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Pudge Wars v2.03d

PUDGE WARS ADVANCED

Project Status
I am no longer working on Pudge Wars anymore (since v2.03c). Any future updates will be done solely for the purpose of bug fixes. Therefore I have released an unoptimized version of Pudge Wars for people to learn, for people to edit, and for anyone wishing to continue development for this fun map. You may download the unoptimized version here.
Download
Current version: v2.03d
Date released: 8 July 2012
Forum link: http://pudgewars.forumotion.com/

A list of older versions of Pudge Wars (including some of Tossrocks) can be viewed here.



Project Details
  • This map was based off the original Pudge Wars.
    Tossrock said:
    No, I created Pudge Wars Advanced because I was playing the original (Pudge Wars, which was teams of 3 with the basic hook spell and a "lay mine" spell.) and thought to myself "This is a fun game but could be way better." And so I did. I know about pretty much all the current bugs but I'm pretty busy with college and stuff, and also terribly lazy. Maybe I'll put a new version out in time for Winter break.
    Source: http://www.gamefaqs.com/boards/589475-warcraft-iii-the-frozen-throne/46354776
  • Pudge Wars Advanced was created by Tossrock, and taken over by Siraraz in 2010. Decline in development (before new developer came) was due to the following reasons:
    • Software used to develop map ceased to function properly;
    • Lack of enough free time. Other priorities and commitments;
    • Starcraft II's release was near; development would be futile and a waste of effort and time.
  • Development is primarily done by Siraraz. Credits however are due to other users as their resources have been used.
Map Details
Pudge Wars Advanced (or Pudge Wars for short) is a mini-game map where two teams of up to six players aim to achieve victory by scoring a certain amount of enemy kills or winning a certain amount of rounds first. The arena is set in a 32x32 map (even less actually), divided by a river running vertically in the middle of the map: creating two sides, West and East.

MapLayout.jpg

The map is based on the Butcher character from DotA, and his ability: Meat Hook. The map has heavily expanded on the simple Meat Hook ability and is the core of the map. The ability Meat Hook is a simple concept: Pudge throws his bloody Meat Hook towards the targeted location. Any units hit by the hook will be damaged and reeled back to Pudge. Once reeled back, you can kill the target by attacking him or hooking him again. However, one should expect the enemy to have the same goal in mind; creating a chaotic festival of bloody butchery as the surrounding quickly becomes filled with meat hooks.

Features
  • Fully triggered abilities
  • Artificial intelligence
  • Ingame switch system, the same as DotA's
  • 10 different items, many of which are based off DotA heroes
  • Upgradable items - even with a full inventory
  • Death notification messages that inform of the killing style
  • A random hat party
  • ... and more!
Media
Screenshots:
Yet to come. Go check out the map instead :)

Videos:
Credits
RESOURCES
CODE
‘Anitarf’ for ‘SpellEvent’
‘BBQ’ for ‘PeriodicLoop’
‘Jesus4Lyf’ for ‘Hash, ‘DummyCaster’, Damage’
‘kingkingyyk3’ for coding assistance
‘kenny’ for extracts of code I used from his ‘Pudge Wars Meat Hook Revisited’ resource
‘grim001’ for ‘GetProc’
‘Magtheridon96’ for ‘RegisterPlayerUnitEvent’
‘nestharus’ for ‘Event’
‘Rising_Dusk’ for ‘GroupUtils’
‘Strilance’ for ‘HostBot Command Library’
‘Tirlititi’ for ‘ClearItems’
‘Vexorian’ for ‘Table’, ‘SimError’, ‘TimerUtils’, ‘FauxHandleVars’

ART
‘xXMephistoXx’ for the ‘Magic Hat’ model (used for hat party command)
‘kunkka’ for the loading screen

TESTERS
‘BAkil’, ‘TrevorTheHoly’, ‘Orgetorox’, ‘Fire525108’, ‘aznshocktrooper’

SPECIAL THANKS
‘kingkingyyk3’for developing the AI
‘Mr_Bean’ for continued support and managing the forums
‘Tossrock’ for developing this amazing map
Changelog
v2.03

Version D (08/07/2012):
Gameplay
*Strength gained per level for Pudge reverted back to 5.0 (+125 HP/level)

Bug Fixes
*Fixed the level 5 Rupture percent to be actually 30% instead of 40% (oops)
*Fixed level 5 Rupture from not being applied when the target Blinks away
*Fixed a bug in which Split would always end up as a deny


Version C (02/07/2012):
Gameplay
*Added a new powerup: Spectre’s Dagger
Allows you to Meat Hook through allies, land mines and barricades for 30 seconds
*Added a new powerup: Berserker’s Blood
Same concept as the passive on Sacred Warrior (Huskar) from DotA. For every 5% health missing, Pudge gains 5% damage and speed. The first bonus starts at full health. This buff lasts for 30 seconds.

