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Mercenaries

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Level 16
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1.0 is up!

http://www.hiveworkshop.com/forums/pastebin.php?id=mg9jvq

I decided to make the campaign in another map, because of the epic file size.

its almost release!, just need a few tests.

Added - Zombie Grab -

Zombies dashes at you occasionally, if you are hit, you will be grabbed, you can struggle, but,

either you die, or it dies ! :D

(Can be grabbed by multiple zombies, be careful!).

if it didn't grab anything, the zombie falls into the ground, leaving it vulnerable until it stands.

178651-albums5636-picture63755.png
 
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Level 20
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Jul 12, 2010
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[+] = Pros
[-] = Cons
[=] = Optional


First Game:
[-] Too hard when solo
[-] Not enough time given to learn the controls
[-] Too hard to aim, why i must face a point before attacking it? why not make it a channel point ability?
[+] Terrain was pretty good
[+] I liked the song playing, it made the game more interesting

Second Game:
[+] I liked the knife system after figuring out how to use it
[+] Found out about the Command abilities (useful when playing MP)


[=] You could use some sort of Desert UI
[=] Add pathing blockers?
Mercenaries%20Pic%20003.jpg
Mercenaries%20Pic%20002.jpg

Overall it was a pretty fun game after learning it a bit, good luck on future updates!
 
Level 16
Joined
Aug 20, 2009
Messages
1,552
[+] = Pros
[-] = Cons
[=] = Optional


First Game:
[-] Too hard when solo
[-] Not enough time given to learn the controls
[-] Too hard to aim, why i must face a point before attacking it? why not make it a channel point ability?
[+] Terrain was pretty good
[+] I liked the song playing, it made the game more interesting

Second Game:
[+] I liked the knife system after figuring out how to use it
[+] Found out about the Command abilities (useful when playing MP)


[=] You could use some sort of Desert UI
[=] Add pathing blockers?
Mercenaries%20Pic%20003.jpg
Mercenaries%20Pic%20002.jpg

Overall it was a pretty fun game after learning it a bit, good luck on future updates!

Pathing isn't available yet on most places, umm,

i did not focus on terraining phase yet >.<

And i thought there is a "Face a Point" Ability?

Hotkey "A".

And there are three different weapon modes to cycle with,
If you like accuracy, you should use Sniper mode,
This also lets you to "Point and Shoot", like shock wave type ability.

When you like rapid and agility, use Rapid mode,
This mode relies on multiple bullets, the more rapid your fire, the higher is your chance on landing a critical / decapitating shot.

When you want AoE, use Burst mode,
This mode has a medium range, and high accuracy,
ensures instant kills, and a sure chance of critical if enemy is near mid-range. but consumes more bullet.

Melee is used for multiple things, such as escaping, evading attacks, and gap-closer mechanism,

Do not spam it, as when your stamina goes out, the skill goes on Cooldown.

Melee can also be used to instantly face backwards on a cornered situation, such as when you are lead to a dead-end while being chased, melee to the wall to face backwards.

on later levels, most enemy has higher amount of HP due to corpse consumption, which means your melee attacks will not ensure instant kill, instead, shoot once with rapid mode, and melee it, or melee it then shoot if its alive.

Use walls effectively, Such as "Bouncing" grenades from wall to walls.

The terrain detection is pretty precise, so you can trust on it.
 
Level 16
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Umm, wow, i just noticed the grab is bugged after some days in the protected ver (Grabs on to dead units & Dummy units o.o),

sorry abt that, it was the most recent changes.
the condition is wrongly set, and it grabs a dummy unit instead >.<

ill upload a new one soon.

i thought i uploaded the right version.

@_@

31873504.jpg


and i thought its doing fine since sonofjay didnt say anything >.<

2a5d4ep.jpg

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUu
 
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Level 16
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Aug 20, 2009
Messages
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Well any news? Or the map is dead?

I am lacking the motivation currently,

I don't think it will do well upon release,

since not much people liked it (Tested on randoms around.)

its slowly in progress tho,

There is College and everything.

There is a lot of updates, but not important,

bug fixes and everything.

I will update when it meets a major update.

Campaign is in progress!.

But the filesize is nearing its end. so i wonder if i should do it in a seperate map...

Well..
 

Deleted member 177737

D

Deleted member 177737

I remember seeing this a long time ago, glad to see you're actually finishing it. ^.^
 
Level 16
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1.0c Uploaded!

New Screenshot!

178651-albums5636-picture69729.png


Changelog - 12 bug fixes.

Now Adrenaline rush increases melee power!

Few tweaks.

Most importantly, fixed grab bug.

a few more bug fix and a complete terrain and the game will be stable to play.

finally could upload on map section~


http://www.hiveworkshop.com/forums/pastebin.php?id=9h4qbb

Volunteer beta testing by joining the garena group!
 
Level 16
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1.0e update soon,

I still cannot identify the Grab bug, and its causes.

The code looks fine.

This time the updates are a huge performance gain on Zombie swarms.
Changed blizzard aura into a system instead.

