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[Campaign] Lithion's Awakening SPRPG

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Deleted member 242951

D

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The screens look beautiful.
There is much to be said about the terrain, but I'll wait for a playable demo before I get ahead of myself.
 
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Haha thanks. It was very difficult to start terraining the way I did. I started off like everyone else and looked at Blizzard's maps and made them in that style. Then I saw the terraining section on THW and thought it would be cool to make playable maps that look awesome. I actually had to completely start from scratch and I still redo some areas that I had done years ago just because I found a new model or a better way.

I think I may be too much of a perfectionist, but quite honestly I just love doing it so who cares!!
 
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I've been working on a hero revival system for a while now. I have changed my mind numerous times and I think I have made one that I really like.

In essence it works a lot like the original revival system in the Rexxar campaign. You activate statues of the goddess spread throughout the maps. If you die you have to wait a certain amount of time before the hero is revived there. The time before revival increases each time you die until it reaches its maximum.

When you enter buildings, caves, etc the revival point is set to wherever you came in (You won't have to worry about dying in most buildings anyway)

The biggest change is the boss fight mechanic. If a hero dies during a boss fight then you will have to continue the boss fight without them. If you all die then you will have to start the boss fight over. There are a few items and passive skills that will allow you to revive immediately or allow you to revive fallen heroes though so some hard boss fights can still be done with a couple deaths.

Let me know what you think about this system. Good? bad? indifferent?
 

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[E]clipse;2803675 said:
^ the statue of goddes idea is pretty cool ! In my campaign heroes rivive wherever they die using soul shards or shadow graves :p

I like the idea of having something like that so you can earn or acquire something that allows you to revive wherever you die. I thought the goddess statues would be there if they run out of "lives" so there is a sort of punishment for dying.

I had a friend of mine play through a couple boss fights and he didn't bother to learn any of the mechanics because every time he died he just revived a few seconds later. This made it clear that I need to implement the real death system if I want to have any sort of accurate testing.
 

Deleted member 242951

D

Deleted member 242951

^ Cool. So how do we figure out the number of times a hero can be revived? The multiboard?
 
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^ I think I'll have their 'lives' where the food normally is actually so it will tell you the amount you have left / the maximum amount you can have with current items and abilities.
 
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So I came up with a new way to do my fishing system and I think it is really fun and unique. I have been messing around with the heroes' extra abilities that are used for things like digging, storing extra inventory, investigating objects and areas, etc.

I really like the idea of using animals as helpful pets so I made my fishing system using a bird that dives towards a fishing spot and splashing into the water. It then flies straight up and drops whatever it caught at your hero's feet. It still needs some tweaking but I think it is a lot of fun so far.

I also have a dog whistle that calls a dog that appears and runs toward you with a backpack. You can give him extra inventory that you don't need or have room for. Then you can send him "home" and he will take them back to Lithion's house where you store all of your extra inventory.

I'll try to get some video of these abilities. I really like how they have turned out so far.
 
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So I came up with a new way to do my fishing system and I think it is really fun and unique. I have been messing around with the heroes' extra abilities that are used for things like digging, storing extra inventory, investigating objects and areas, etc.

I really like the idea of using animals as helpful pets so I made my fishing system using a bird that dives towards a fishing spot and splashing into the water. It then flies straight up and drops whatever it caught at your hero's feet. It still needs some tweaking but I think it is a lot of fun so far.

I also have a dog whistle that calls a dog that appears and runs toward you with a backpack. You can give him extra inventory that you don't need or have room for. Then you can send him "home" and he will take them back to Lithion's house where you store all of your extra inventory.

I'll try to get some video of these abilities. I really like how they have turned out so far.

I am very interessted to see that new stuff, especially the fishing system :)
 
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Well here are some fresh screenshots to let everyone know I am still alive. I've been messing around a little bit but haven't had a whole lot of time lately.

The birth of my first child has really slowed things down (for my project anyway), but my wife and I could not be happier.

Barracks.png Beacon.png Gohrgur 01.png Gohrgur 02.png Gohrgur 03.png Trapped Soldiers.png Ruined Town.png Vendor.png Log Pile.png Floating Log Bridge.png Infested.png Rebuilt.png Cassandra's House.png Hidden Stairs.png 13924933_10157144498370251_3288320494704283197_n.jpg
 

bethmachine

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Im happy for you on the birth of your new child! Well done on those terrains as well, they're looking really unique and in-depth. I've struggled with making landmarks that define the rest of the terrain around it, any tips?
 