Pudge:
*HP per strength point reduced from 50 to 25
*Strength per level reduced from 5.0 to 2.5
*Increase Strength cannot be bought if you have more than 125 already

Split (Azwraith’s Lance):
*Pudge now has the same life when exiting Split formation
*Split visual slightly modified; the real Pudge is transparent and tinted black

Techies’ Explosive Barrel:
*Improved mine damage from (300, 350, 400, 450, 500) to (400, 462.5, 525, 587.5, 650)
*Improved thrown mines’ damage from (500, 575, 650, 725, 800) to (625, 737.5, 850, 912.5, 1025)

Blink (Grapple Hook):
*Blink cast range reduced from 900 to 650
*Blink now escapes hooks

*Initial position now randomized
*Improved fountain regeneration rate from 7.5hp per second to 1% (of max HP) per second
*Ward cast range reduced from 500 to 200
*Ward charges from 3 to 2

Visuals

*Floating text is no longer shown if you can’t see the unit
*Changed flame model so it is easier to attack manually
*Changed hotkeys of Upgrades shop
*Command –unstuck now moves camera instantly

Other

*Added new game mode: timed mode (-tmxxx)
Timed mode will set the game to last xxx minutes. The team that has the most kills at the end of this time will be the winners. Example usage: -tm030nt. This will make a 30 minute game with revive time of 5 seconds. In this way, a draw can occur.
*Added a team-switch mechanism (like DotA’s)
Usage: -switch x, this will initiate a switch request with a player on the other team. The value of x can be from 1 to 5 (even unused player slots). All players except one must then accept this request by typing –ok.
*HostBot command now registered in a different style. Instead of “k1n” for –km100nt, the style is now: k1 for –km10, n25 for –km250nt, etc. The first string is ‘k’ or ‘n’. HCL supports only kills mode for now. The number after it will be the kills required x10.
*Added command –camh to adjust camera distance
*Added more hints
*Changelog removed from quest menu due to space limitation

Bug Fixes

*Fixed a bug in which a powerup could be repeated twice
*Fixed a bug with Rupture in which it would not end when you Doppelwalked a Level 5 Strygwyr Claws Meat Hook


Version B (03/06/2012):

*Fixed lag caused when items would be dropped.
*Leaver items and gold now given to team again.


Version A (30/05/2012):

Gameplay

Pudge
*Reduced base movespeed from 350 to 325

Meat Hook
*Reduced damage upgrade amount from 35 to 20
*Reduced radius upgrade amount from 15 to 10
*Reduced speed upgrade amount from 75 to 50

Items

*Added a new consumable item: Dust of Apperance (25g)
Effect: Reveals invisible units within 500 radius area of effect. Lasts 5 seconds. Contains 2 charges.
*Changed the item models of most items to a miniture version of the hero they represent

Strygwyr’s Claws:
*Reduced base drag % by 5% (10%, 15%, 20%, 25%, 30%)
*Level 5 bonus Rupture reduced from 40% to 30%
*Level 5 bonus Rupture duration reduced from 5 seconds to 3 seconds
*Level 5 bonus Rupture no longer deals damage on Blink (distance must be more than 250 range)

Azwraith’s Lance:
*Illusions cannot spawn if hook causes death

Tiny’s Arm:
*Reduced cast range increment from 500 to 300 (1000/1300/1600/1900/2200 range)
*Cast range changed to infinite, but actual effect distance will remain the actual maximum range

Techies’ Explosive Barrel:
*Reduced mine damage from (500, 575, 650, 725, 800) to (300, 350, 400, 450, 500)
*Reduced thrown mines' damage from (750, 900, 1050, 1100, 1250) to (500, 575, 650, 725, 800)
*Reduced area of effect (applies to both ground and thrown): Full damage:
Reduced by 50. From (200, 225, 250, 275, 300) to (150, 175, 200, 225, 250)
Half damage: Reduced by 100. From (400, 425, 450, 475, 500) to (300, 325, 350, 375, 400)

Barathrum’s Lantern:
*Power Bash no longer affects allies

Lycan’s Paws (Please send feedback in regards to this item):
*Movespeed bonus reduced from 50/75/100/125/150 to 40/55/70/85/100
*Movespeed increase % removed from Level 5. Attack % increase from 27% to 40%

Reveal:
*Reveal now costs a fixed 10g
*Reveal now has a 15s cooldown

Powerups

*Powerups now spawn as ally instead of enemy
*Changed powerup spawn algorithm: the powerup chosen is still random but cannot be repeated until all other powerups have been spawned

Flame:
*Flame unit vision reduced from 500 to 200 (same as v1.24)

Thunder:
*Thunder nova now created when activated
*Added new lightning visual effect for meat hook. If flame is active with thunder, the hook will be a red lightning (currently not possible unless under testing conditions)

Other

*Suiciding not caused by Techies' Ultimate or Dynamite rune now causes your team to lose one point
*Max level heroes no longer drain xp
*Invulnerability when reviving lasts only 2.5 seconds. Hook-safety still remains 5 seconds.
*Hints are now displayed every 45 seconds for newer players. Use -togglehints/-toghints to turn on/off. Use -showhint to display a random hint.
*Revive time for non-nt mode changed from 3(level) + 5 to (level) + 5
*Observers/Referees can now see damage tags and other messages
*Leaver gold and items are no longer distributed (maybe this will fix the lag?)
*Added HCL support for bots. Currently only supports the following modes:
'k1n' = -km100nt
'k1' = -km100
Feedback on this area is appreciated.

