all ability.
- CHANGED: Ikaros autokill any enemies that touches it.
- FIXED: Buying Twine right after death will no longer bug soul spawning.



Map Information

    
    SYSTEM REQUIREMENTS:
      2GHz Intel Pentium 4 Processor or
      2400+ AMD Athlon XP Processor and a
      1.5 megabits per second or better connection.
      To do an ingame lag test, move Red's Hand to the farthest
      bottom left corner of the map before the timer hits 2:00
      move away to cancel the test.
    
    MAP STATISTICS:
      2900+ Triggers
      1300+ Units
      300+ Sprites
      8 Music Clips, 16bit 8KHz Mono
      Main Tools: SCMDraft 2, Classic/TrigEdit, WordPad, Notepad++, Adobe Audition
      Open source map, view triggers for more info
      Project started May 23, 2006
    
    KNOWN BUGS:
      Because of the excessive amount of units and sprites the map uses, StarCraft may
      get the sprite equivalent of "Cannot create more units". This usually happens
      when about half of the fire maze is explored with most of the Control Towers
      still there. Since StarCraft has to load all those new sprites in the fog of war,
      new units may not be created and some units will appear without shadows. To prevent
      this glitch, use Ladon to clear as many torches as possible.
    
    
    LINKS:
      Video Demo - http://video.google.com/videoplay?docid=-8200874987959223576&hl=en
      Screenshots - http://intothemap.com/bbs/zboard.php?id=pd...esc=asc&no=3584
    
    
    FEATURES:
        Name: Labyrinthos RPG
        Type: Adventure, RPG, Puzzle, Bound
        Map: 256x256 Orthographic Jungle
        Forces: 1 "Hero"
        Players: 6
        Difficulty: Hell
        Duration: > 4 Hours
        
        Affinity: The Labyrinth RPG
        
        Description:
        Based on Greek mythologies, the Labyrinth draws some parallelism with the story
        of Theseus and the Minotaur. The map is not an actual labyrinth, but a
        unidirectional ramifying maze. You will be dropped into the structure along with
        six other prisoners. You and others are actually sacrifices for the Minotaur,
        but your intention is to destroy him. The maze will have various monsters
        of increasing strength upon exploration. To aid you, stronger weapons can
        be found, and the gods will bestow you more powerful upgrades. After death,
        you will be in a purgatory. You will need to pass an obstacle and pay a fee
        in order to revive. Once you have completed the four quadrants of the maze
        and destroyed the locks that bind the Minotaur in each, he will be unleashed
        for you to defeat.
        
        Features:
        - 4 Unique and Meticulously Designed Mazes
        - Anti-Movement and Damaging Walls
        - Lethal Obstacle Courses
        - Rewarded Quests
        - Activatable Maze Portals and Shortcuts
        - Accessible central database of knowledge about the game
        
        - One Central Base with Realistic Healing and all Teleports
        - Potion and Town Portal Purchaseable
        - Purgatory Revival Area and Debt for Respawn
        
        - 7 Atmospheric Time-Looped Music for Each Level (Toggleable)
        - Special Effects and Germane SC Sounds
        - Battle Music with Start-Middle-End
        - Final Battle Music and Ending Cinematic Music
        
        - 7 Weapons with Uniracial Upgrades
        - 2 Transportation Units
        - 3 Relics (Spells)
        - Suit-Combo System (Player enters Dragoon with Zealot, Dragoon dies, Zealot spawns)
        - Convenient Build-to-Cast System
        - Special Abilities for each weapon (2 Auto-Abilities for 2 Weapons)
        
        - Weapon-Dependent Level-Up
        - Incremental XP and Hourly Bonuses
        - EnCOUNTER Point Enemy Spawning System
        - EnGAGEment Random Encounter System
        - Randomly generated Dragon enemies
        - 6 Unique Trigger-Powered Bosses
        - Final Battle and Dramatic Ending
        
        - Open Source Map GPL (Unprotected and Free to Edit)
        - Organized and Unmasked Triggers
        - Efficient Death-Counter-Only Wait Triggers
    
    
    THANKS: (50%+ completion while playing with me)
      [M]ake[M]oney  AENEMA  biscuit  CommanderJamie  DjWolF19  Ericlopl  KaFFiR  Mandos(vk)
      
      Aghart  Arcane)Samurai  bigpinto  ClosedOpen  Dark.Shadow  Darkness[cMk]  DarkOblivion
      
      DeCaF_CoW  djeez  FallingStar  FARGUS  Fighter747  GoS)Storm  GrumpyMan  HeavensFeel
      
      Hellz_Fury[LF]  i[RedDragon]i  ishti10  jamiewatt  Kejardon  Ninebreaker  outlawpoet
      
      qmoko  roflmaomgwtfbbq  Ssj_Hiro1.5  Teardrop  TehRamen  The_Elimist  the_wombat_tank
    


F.A.Q. (Spoilers!)

