(5 ratings)
Thanks for the help! I didn't know you could do that, this certainly cleans things upMay 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.
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.This map seems so familiar. I remember there being slime instead of tar, however.
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!Yes; it turns out the map is on the hive. Here is the link for you. Cave Dwellers
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
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Review
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Tunnels
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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. |
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. |
Terrain & Aesthetics | For this type of map, it's a fine terrain. Don't have any suggestions currently regarding the terrain. |
Wizardry | The basic diggers should have some useful abilities, like a "Dynamite" "Tunnel Shut" or something to kill the enemy units. |
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. |
Very similar to: Cave Dwellers
- Why 3 players when one is actually a spectator?
- Use the other trigger for music because it plays as sound now.
- Resources should be generated randomly. What about random generated starting points?
- You could/should change the gold icon to the iron one (you see the gold one when buying things).
- 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.
Review Tunnels
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 in W3. Also, Iron can be found, still not corresponding with the amount of other resources or gold as well.
GameplayThe 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.
Terrain & AestheticsFor this type of map, it's a fine terrain. Don't have any suggestions currently regarding the terrain.
WizardryThe basic diggers should have some useful abilities, like a "Dynamite" "Tunnel Shut" or something to kill the enemy units.
Final SuggestionsI mentioned above what is not fine in my point of view, I await the next update. For now, I vote for Needs Fix.
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.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.
Would/could there be a way for automatic/autocast digging?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.
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.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!
I think you have to set variables to them but that would be painful.But again, if anyone knows any solutions to this, please let me know
I have an elegant solution. For example:90% of the ores you break aren't registered and don't drop anything.
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
Or, did I misunderstand? Did you want all nodes to drop something?
- 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
Registering ores would be something like:
I think that may work, but I am not sure. You may have to filter some things.
- 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
Hello Vladd!
Do you plan add map for more players?
Hello Vladd .
I just wanted to know if you were going to add AI to the game.
Good luck with life.Also the reaper parasite keeps exploding when I keep spawning it and it's very annoying.
I wish that Tunnels 1.16 would stay at Warcraft 1.24a - 1.28c for a while so I can play them with my friends.
Hello Vladd!
I'm sorry if my last comment came out as threatening because English isn't my first language.
Me and my friends have been a fan of Tunnels since 1.14 and we're still enjoying it until today!
Anyways great job on the new update! I look forward for more updates in the future.I love it when I turn their heroes into Tar Reapers.
Also the Endoparasite ability doesn't seem to work on dry ice Golems. :/
My Warcraft3 and battle.net isn't cracked I bought it fair and square.
I just somehow broke the updating system of my Warcraft I'm trying to find a solution for it.
I like this map but the excessive amount of memory leaks(please fix the location leaks) makes the game unplayable after a few minutes.
Also the lack of tools to make automated mining (like an option to ask your miners to make a tunnel from point a to point b in three clicks) is quickly annoying as well as the fact resource drop-off is not automatic and takes quite a significant number of boring clicks.
Read all triggers that use locations such as the generation of the world and so on.
using stuff like position of unit or position of destructible creates locations which then must be removed with call remove location.
You did have no call to removelocation in all the first 10 triggers I did read(and I do not think you started in the next triggers) while you have multiple of those triggers that created locations
for a complete list of things that creates leaks you can read Complete list of things that leak
Although the triggers that leaks the most locations leaks per second are probably tar bound and detect in lavakill.
Here is an example of your map with a fix of the location leaks in detect(the one from lavakill)
Also do nothing is useful only for single line if the else: for multiline if then elses you do not need the do nothing command
Also you could optimise ore drop triggers by adding to the varied ore spawn trigger:
trigger - Add to OreDrop<insert ore name> <gen> the event (Destructible - (last created destructible) dies)
so that there is not 5 different ore drop trigger triggering each time someone destroys a rock and it also reduce the amount of stored events in memory(thus reducing the needed memory of the map)
By the way tarbound also generates group leaks.
And destructible groups also leaks but destructible groups leaks are impossible to fix sadly because there is no way to destroy a destructible group.
I am also going to try to find back the easiest command for fixing group leaks(the fact I did not find it yet is why I did not put it in the example trigger)
Custom script: set bj_wantDestroyGroup = true
does ask the next gui command that creates an unit group and use it to destroy it after use
so place that before creating and iterating on a group in the same command.
By the way the map here is unplayable: my editor mess up the 3d model pathes.
How much ram do you have?
As long as the whole ram is not taken there is not an as much significant drop.
and now there is people going around with 2g or 4g of ram or even more going up to amounts where they might decide to store all their movies in the ram.
let us imagine WC3 by default takes Xm of ram and that point leaks takes extra ram.
if I have 1g of ram then it needs only 1000-X extra m of ram for the game to start having problems.
the map as a whole takes ram then there is stuff like positions of units, their orders, varied properties that can change, the 6*8000 extra events you created at game start and so on and it can reach something not too far to 1g of ram then afterwards you have memory leaks that adds up as the game goes and once you exceed your ram capacity the computer needs to swap and at that moment the game slows down massively and becomes near unplayable.
So on your computer you might need to run the map easily 100 times as long as I did for reaching full ram capacity if the starting amount of needed ram was close to 1g if you have more than 1g of ram.
Random bug overview by Bensoning Johnathanianingston.
Human1 - Human3.mp3 Collides with the current music.
The Banner that the chieftan creates still does the ability after destruction.
Dry Ice Golems doesn't get affected by endoparasites.
You can have 10 Tar Reapers. (42 Tar Reapers in Multiplayer).
Yes! You need to simply select a race and wait for the picking phase to be over.Hello,
Can this be played in singleplayer?
Hey there, thanks so much! I'm so glad you're enjoying it. Currently I've been working on other projects but occasionally I come back to give Tunnels a bit of a patch up here and there, the Bone Dynasty was the most recent additionMap is so awesome!! Will be new updates in the future?
When killing a boss you can choose to place your units in the transportation circle which will teleport them to the middle of the map. This helps if a player decides to attack you as soon as you start a boss, you can then relocate to the middle of the map which would be more useful for defense than having to walk all the way back from a boss like the King Black Dragon.What is rune point at the center?
Oh thats cool, I will check another your project, you make good things!Hey there, thanks so much! I'm so glad you're enjoying it. Currently I've been working on other projects but occasionally I come back to give Tunnels a bit of a patch up here and there, the Bone Dynasty was the most recent addition
When killing a boss you can choose to place your units in the transportation circle which will teleport them to the middle of the map. This helps if a player decides to attack you as soon as you start a boss, you can then relocate to the middle of the map which would be more useful for defense than having to walk all the way back from a boss like the King Black Dragon.
That is a fair point - I had actually countered this strategy somewhat in testing by making it so workers provided loot (therefore spamming them bolstered the enemies economy), but given that Miner's are as tanky as they are they're quite oppressive to deal with. For the next update I'll give them a metal cost so they can't be spammed as heavily, same goes for diggers and Borer Golems.If you will make little fixing or updating in the furure, can you please remove remove the opportunity to train at tents/huts free units (like dwarv miners and another like this unit, just make it only in main building) because I saw dumb situation when player just spamming miners .
Oops! Will remove this for next update.Bug on map 1v1. Second player have a pool at center
Thank you so much! I really appreciate itOh thats cool, I will check another your project, you make good things!
About rune, Yea I checked when spec match another players .
Can you please answer one more question. The Tar using as an ore somehow? I didn't find any opportunity to use ore as "The Tar".
Thank you.