Bugs

*Leaver heroes are now removed
*Dynamite now explodes when the previous holder was an illusion who has dissapeared
*Fixed a bug in where giving an item which became an upgraded item would still allow you to cast the ability

Known bugs:
*When a player leaves lag is created


v2.02

Alpha 2 (29/01/2012):

KNOWN BUGS/ERRORS
*AI has few bugs with item purchasing
*Barricades may not properly rotate if multiple are ordered to by another player under shared control
*Various bugs with ‘whosyourdaddy’ cheat in offline play
*Few errors with messages in testing mode
*Leavers hero is not removed from game

GAMEPLAY
*Toss projectile pickup priority changed:
1. Allied mines
2. Enemy heroes
3. Allied wards
4. Allied heroes
5. Enemy mines
6. Enemy wards
*Pudge is now invulnerable for 5 seconds after reviving
*Increased the Hyperspeed slow percentage from 50% to 75%
*Increased Grapple Hook’s Blink range from 400 to 900 (now allows blinking to other side)
*Few changes on Earthshaker’s Totem:
Barricades:
*Removed the armor from barricades(armor wasn’t used in Pudge Wars anyways)
*Added 40% resistance to all damage types to barricades
*Added a 90-second duration to barricades
Max level ability (Fissure):
*Fissure barricades are now created in an exact straight line (compared to previously jagged)
*Fissure-made barricades are now invulnerable (damage text still shows though)
*Added another grapple lightpost to each side
*Changed the position of existing lightposts to let the new one fit in better
*Land Mines can now damage wards and fissures
*Land Mines can now damage other land mines within a 75 range radius.
*Increased the radius of Blade Barrier from 175 to 200 (same as pre-v2)
*Increased the flame damage interval from 0.25 sto 0.50s (same damage dealt, just less frequent)
*Decreased
the stun duration on Level 5 Toss from proportional to the distance to
an approximately fixed 0.75s (this 0.75s is counted from when the tossed
unit stops motion)

VISUALS
*Removed the yellow flashy cooldown model
*Reduced the number of blade units in blade barrier by half
*Headshot kill message now shows who owns the first hook
*Fixed Lycan’s Paws purchase tooltip
*Removed the [Level 1] suffix from the Reveal tooltip
*Changed Split ‘s death animation
*Changed the Hyperspeed trail duration from 1.0928 to 1.08 (barely noticeable)
*Removed the smooth transition of terrain fog when hyperspeed is active
*Pudge explosions (when Pudge explodes into many parts) now face the same direction before exploding
*Added a death animation for Land Mines
*Added a death animation for Barricades
*Added a spawn animation for Barricades made with Fissure
*Added death information on the killing spree quest information log
*Improved Upgrade Point tooltip in the screen interface
*Changed the hero attribute tooltips

MISC
*Added a 5-second delay before the match starts after the mode is selected
*Added a sound for when the game starts
*Added map description
*Modified item purchase hotkeys. Item hotkey corresponds to their position in the command card.
*More script optimizing
*Blade Barrier can now be removed using the -r/-reset command.
*Game no longer ends in 60 seconds after a team wins

BUGS/FIXES
*Removed the –observer command from the Commands quest log
*Fixed the command -stat from not working
*The
reveal gold cost now reduces exactly 7 minutes after the game mode is
selected rather than 7 minutes after the game is loaded
*Fixed barricades from not rotating when multiple are selected (see known bugs)
*Removed the fountain powerup from the powerup spawn pool
*Fixed Toss from picking dead land mines as a projectile
*Fixed testing commands from being active every game
*Fixed Dynamite/Techies’ Detonate from only damaging one unit.
*Fixed a bug in which an observer/referee player leaving would cause the scoreboard to display “left” everywhere on it.
*Fixed a bug with -resethook command detection of current hooks
*Fixed a bug with hyperspeed leaving vision behind after it had ended

AI
AI
redesigned by kingkingyyk3. The AI now has a randomized hook upgrade
pattern as well as a randomized item purchasing pattern. The AI is now
able to use active abilities and has improved reactions to specific
scenarios.


Alpha 1 (29/01/2012):

GAMEPLAY
*New powerup: Some Fountain Manipulator powerup [NOT COMPLETED].
*Reworked Split.