The Game

Why did you make it so hard?

This is a frequent complaint, as about all the maps I make are said to be hard or even impossible by "involuntary beta testers". The main reason is personal: I make maps with my own enjoyment and skill level in mind. Likewise, I want the game to be challenging because I positively correlate difficulty with fun (but there's a limit). The other factor that affects the map's difficulty through its development is playtesting, which I do often. The advantage of that is I can respond to players' struggle by adding features that help them. Ironically, since the game is then easier, I am obsessed in making it harder, and so goes the vicious cycle caused by designer-egocentrism. In regard to this map, I wanted it to be fitting with the labyrinth myth in terms of com/perplexity, so even if the difficulty lowers the players' enjoyment, the map is justified for what it is: the very definition of "maze".

Why don't you ever play?

I'm a sadistic bastard who enjoys watching people suffer in my own creation.

Fuck you!

That is not a question.

How many players do I need to beat it?

Recommended at least 4 players to play through the entire game. But it's possible on solo... if you're a saint.

Why are upgrades so slow?

This map strived for realism as you can see from the respawn system and gradual healing. It should not be a surprise that there is no instant upgrades as swords take time to sharpen and armors take time to mend. Aside from that point, fast upgrade would make the game easier in an unskillful way. Since after finishing the sea maze, players can level up extremely fast with Ikaros. The intended currency for upgrades by then is no longer really minerals, but time.

AENEMA: Upgrades are like noodles, real ones aren't instant.

Where are the music from?

Earth Maze: --- Forested Temple (Final Fantasy VII in Temple of the Ancients)
Fire Maze: --- Find Your Way (Final Fantasy VIII in Tomb of the Unknown King)
Water Maze: --- A Secret, Sleeping in the Deep Sea (Final Fantasy VII in underwater world map)
Underworld/Air Maze: --- Judgment Day (Final Fantasy VII in Northern Crater)
All above were composed by Nobuo Uematsu.
Sea Battle: --- Enemy Attack by Junya Nakano (Final Fantasy X in boss battles)
Ladon Fight: --- Maybe I'm a Lion by Nobuo Uematsu (Final Fantasy VIII in Ultimecia Griever battle)
Final Boss: --- Escape by Craig Armstrong (Plunkett & Macleane (1999))
Ending: --- Ride On by Nobuo Uematsu (Final Fantasy VIII in Ragnarok spaceship)

How do I pass the beacon maze?

The beacon maze composes of Flag Beacons (bad) and Regular Beacons (good). They can be distinguished by their names: FB = O and RB = Dropped O. Wait for the Infested CC to pass, then enter the maze. Click the beacon you're standing on, then click a nearby beacon to compare their names; if there's no change then that's a good beacon. If you can see the flags ahead, waypoint-move your unit to dodge the flagged ones and skip the comparison process.

How do I answer the templar by the geyser?

First you'll need Daidalos to get there, but don't disembark, yet. The Dieythintis will ask you how many SCVs you have rescued. To answer, have your mineral count equal to that number (if you have kept count). The geyser does not give the answer, but here's a hint: there were 32 silos. When your mineral count is the answer you want, simply go back to the templar and cast disruption web in the room.

What's the record time?

3:34:07 as held by: alei in HARDCORE SOLO!
2:27:17 as held by: DjWolF19, with Athene

Labyrinthos RPG Record

What's the longest it took to beat the map?

[03:35:13 PM] Hellz_Fury[LF]: when i beat this it took me and a guy 23 hours
[03:35:14 PM] Hellz_Fury[LF]: lol
[03:35:29 PM] Hellz_Fury[LF]: ending is epic tho
[03:36:27 PM] M-O-N-E-Y: WTF you played for 23 hours straight on stacraft?
[03:36:32 PM] Hellz_Fury[LF]: went to bed
[03:36:39 PM] Hellz_Fury[LF]: and did stuff during
[03:36:40 PM] Hellz_Fury[LF]: lol
[03:37:06 PM] Hellz_Fury[LF]: i basically did the water and dead part myself
[03:37:10 PM] Hellz_Fury[LF]: and final 3 bosses

The Map

Why are there so many versions?