I have identified bugs playing the game with wc3 TFT with version less than 1.26, so please test it on version 1.26 or above.
 
Level 16
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Version 1.0e Uploaded!

Link : http://www.hiveworkshop.com/forums/pastebin.php?id=m5xgr0

Performance improved.
(Blizzard aura making extreme lag, replaced with scripted system).

Spawn formula changed.

Grab bug no longer exist.


Known bug : Giant sand worm Desync.

Never get near the bottom left of the map if you are playing multiplayer.

Huge improvement overall from previous version.
 
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bethmachine

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I love playing this map but its iretating when danm shotgun draws to much attention by making to much noise.My rating for this map is 5/5 good luck with it.
 
Level 16
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Mercenaries v1.0f uploaded!

Link : http://www.hiveworkshop.com/forums/pastebin.php?id=m5xgr0

-Various stability and performance : Preloading script improved!

Now the more zombies are dead at the opening cinematic, the smoother is gameplay. (You can still skip if you don't mind some lag due to no-preloading.)

-Untested, a few order IDs are changed, i don't know if there will be anything that collide with each other's order ID.

Testing needed. please volunteer.

Known BUG : Desync at Worm Devour end.
Refrain from entering the worm region (Bottom Left) when playing Multiplayer.
 
Level 16
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Mercenaries v1.1 Uploaded

Link : http://www.hiveworkshop.com/forums/pastebin.php?id=m5xgr0

Fixed glitches and bugs.

Removed light source from Carpet bombing.

Added light source on grenades, Molotov, and Artillery.

Camera unlock
glitch fixed.

Signal Flares being injured by Devourer's Devour ability fixed.

Devourer
no longer desync (Needs more testing, but results shows a fine indicator up to now, no Desyncs has been occuring.).

Rewrote preloading, now it applies to more abilities.

Fixed zombie animation glitches.

Now abilities reset on round restart.

Now Weapon mode reset on round restart.

Now, i could focus on completing the terrains.
:p

The gameplay is mostly done.

I could say, it is probably safe to play multiplayer now.

Please help me find bugs and glitches ;_;.
 
Level 16
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Oh god, didn't know that there was a new uploaded version of mercenary when I was inactive a month ago. Will try this and leave feedback.

I wonder why no one is commenting on this thread, Mercenary is one of the best active mod here. Yes, its one of the best.

Ive lost motivation multiple times,
There are no multiplayer testers, lack feedbacks.
I find it hard to continue..

But im relieved to see one new comment.

I realized mercenaries isn't anything special, no surprise sonofjay.

Vengeance kael has stated the truth, the map has no originality, there
Are tons of map with the same gameplay.
Its not user friendly, and the systems are just plain hard to get used to.

I just fail to see it from the start.

Im continuing purely on my own interest from now on.

And by the way, announcing Mercenaries Zero.

The campaign map of mercenaries!,
I want to tell the story behind the terrain,
How everything came to happen,

Why is there an AA gun in a village, why the outbreak? Whats the giant worm?
Why is there a plane crash?, and the secrets about the mine field (terrain not done yet)

The story is about the origins, the operation site zero,
The first outbreak.
The operation which is done in a small group of hired guns.

The mercenary union.

The mercenary group swears on loyalty,
Tells no information about their clients, and requires no
Information of their employer.
Professionally carry out any mission,
Wether it is an assault mission, termination,
Or stealth missions.

The perfect group to cover up incidents and do
Any dirty jobs.

The objective :
To dispose of any evidence and to cover up the incident from the world.
A one night operation.

Thus i could tell the story behind the incident without any hole.
As a professional, it is your job to investigate the roots, not just cover up the scene.

You will get involved more and more, until you realize your mission
Is to destroy a whole facility which is camouflaged as a mining cave,
Runned by a berserk AI.

Ive thought of further stories, which probably will be done in unity.

The wc3 limitations restrict my imaginations.

;p
 
Level 28
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there are tons of map with the same gameplay.

Yes but most of them did not bring the exact quality of this one, from the terrain, systems and such. I love maps/games with simple ideas but executed it better than other mediocore maps/games. Although you're right that the game mechanics are hard for first timer its not really that hard to master. People just hate complicated stuffs because they do not want to learn to play it. People like that should just play Call of Duty or something.

You know what? You should try to develop an AI for you and your very few people who follow this project. Just like what I did on my OotF map and what I will do on my Darkness map. What really allows me to continue making multiplayer maps even with the little amount of player base is that because I want to do it.

I'm still rooting on this, still one of the best project here.

To see a campaign of this will just be damn awesome.
 
Level 16
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Thanks for the support.

Major update incoming.

I dont know if this will work multiplayer properly.
1.3 changelog
-Now gameover triggers when all players dies, instead of one player
-player corpses lures nearby zombies for 24 sec
-player drops item upon death
-major fix : now when player dies, it will no longer load zombies or its ai beyond screen.
Causing smoother run.
-removed light source from carpet bombing, as it does not look good.
-now melee attacks does more damage. (Ensuring 1 hit ko on lighter zombies and dogs) (lighter zombies includes swarm and runner, but not walkers)
 
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