Stat Changes
*Reveal:
  • Duration: 30 -> 35
  • AoE: 800 -> 900
  • Cost: 5 -> 50 (decreases by 5 gold every 7 mins until price is 5 gold)
*Illusion damage taken increased from 100% -> 200%
*Changed max. players from 12 -> 10 (allows observers in lobby, removed in-game observer commands)
*Change priority of projectile pickup for Toss, as follows:
  1. Allied Land Mines
  2. Allied Wards
  3. Enemy Heroes
  4. Allied Heroes
  5. Enemy Land Mines
  6. Enemy Wards
*Limited amount of Doppelwalk illusions to one. When Doppelwalk fires; any existing illusion will be destroyed.
*Grapple Hook radius capped to 250.

MISC
*Buying items with full inventory
*Item repickup limit removed.
*Added command: -clear. This command clears the screen of any text messages.
*Changed “dy” to “-dd”
*Changed “ff” to “-ff”
*Added “-r” for “-reset” command

VISUALS
*Renamed Phantom’s Lance to Azwraith’s Lance
*Changed Phantom’s Lance (Azwraith’s Lance) tooltip
*Removed the “Advanced” from the map name
*Changed
the player board (-sb board) to show method of killing for each
individual method rather then a category. Instead of “powerup, attack,
headshot, hook, item”, it is now “blades, fire, lightning, dynamite,
etc.”. Methods of killing you haven’t used are coloured, grey, whilst
those you have are coloured green.
*Added disclaimer for Grappling
Hook stating that it is not an offensive ability. It can only grapple
structures, not hook units.
*Barricade and Grappling Hook command
card position fixed so they don’t move around. Grapple Hook occupies (1,
2) and Lay Barricade occupies (2, 2).
*The Choose Upgrades window
will automatically close after a player upgrades a stat if their skill
points (or lumber) is below the minimum value required for an upgrade. For example:
you have 5 Skill Points, all upgrades cost 3 Skill Points. You decide
to upgrade a random stat, you are left with 2 Skill Points. Seeing as
you are unable to upgrade anymore, the window will automatically close.
*Quest log detailing the amount of kills for each spree. Killing Spree - 3, and so forth.
*Dynamite: the floating text now follows the holding unit’s height.
*Dynamite: the floating text no longer jumps from 20 height to 150 when activated
*Toss: added a targeting image to show the collision-contact radius.
*Toss: land mines now face the proper direction when they are thrown with Toss.
*Pudge shadow centre changed from 60,60 to 75,75
*Rescaled the Grapple Hook model to a more accurate size.

AI
*Changed the rate at which AI purchased items: 0.03125 -> 1.00
*Changed the rate at which AI predicted unit movement: 0.03125 -> 0.25
*Rescaled AI reaction time. Easy: 0.6s. Normal: 0.45s. Insane: 0.3s

BUG FIXES
*Fixed hyperspeed from not providing speed boost to revived players who died with hyperspeed
*Fixed the speed of objects in hyperspeed when Tossed
*Fixed illusions from being able to damage anything.
*Fixed a bug where Toss wouldn’t work.
*Fixed a bug in which powerups would not follow the proper trajectory when Tossed.
*Users may no longer purchase Tome of Power at Level 25. Gold is refunded if player attempts to purchase.
Keywords:
Pudge Wars Advanced, Pudge Wars, Tossrock, Siraraz, Meat Hook, Pudge, Hook
Contents

Pudge Wars v2.03d (Map)

Reviews
23:49, 15th Sep 2010 Cweener: Approved Post.
Level 15
Joined
Jul 6, 2009
Messages
889
nice job the AIs pro as
if they bought items aswell theyd be no way i could beat them

Guess what the next plan for them are :).

but did the bomb get changed so that who ever has it is the owner of it
if thats the case you should make it so attacking doesnt give it away

personally id like it to be the original so its kinda like playing hot potato

I don't believe I changed any mechanics of the Dynamite. Only the visibility and when the holder dies.

It's still the same:
1. you get it
2. attack an ally
3. they'll have it.
4. their death is considered denied by you

Another example:
1. they got it
2. they pass it to you
3. they run away
4. you die, the kill going to them

The owner of the dynamite is the previous holder.
 
Level 5
Joined
Aug 24, 2010
Messages
133
hmm i got it one time and i attacked them then they blew up but it counted as them suiciding instead of being my kill
then another time i got it they gave it back to me but it counted as my kill
ill check again though

is it possible change the behaviour of the ai
i read the help but couldnt find it
 
Level 15
Joined
Jul 6, 2009
Messages
889
hmm i got it one time and i attacked them then they blew up but it counted as them suiciding instead of being my kill
then another time i got it they gave it back to me but it counted as my kill
ill check again though

Okays :)

is it possible change the behaviour of the ai
i read the help but couldnt find it

AI developer didn't give a really helpful information log did he? It only displays the behavior of the different AI. It's completely random.
 