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I would say try to find inspiration in the real world and then do your best to mimic it while adding your own twist and extra elements.
 
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Thanks!!

Here are a few new screenshots. One of my favorite new additions is the underwater areas. Through a quest chain you gain access to a certain item that allows one of your heroes to go underwater in certain areas. This opens up all kinds of new areas to explore, and secrets to find.
 

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I have a new spell that I'm working on. Its a channeled spell that slows a targeted enemy until it stops all movement and is frozen in a block of ice. As the channeling continues the block of ice pulses with frost dealing damage and slowing enemies nearby

I'm still working on the specifics of the spell and there is a lot of testing to do to see how it performs and if it is properly balanced and viable. I also have to figure out how to upgrade it with each level. I like to upgrade my abilities to do extra things with each level rather than just increase damage blah blah blah.

I'm always open to ideas and opinions of course.


I have also been working on a hero revive system that works a lot like the resurrection stones in the Rexxar campaign. There are Goddess Statues spread throughout the world where the Goddess will preserve your soul. The Goddess is an integral part of the campaign and your ability to cheat death is part of the story. If a hero dies his soul will be floating near the last Goddess Statue that was activated. The other heroes can return to these statues to revive their companions. If all the heroes are killed then they all resurrect at the Statue together.

Additionally boss fights will work in a similar way. If one of the heroes is killed they will not be able to be resurrected until the boss is killed, or all of the heroes die and the boss fight is reset. If it is an open world boss fight, then the same rules apply as any other open world death.

This was the best system I could come up with that still allowed me to integrate hero deaths into the story in a "realistic" way. It would be very difficult to go through the whole game without dying so I didn't like that option, and I never liked the idea of a "Game Over" after you lose all of your "lives"
 

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I can't believe it's almost been a year since my last post. Believe it or not this project is still alive. I'm just very slow and it's hard to find the time. If it was up to me I would work on this all the time, but my job, my wife, and my daughter take up most of time.

Lately I've been working on the main quest line to make it somewhat playable. It's basically all of the stuff I have been putting off for far too long. Opening cinematics, main quests, making cinematics skippable, testing, fixing, retesting. It has been pretty enjoyable actually and I'm not sure why I put it off for so long.

Once I get things a little more polished I'll post an updated version of the campaign for you to mess around with. I basically want to connect all of the scattered pieces I have started and make it so the storyline and the mechanics make more sense.

Here is an example of what I've been working on. The roots that cover the entrance to this cave slowly move away from the opening and disappear. It makes a nice looking effect that took some time to get right.

Is it still necroposting if it's your own thread? lol
 

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Deleted member 242951

D

Deleted member 242951

Good to know you're still working on this . I pretty much forgot this existed.

Like all good campaigns, this one too needs time , you've made the right decision by not rushing it.

Reading through the thread again I can see a lot of effort had been put into the concept alone. Implementation will obviously take longer , but I'm sure it will be be worth the wait.

I have really high hopes for this campaign. Since it looks so neat and has interesting mechanics.

It might just be the next chosen ones.
Take as much time as you need and keep us updated when you can. Looking forward to the early alpha. :)
 
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Thanks for the replies!

@[E]clipse saying it could be the next Chosen Ones is the highest praise I can think of. That's my favorite custom campaign I've played! I got a lot of inspiration from playing it.
 

Deleted member 242951

D

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@[E]clipse saying it could be the next Chosen Ones is the highest praise I can think of. That's my favorite custom campaign I've played! I got a lot of inspiration from playing it.

Just mentioning TCO sets the bar so high.
Right now TCO is, without a doubt, the best SPRPG campaign.
It was the ambitious campaign of its time, and had been in development for 8 years, and then in polish for another 4.

It's also a huge inspiration for my own project.

Really cool to see many more SPRPGS being made with attention to lore.
This is sure to push the WC3 engine to its limit with these systems and mechanics that you would otherwise expect from standalone titles.

How often do you work on this, by the way?
 
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Just mentioning TCO sets the bar so high. Right now the chosen ones is without a doubt, the best SPRPG campaign that pretty much defined a new standard for campaigns and RPGs.

It's also a huge inspiration for my own project.

It's really cool to see many more SPRPGS being made with a lot of attention the story and pushing the wc3 engine to it's absolute limits with all the crazy systems and mechanics that you would expect from standalone titles.

How often do you work on this btw ?

If I can work on it a few hours a week that's nice, sometimes more but not usually. If I could I would work on it everyday, but that doesn't pay very well lol. Sometimes I'll work on it at night after my wife goes to bed, but then I stay up way too late. It's tough to find the right balance.
 