Bugs happen because of the map's complexity and my usual oversights. So there are many versions because I am constantly bothered by existing bugs and would always upload the latest fixed version. Players have complained that it is better to wait for a bigger release so they don't have to redownload all the time, and I do keep that in mind. However, there are times when I test the map daily, and this phase necessitates regular uploads so that I can see how everything holds together before I take a break from developing the map.

How much time did you spent making this?

Enough to make people say I have no life.

Why do you host this map so much?

I'm secretly studying you to write my Ph.D. thesis on human and mice psychology.
If I get a nickel every time I hear a 5 hour dl joke, I'd be about twenty dollars richer.

What language is the map based on?

Greek. I used a bilingual dictionary.

Where did you get the inspiration for this map?

I enjoyed drawing mazes as a kid and I was interested in Greek mythology after reading a dictionary on the subject. The elements (e.g. names, stories) you see in the map are basically a composite adaptation of the mythos to StarCraft (e.g. units, quests). As for the map's structure, it is not an actual labyrinth but rather a randomly drawn maze that I later added features to.

How did you make the wall triggers?

As you may know, the Jungle terrain of different elevations look identical, and the map uses "high" terrain as a wall and "low" terrain as land. The entire map is covered with a 'wall' location that has only "med" and "low" elevation checked. The trigger for the wall works by constantly moving a 'marker' location on the player's unit when the unit is in the 'wall' location. So if the player moves into "high" terrain, the unit will not be detected in the 'wall' location, and the 'marker' location will stop centering on the unit. When that happens, the trigger is told to move the player's unit back to the 'marker' location, like a wall stopping a unit. The reason why I use a trigger based wall instead of regular terrain walls is because this prevents player from clicking to their destination using StarCraft's pathing AI without actually navigating the maze.

The game could use an anti-map hack?

Yes, it could, and it did. The beta version of the map was filled with special sprites that only crashes players who turned on map hacks. At the time, I was paranoid that map hackers would spoil the mystery of the maze for themselves and others. It was "safe" for a few months until patch 1.14 was released; the sprites would then crash everyone when the game starts. Consequently, I couldn't find any other practical anti-map hacking method. So I "coped" with it, eventually to the point where I accepted map hackers into the game. Though I frowned at their spoilers, I noticed that many would leave shortly after because they saw how big the map is, and as said by some map hackers, seeing the whole map doesn't really help much (like the way you do a maze on paper). As for those who are annoyed by map hackers, you can ask the host to ban them or even host it yourself along with friends.

Hardcore Mode

What is it?

Stolen straight from Diablo II, this is a challenge for the fans of this map. HC mode is when you play the game without ever dying.

So what do I get?

- Twine pre-available to warp out of danger
- 1337 Gas + 10000 every time you level up
- Impress others with your mad survival skillz
- Exclusive Bow weapon with instant upgrades (up to 255)
- Bow's ability spawns aerial defenders and make nearby enemies 1-hit-kill
- The duration of Bow's ability gets longer as more weapons are found
- In addition, Bow will mirror those weapons' abilities cumulatively!
- If found...you get: Dagger...More Encounters, Trojan...Banish Ladon, Robe...Invulnerability, Ikaros...Autokill Enemies, Sword...Wraith Immunity, so if you found all those weapons, you get all those abilities for just 1 Reaver!

Holy shit! I wanna try I wanna try...

These are the requirement to get HC: 1. Never ever die, 2. Get 8 gas by leveling up/getting blessed, 3. Do not yet complete any quests such as killing Nemeas or 13 dragons. Then activate HC mode by equipping the new weapon "Bow". As you play the game, be very attentive to your HP as you will not spawn as a soul after death; instead, you will die permanently and become a spectator.

How the hell do I play this game without ever dying?

Let your partners do the hard work. Or... you could play like it was intended and use potion generously, warp quickly when your HP is red, and click very carefully in the Fire Maze and the Underworld, since you will die from the fire or by falling. As for Ladon, remember the numbers of SCV rescued and answer the Dieythintis; this will make the Ladon fight much more "possible". And if you're cowardly, lucky, or skillful enough to make it to the final boss, you will be free to fight recklessly.