Level 5
Joined
Aug 24, 2010
Messages
133
sorry i havent had time to send the replay
is there a replay viewer so i can easily find the times that theres a glitch
theres also something up with the lightning power up
im not sure what happened but late game whenever i hooked it nothing happened
although the ai could still hook it

if you could add a test mode in the next version thatd help
just to spawn specific power ups and get gold

havent had time to play wc3 lately
but as always mad props man
 
Level 15
Joined
Jul 6, 2009
Messages
889
sorry i havent had time to send the replay
is there a replay viewer so i can easily find the times that theres a glitch

Yes there is! It's the ReplaySeeker which was made for DotA, but works for any replay. You can make the replay speed up (faster than 8x) to a desired timeframe and it will then give you a notice when it's done syncing. Quite a nifty tool.

theres also something up with the lightning power up
im not sure what happened but late game whenever i hooked it nothing happened
although the ai could still hook it

o_O

if you could add a test mode in the next version thatd help
just to spawn specific power ups and get gold

There is a testmode, but it's single player only. I can enable it to work on multiplayer though.

havent had time to play wc3 lately
but as always mad props man

Thanks :grin:
 
Level 5
Joined
Aug 24, 2010
Messages
133
lightning glitches at 4.25, 9.44 although the ai could still use lightning fine throughout

oo how do you use the test
 

Attachments

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Level 5
Joined
Aug 24, 2010
Messages
133
test sure is useful
being able to use it with ai or in multiplayer would be good too

i believe after lightning timer gets shorter each time you hook the powerup
the first hook works normally then the 2nd halves the time and the 3rd instantly dispels
 
Level 5
Joined
Aug 24, 2010
Messages
133
seems like there are alot of things glitchy with the map
ive had problems with rupture no longer working even after dropping and repicking up the item
and hook being permanently disabled
i think these 2 problems might of been present in the old version but they werent as common as now
 
Level 23
Joined
Jan 1, 2009
Messages
1,608
Hey, this version is the one I'm always playing, just updated to version g, but hell, does it bug.
in Version C there only was the "using maphack" spam, But now you seem to leak AIDS instances,
after half the game (3on3) Warningmsgs began to pop up that AIDS couldnt get another instance and when you picked up Slow Motion it didnt stop anymore, so we had perma slowmotion :/

Also one time my Hook-Spell requirement Unit didnt come back after I hooked, I don't know why, but I couldnt hook anymore, even after I died and revived.

Pls fix these asap :)
 
Level 15
Joined
Jul 6, 2009
Messages
889
Hey, this version is the one I'm always playing, just updated to version g, but hell, does it bug.
in Version C there only was the "using maphack" spam, But now you seem to leak AIDS instances,
after half the game (3on3) Warningmsgs began to pop up that AIDS couldnt get another instance

Actually, it should be that I'm trying to use GetUnitId() instead of GetUnitIndex(). Something to do with the illusions I believe. These things should have not appeared in the first place, I uploaded the map after compiling it with debug mode enabled. Oops!

and when you picked up Slow Motion it didnt stop anymore, so we had perma slowmotion :/

Once again, this is related to illusions. I believe I have fixed it now, but I doubt it :D Mind sending me the replay with the times of when the Hyperspeed effect becomes permanent?

Also one time my Hook-Spell requirement Unit didnt come back after I hooked, I don't know why, but I couldnt hook anymore, even after I died and revived.

This sometimes happens, although I have no idea why. It doesn't happen often, I haven't experienced it at all in this version.
 
Last edited:
Level 23
Joined
Jan 1, 2009
Messages
1,608
Yes I allready reported that. Comes pretty often in lategame.
Also like you see in this screenshot when u use phantomlance's ability you dont select all 3 pudgies like it was in older versions, why?
Ah and when I picked up grap hook 5 from a mate it has so less cooldown i could throw 3 at the same time, willed?
the stun from throwing with tinys arm should be reduced, i played 1on1 because 2 left in a game and all we did was hooking the opponent and throwing, hooking again and killed him.
Also in the end firehook gave me permanent sight in circles at the enemys side, could have something to do with the AIDS errors.

btw: All these errors occur with Version g!!
 
Level 15
Joined
Jul 6, 2009
Messages
889
Is that a bug ?
http://www.hiveworkshop.com/forums/attachment.php?attachmentid=104279&stc=1&d=1311605993

Why yes it is.

Also like you see in this screenshot when u use phantomlance's ability you dont select all 3 pudgies like it was in older versions, why?

No idea. Did you want it to automatically select all three? I guess it would be more convenient, considering I did rework the hooking mechanics for the Mini-Pudges.

Ah and when I picked up grap hook 5 from a mate it has so less cooldown i could throw 3 at the same time, willed?

Grappling Hook (Level 5) has a cooldown of two seconds.

Also in the end firehook gave me permanent sight in circles at the enemys side, could have something to do with the AIDS errors.

Strange.

btw: All these errors occur with Version g!!

Argh. I'm doing a great job, aren't I? =(
 
Level 23
Joined
Jan 1, 2009
Messages
1,608
Level 1
Joined
Jul 28, 2011
Messages
5
Could you perhaps tell me what icons you use for the cooldowns in the map?

