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Pingu Wars v0.24

This is my newest map "Pingu Wars".

I created this based on a small slidesystem i made for a friend a few months ago.
Then i just thought that such a game would be a nice and funny thing for the warcraft3 community - and so i made this map. :p


Every player controls a so called "Pingu" (Penguin).
This Pingu can slide on Ice and move on other Terrain like snow.
You can:

  • Knockback enemy Pingus to damage them. (Strength improves the dealt damage)
    Collect goldcoins to get gold to purchase health, mana or attributes in the igloo shop in the middle.
    Collect powerups to get spells which you can use to damage or debuff your enemies or to buff yourself.

Pingus are Heroes:
This means that he also has got attributes.
You can upgrade one attribute per level for your Pingu,
where 25 is the maximum level!

Strength:

  • +15 Hp
    +0.05 Hp/sec
    +2 Knockback Damage

Agility:

  • +4% Knockback Evasion (gives a chance to Evade an enemy knockback)
    +0.4 Speed (makes your Pingu slides faster on Ice)

Intelligence:

  • +10 Mana
    +0.05 Mana/sec

All in all, every attribute is quite important.
There are different tactics
which uses different combinations of attributes!

Modes in the game: (only host can set them before game start!)
-kill xy (set the killcount you need to win)
-level xy (set the starting level of pingus)

Tipp: There is also a rematch function in this game if you want a remake without hosting the game again. ;-)

Coding: This map is completely made in vJass and uses hashtables. That's why it is only stable to v1.24 (or v1.24b) from warcraft!




v0.24:

  • -Fixed a bug that pingus moved in circles when the target point was too close.
    -Increased the AOE of Snowball Nova.
    -Invisibility has got bugged tooltips with level 2 and 3.
    -Decreased the AOE of mines. (250->225)
    -Decreased the wait time before a mine is activated. (4 secs -> 3 secs)
    -Decreased the wait to explode a mine when it is activated. (0.1 sec -> 0.01 sec)
    -Greatly increased duration of Confusion. (4/6/8) -> (6/9/12) secs.

v0.23:

  • -Greatly improved the evade system for knockbacks and made evasion better with it.
    -Fixed a bug that powerups could spawn in a location where you can't slide.
    -Lightning Shield dealt even damage when your pingu was dead.
    -Rematch was possible just one time per game - fixed.
    -Lightning Shield duration balanced. (10 sec -> 8 sec)
    -Improved Lightning Shield tooltip slightly. (duration)
    -Improved Attribute Upgrade tooltips slightly. (hotkeys)
    -Invisibility: increased/balanced damage. (20/30/40) -> (20/40/60)
    -Moved Player2 startlocation a little bit to the ice for balance.
    -New Powerup:
    -> Curse of Missing: Causes nearby enemy Pingus to miss on knockbacks. Lasts (4/6/8) seconds.


I hope that you will like my game
and spread it in B.Net! :D

THIS MAP IS PROTECTED

Keywords:
penguin, pingu, snow, ice, winter, funny, fun, lol, rofl, action, slide, knockback, powerup
Contents

Pingu Wars v0.24 (Map)

Reviews
11:58, 13th Aug 2010 ap0calypse: Approved
Level 1
Joined
Jan 22, 2008
Messages
3
Could only test it in singleplayer due to my damn slow inet connection.
The slidesystem isnt perfect.
- it juders (german: ruckelt) at the borders sometimes
- the pingu should move to the exact position you rightclicked on, but he doesnt to that.
I think its because you coded it like this:
you calculate the angle between moving direction and the line between the pingu and the clicked point. Then, you let the pingu turn by this angle.
But turning (lets say about 180) displaces the pingu about 100-200 units to the right or the left. As consequence, the pingu doesnt perfectly meet the clicked point. Especially if the distance between Pingu and clicked point is small, this is noticable. Nothing big, but not to hard to fix and would be a bit better imo, I mean the map is totally about sliding, so it deserves a perfect sliding system.

Cant say much about the gameplay but it sounds fun.

if you jinada, do collusions deal more damage? That would be good.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

thx for your comments.

@gnaL: (blacksheep^^)
you could be right. the slidesystem is not the best.
but as far as i experienced it, it matches nearly all aspects which i just need for this map. this map is not meant to be an uber-project with high-end coding but the vJass i use must be very good for the general game performance.
perhaps i try to improve the system.
your idea of how it works is wrong.^^
i just use the SetUnitX and SetUnitY natives to move the units.
but the unit can still move on its own and also change its angle. =)

--> very simple!

Robbepop
 

sentrywiz

S

sentrywiz

Does this have AI?
If does, I love to try it. Sounds fun
 
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