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I have been working on the main quest line a lot lately and I have gotten to work on the first boss fight. In the Callos Mines you are searching for a missing soldier that was hired to escort some miners to the mines entrance. Once you enter the mines you find that something has gone wrong. You find a room with a few dead miners as well as one trapped under a rock. Once you free him he tells you they were attacked by some creatures. He opens a door for you and allows you to enter deeper into the mines to look for the missing miners that were taken by the creatures. The mines involve some fighting, some rescuing, and some problem solving to try to find your way back to the surface and and find the missing miners. Finally you find the one you were searching for in a make-shift cell and the last missing miner is dead nearby. The creatures have started to eat him!

Basically this boss fight deals with a large version of one of those creatures. The soldier that you were sent to find is none other than the third playable hero, Glainor. The boss fight happens in an area where gaseous fissures have opened up in the ground, and they will be an important aspect of the fight. The boss is a large creature wielding a hammer and has some cool abilities including one where he spins around knocking back anyone within range until he lets his hammer fly out in a straight line dealing large damage and a stun. The fissures are an interesting aspect because they can be ignited by a fire source (One of Hundalor's fire abilities or by throwing a torch), but the catch is that they deal damage and inflict burn (reduced armor) to all units regardless of who ignited it. So it can be used strategically, but must be used carefully.

tl;dr Main quest stuff including a new boss fight with interactive environment.
 

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Believe it or not I am still working on this project. I have a bit of a problem and I can't seem to figure it out.

I have been hesitant to upgrade my version of warcraft 3 because I made so much using JNGP and USMWE and I don't think it will work on the newest patches.
If someone wants to download the campaign and see if they can figure out how to make it all work that would be really great.
There is a link to the most recent version in the OP so feel free to take a look and let me know what you find out.

The biggest things I am worried about would be the custom trigger functions from USMWE, custom tile pathability, and the doodad limit. I think my Dillianhor map has around 33k doodads and the Callienth map has even more.
Figuring this issue out would do a lot to re-spark my motivation on this project.

Thanks

Edit: Here is the link to the campaign in the pastebin Lithion's Awakening Alpha | HIVE
 
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Believe it or not I am still working on this project. I have a bit of a problem and I can't seem to figure it out.

I have been hesitant to upgrade my version of warcraft 3 because I made so much using JNGP and USMWE and I don't think it will work on the newest patches.
If someone wants to download the campaign and see if they can figure out how to make it all work that would be really great.
There is a link to the most recent version in the OP so feel free to take a look and let me know what you find out.

The biggest things I am worried about would be the custom trigger functions from USMWE, custom tile pathability, and the doodad limit. I think my Dillianhor map has around 33k doodads and the Callienth map has even more.
Figuring this issue out would do a lot to re-spark my motivation on this project.

Thanks

Edit: Here is the link to the campaign in the pastebin Lithion's Awakening Alpha | HIVE

Working on it. Might post result today..
 
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Having problem finding triggers that have that is unit in range of 700. Because the way its set up in UMSWE it causes the problem opening in new patch editor. Rest of the problems are fixed i think. so might post result tomorrow.
 
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I think I know which triggers have that. They are usually ones where you select a unit to talk to or a quest giver. It may also be ones where you select an interactive object. I'll see if I can get a list of them together.

Here is a list of the triggers that have that function in the Dillianhor Map

=MAIN QUESTS=
Main Quest 01a Get Hundalor
Main Quest 02a Spilled Cart
Main Quest 02b Western Gate
Main Quest 03 Callienth Camp
Main Quest 04 Into the Mines
Main Quest 05a Trapped Miner
Talk to Miner to Open Door
Talk to Miner to Open Door Secondary
Main Quest 05b Freed Miners
Main Quest 05c Mining Pick

=OPTIONAL QUESTS=
Get Suras Bow Quest
Return Suras Bow
Get Fishermen Bait Quest
Finish Fishermen Bait Quest
Get Merchant Quest 01
Get Sion Mushroom Quest
Finish Mushrooms Quest
Get Bladesman Poach Quest
Get Investigate Farm Quest
Talk to Drunk Worker 01a
Talk to Drunk Worker 01b
Talk to Drunk Worker 01c
Talk to Drunk Worker 02a
Talk to Drunk Worker 02b
Talk to Drunk Worker 02c
Talk to Sylan
Get Ogres Missing Hammer Quest
Finish Ogres Missing Hammer Quest