Edit: More specifically, what model you're using for the flash effect when cooldown finishes.
 
Level 15
Joined
Jul 6, 2009
Messages
889
Next version's changes listed below, the map will be released within a week (no promises).

Bug fixes
• Fixed a bug that would cause AIDS error messages to constantly appear.
• Fixed a bug that would cause Hyperspeed to never end.
• Fixed Thunder not triggering on Headshots

Visuals
• Split now causes selection of all three Mini-Pudges rather than just one.
• Changed the leaver text colour (red -> yellow).
• Changed the Flame Hook model back to the original model. Previous had less particle emitters.
• Changed Hyperspeed so the fog is less thick.

AI
• AI no longer cast Split.

Could you perhaps tell me what icons you use for the cooldowns in the map?

Edit: More specifically, what model you're using for the flash effect when cooldown finishes.

I actually took it Touhou Defence of the Shrines. I'm a model pirates :xxd: It's neat, isn't it? I believe the ui-cooldown-indicator model was made for that map specifically though.
 
Last edited:
Level 23
Joined
Jan 1, 2009
Messages
1,608
Release it allready pls! The perma highspeed bug is so annoying.
Other than that you should also make some kind of assistant-system, at least for headshots.
Because I hooked the first 5 kills from the other side, but my mate headshoted them, so he was gettin better and I was still bad, thats shit.
Also denying/suiciding should reduce points by one, its just dumb if I hook/attack the enemy all the way down and then another enemy comes and just denies it without consequences but me getting no bonus from killing.
In my opinion phantom lance fires too often. On lvl 5 it feels like every 3rd hook is just hooking the phantom and then there are so many phantom running around n stuff, thats just annoying and too much, especially in late game where almsot every1 got phantom lance lvl 5, its a mess.
Also you should remove the headshotmsg/animation when headshotting an illusion.

Please change the Itemtypes of the permanent items to tomes, so you can buy them even if you have a full inventory. Its really shitty if your inventory is full but you want to upg an item thats not max lvl (one never is because its the last) and you have to put down another item, which u cant pick up instantly again.
(If you change itemtype to tomes you ofc have to add the real item via trigger)
And you see dot(damage over time) floating txts from eneys in the fog.

Sometimes the raorblade bugs when you want to hook something yourself, it bounces off your own shield then, I expirienced this about 10 times allready.

Ricochett turbine(or whatever its called) is way too useless for its price, especially in the beginning.
You have to have a long hook first and if noone builds walls (which is quite often because no1 buys walls either) you can bounce max 2-3 times, which means in ncrement of 0.3x. Thats jsut useless, if I have to spend all my attributes on hook length, I cant spend them on dmg and the dmg multiplier is too low compared to the dmg from the attribute.
The turbine could need a buff, maybe increase range and speed per bounce?!
I dont know the trbine ultimte, does it have one?

Also I dont like the grappling hook visuals wen hooked while being transported, the grapling hook kinda gets teared int pieces, sometimes totally disappears and if yo use grappling hook more times then you´just fly around the map for like an hour, without any visual hookstring.

Walls are kinda useless too, ofc you can build defence, but almsot everyone gets mines and tinys hand so they can just bombard you inside.
Also it kinda doesnt matter wheather or not its your wall or an enemys, because you just cant hook through, its not so much of an benefit.
I'm not saying walls are bad, they CAN be usefull, the problem is that they get never used because there are other, better items, thats the problem.
ALso because this is like the only defensive item that cant be used offensive/for a strike (unlike phantom lance)

I dont get the sense of Reveal, its so cheap and 2 casts let you see the entire enemys line, why?
For me, the guessing and seeing of where the opponent might be is part of the gameplay, but why should I guess if I can just reveal the map for 30 gold.

Its okay for a bonus, but you should really add a large cooldown to this, like 5 minutes, so you can look up the line if the enemy just hides or so.

I also dont like the ability window/Spellbook, becase you always have to close it.
You should add the functionality that you cant open it with 0 Points and tat it automatically closes when you spent points and now have 0 or have points below the lowest cost.

Anoter thing are the health potions, they are kinda useless. The only purpose for them is to fresh up when you got hooked and hooked back by a teammate, so you dont die frm the next hook. But this only applies for early game because they become too weak afterwards. I never used the salve, why should I? Might as well camp at fountain.
And once again you cant buy them with full inventar, which makes them completly useless in mid-lategame.
Make them like tomes which regenerate 30% of max hp or something like this, because why should I stack up on pots, I neither have the space nor the usage of it.

Its okay tht you made fire and razor last even after you died, but hyperspeed should end when the "caster" died.

ALso something regarding tinys arm, is there some kind of priority system? I mean wen a mate and an opponent are near and I use throw, tahat the opponent gets thrown and nt my mate? I dont exactly know t but it seemed like it

Why can you get hit by thrown mines when you just revived? the damage should be at least reduced.

is KI addable ingame? Like when someone leaves? Maybe there should be a hint about that when someones leaves, or if its not possible add it.

An indicator after the killingspree/whatever part of the killmessage that shows how many kills tht phrase represents would be good.

Grappling hook radius should increase that much with the attribute, its frikkin fatass lateron.

Imo the Lanterns are kinda low in usage, only for grappling hook? Maybe you can think of somthing cool to extend them?!

Yea, make it so!
 
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in some of the older versions , there is a time when your hook doesn't return to you but goes to the bottom left of the screen , then i can NEVER hook again!
it can happen with an ally/enemy being hooked too , they simply just go to the bottom left of the screen and never returns , did u fix this already?
 
Level 15
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Messages
889
Thanks! Did you have to unprotect that map? :p

Nope, I just took the model from the map. Did you want me to send you the model?

--

Other than that you should also make some kind of assistant-system, at least for headshots.
Because I hooked the first 5 kills from the other side, but my mate headshoted them, so he was gettin better and I was still bad, thats shit.

I will take this into mind.

Also denying/suiciding should reduce points by one, its just dumb if I hook/attack the enemy all the way down and then another enemy comes and just denies it without consequences but me getting no bonus from killing.

By points, did you mean the scorepoints?

In my opinion phantom lance fires too often. On lvl 5 it feels like every 3rd hook is just hooking the phantom and then there are so many phantom running around n stuff, thats just annoying and too much, especially in late game where almsot every1 got phantom lance lvl 5, its a mess.

I agree, it is annoying! I think the firing percentage for Doppelwalk should be nerfed.

Also you should remove the headshotmsg/animation when headshotting an illusion.

By "headshotmsg", did you mean the HEADSHOT! floating text tag? That, and the animation was intended to decieve other players.

Please change the Itemtypes of the permanent items to tomes, so you can buy them even if you have a full inventory. Its really shitty if your inventory is full but you want to upg an item thats not max lvl (one never is because its the last) and you have to put down another item, which u cant pick up instantly again.
(If you change itemtype to tomes you ofc have to add the real item via trigger)

I've had complaints from other players about how I should change the system so you are able to buy with a full inventory.

And you see dot(damage over time) floating txts from eneys in the fog.

I already know about this. I don't believe it needs to be changed. Good players can use the verbose damage text to locate enemy players when they are Ruptured, where they are when they hook a Land Mine, or where they finish landing if Tossed.

Sometimes the raorblade bugs when you want to hook something yourself, it bounces off your own shield then, I expirienced this about 10 times allready.

I know.

Ricochett turbine(or whatever its called) is way too useless for its price, especially in the beginning.
You have to have a long hook first and if noone builds walls (which is quite often because no1 buys walls either) you can bounce max 2-3 times, which means in ncrement of 0.3x. Thats jsut useless, if I have to spend all my attributes on hook length, I cant spend them on dmg and the dmg multiplier is too low compared to the dmg from the attribute.
The turbine could need a buff, maybe increase range and speed per bounce?!

I have no idea what Richochet Turbine is for. I guess it was an item to compliment Barricades and their bouncing features. I do agree though, due to it's uselessness I rarely see it bought.

I dont know the trbine ultimte, does it have one?

It's Level 5 ability is Thunder Charge. It places a buff on a caster that allows every hook to create a thunder nova when it bounces. Going back to what you said though, bounces rarely occur.

Also I dont like the grappling hook visuals wen hooked while being transported, the grapling hook kinda gets teared int pieces, sometimes totally disappears and if yo use grappling hook more times then you´just fly around the map for like an hour, without any visual hookstring.

I think the Grapple Hook chain is fine. I don't lowering the performance by creating more chains to fill the gap is worth it.

Walls are kinda useless too, ofc you can build defence, but almsot everyone gets mines and tinys hand so they can just bombard you inside.
Also it kinda doesnt matter wheather or not its your wall or an enemys, because you just cant hook through, its not so much of an benefit.
I'm not saying walls are bad, they CAN be usefull, the problem is that they get never used because there are other, better items, thats the problem.
ALso because this is like the only defensive item that cant be used offensive/for a strike (unlike phantom lance)

Just wall the sides and play Tiny Wars instead? Lol.

I dont get the sense of Reveal, its so cheap and 2 casts let you see the entire enemys line, why?
For me, the guessing and seeing of where the opponent might be is part of the gameplay, but why should I guess if I can just reveal the map for 30 gold.

Blah. Why must Tossrock add all these things. I don't know why Reveal was added either. I always thought it was cheap as well. It costs 10 gold to reveal the entire enemy side.

I also dont like the ability window/Spellbook, becase you always have to close it.
You should add the functionality that you cant open it with 0 Points and tat it automatically closes when you spent points and now have 0 or have points below the lowest cost.

Your idea on closing it automatically when you don't have enough skill points is a good one. I will add that in the next version.

Its okay tht you made fire and razor last even after you died, but hyperspeed should end when the "caster" died.