=Income=
Talk to Clerk

=Gates/Doors=
Select Bandit Stash Key Hole

=Alchemy Table=
Select Alchemy Table

=Conversations/Animations=
(almost all of them in this catergory except animation ones)

=Bosses/Minibosses=
Return Mines Boss Lever Handle

=Interiors=
Merchants Shop Sword
Garens Book

=Units=
(all of them in this category)

=Special Items=
Find Giant Golden Beetle

=Transports=
Turn on Windalis Stable
Turn on Callos Stable
Turn on Sylas Farm Stable
Turn on Nuelenor Stable


I'll take a look at the Callienth Map triggers when I get a chance
 
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So, apparently when loading a saved file, i can't interact with npcs, they just keep spamming "come closer!", and the statistics are all defaulted to 0 regardless of the items I have equipped.
 
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MeekOh: If the unit is within range is removed then you wouldn't be able to get close enough to interact with them. If that function can be replaced with JASS then it should work properly again. If I knew any JASS I would just change it myself, but I'm still learning (very slowly)

neven1: No worries take as long as you need I just appreciate you working on it. If you know the JASS functions to replace the USMWE triggers I can work on replacing them too. I just don't know which ones need to be replaced and don't know the code.
 
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im having problem with OperatorCompareBoolean function not existing in new patch in that form. so im i have to delete tons of conditions from different triggers and looks like its going to be a hell of a job to do.

You can look it up in .wtg file. When you open the map that forest from the campaign in MPQ editor. I know this is kinda unclear but it's hard to keep personal life and dedicate much of time to this map.
 
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Do you know if there is a tool or a resource I can use to convert the non-existent triggers to JASS? Or would that even work? I want to do as much of the work as I can, I just don’t know where to start.

I don’t want you to spend a huge amount of time on this. I wouldn’t expect you to dedicate that much time to something that is my passion project.

That being said, I really appreciate your help with this.
 
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Do you know if there is a tool or a resource I can use to convert the non-existent triggers to JASS? Or would that even work? I want to do as much of the work as I can, I just don’t know where to start.

I don’t want you to spend a huge amount of time on this. I wouldn’t expect you to dedicate that much time to something that is my passion project.

That being said, I really appreciate your help with this.
Having huge problems at work so haven't been working on ur map.

Look as far as i've cheecked operatorcompareboolean is a condition in any trigger which is boolean type and compares something to be true i think. Haven't bothered checking but as i've said you can go read .wtg file in map using MPQ Editor. The way i've read it in notepad++| gg_trg_Opening_Cinematic_02 OperatorCompareBoolean Cinematic_On_OpeningCin 1 OperatorEqualENE true TriggerRegisterPlayerEventEndCinematic Player00 |

the solution is to delete some of the conditions or remake them but not sure in which way but the problem is there are a lot of them. I actually haven't started this yet cuz idiots from my job keep me busy and private life pressures me to delay this. But should get around by the end of the week.



upload_2019-9-11_8-54-2.png




I also don't understand your question about converting non existent trigger to jass. Not sure what that even means.

i use .wtg to find out which trigger it is and what to remove and keep it on track so i can fix it later on in new editor.
 
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Oh I see! Ok that makes more sense to me now. I thought that the triggers that used the functions added by USMWE had to be written in custom script in order for them to work.

But basically what you are saying is that we need to just redo any triggers causing errors to make them compatible with the newest editor.

I was confused about what you meant by a .wtg file, but I think I understand now. I will see what I can figure out on my end. Thanks again!
 
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It's done. It is openable in newest Editor.

But there will be errors prior to saving reasons unknown. I'm sure they are all solvable ,it's just not my job to do them. I will provide documentation of things you need to re added due to my deletion. It will not be complete since tbh i forgot to add some things but in time i'm sure you will bug fix it.

Good luck.

Tell me if i uploaded the wrong file :)
 

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Holy crap! That is so so awesome of you. I can’t wait to dig into this and see if I can get it all figured out.

That is so far beyond what I would have expected anyone to do. +rep to you my friend. I wish I could give you more!
 
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Judging from the description and story, this project strongly reminds me of "Fire and Blood" by neckface. Sadly, his project is in a deep, deep state of coma but it offers so much potential to be one of the greatest RPG maps on HIVE.

I'll keep a close eye on this as well.
 
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Thanks! I know the one you are talking about. If I can find the time to update this to the newest editor I can keep working on it. Neven1 did a lot of work to make it openable in the newest editor, but I have a lot of work to do to get it working again.
 
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