Blade Barrier doesn't last after death? Flame and Thunder do - due to me wanting to keep to pre-v2 mechanics and also because it's annoying when you lose the powerup almost immediately.

As for the Hyperspeed, what are your thoughts on this idea:
When the Pudge in mind dies, the buff timer pauses until he revives. All Hyperspeed effects (unless another player has one) are suspended until that Pudge revives. I think it makes sense. However, I guess you should lose the effect when you die, seeing as how Hyperspeed is really quite powerful.

ALso something regarding tinys arm, is there some kind of priority system? I mean wen a mate and an opponent are near and I use throw, tahat the opponent gets thrown and nt my mate? I dont exactly know t but it seemed like it

You are right; there is a priority system. Certain nearby units take precedence over others. Toss searches for nearby units to throw in the following order: Land Mines, Wards, Enemies, Allies. Is this a problem? I thought it would be helpful.

Why can you get hit by thrown mines when you just revived? the damage should be at least reduced.

My thoughts exactly. I think you should have immunity to Toss effects as well as hooks.

is KI addable ingame? Like when someone leaves? Maybe there should be a hint about that when someones leaves, or if its not possible add it.

What is KI?

An indicator after the killingspree/whatever part of the killmessage that shows how many kills tht phrase represents would be good.

Ok.

Grappling hook radius should increase that much with the attribute, its frikkin fatass lateron.

Don't get you.

Imo the Lanterns are kinda low in usage, only for grappling hook? Maybe you can think of somthing cool to extend them?!

Wait, what? Barathrum's Lantern is commonly used. It's useful for the extra damage, and Level 5 allows you to Greater Bash your enemies.

Below is a list of things you have said that I think are further discussable:
• Assist system for headshot
• Denying/Suicide reduce player scorepoints
• Reduce Doppelwalk chance percentange
• Items should be able to be bought with a full inventory
• Reveal sucks
• Skill Point menu
• Hyperspeed linger effects
• Killspree indicator

Perhaps you should post on the forums (http://pudgewar.informe.com/). Other players can discuss your viewpoints as well. Also, I would appreciate it as the forum is quite dead :(

For now, I have released v2.01h. Hopefully there isn't any bugs, but I doubt it.

--

in some of the older versions , there is a time when your hook doesn't return to you but goes to the bottom left of the screen , then i can NEVER hook again!
it can happen with an ally/enemy being hooked too , they simply just go to the bottom left of the screen and never returns , did u fix this already?

I haven't fixed it, but I haven't noticed it occurring in the last versions. Although you never know.
 
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Messages
1,608
By points, did you mean the scorepoints?
Yes

By "headshotmsg", did you mean the HEADSHOT! floating text tag? That, and the animation was intended to decieve other players.
okay


I've had complaints from other players about how I should change the system so you are able to buy with a full inventory.
Then do it as I suggested?

I have no idea what Richochet Turbine is for. I guess it was an item to compliment Barricades and their bouncing features. I do agree though, due to it's uselessness I rarely see it bought.
Buff it?

I think the Grapple Hook chain is fine. I don't lowering the performance by creating more chains to fill the gap is worth it.
Okay, thats true

Just wall the sides and play Tiny Wars instead? Lol.
Well even if you wall the sides, 1 mine = 2 ewalls down :/ (jK)

Blah. Why must Tossrock add all these things. I don't know why Reveal was added either. I always thought it was cheap as well. It costs 10 gold to reveal the entire enemy side.
Well...change it? :D

Your idea on closing it automatically when you don't have enough skill points is a good one. I will add that in the next version.
Great

Blade Barrier doesn't last after death? Flame and Thunder do - due to me wanting to keep to pre-v2 mechanics and also because it's annoying when you lose the powerup almost immediately.
Yep, I ment fire and thunder. They are good!

You are right; there is a priority system. Certain nearby units take precedence over others. Toss searches for nearby units to throw in the following order: Land Mines, Wards, Enemies, Allies. Is this a problem? I thought it would be helpful.
Well, its very good that it exists, but I expirienced 5-6 times when I wanted to trhow an enemy from their side to mine but picked an enemy mine instead :/
Maybe the priority on miens should check the owner?


What is KI?
Ah sorry, mixed that up with the german word for AI.


Don't get you.
I think the grappling hook(or atleast its graphics-radius gets increased by the Attribut "radius increase" too much. It very large in the end, when you focus on radius.

Wait, what? Barathrum's Lantern is commonly used. It's useful for the extra damage, and Level 5 allows you to Greater Bash your enemies.
Naahh, not barathums, that items is very useful, i ment the 2 doodads one ach side, the Post Lanterns ;)

Perhaps you should post on the forums (http://pudgewar.informe.com/). Other players can discuss your viewpoints as well. Also, I would appreciate it as the forum is quite dead :(
I'll take a look ^^


For now, I have released v2.01h. Hopefully there isn't any bugs, but I doubt it.

Alright, will test it!

Yes!
 
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Nope, I just took the model from the map. Did you want me to send you the model?
Yes please. The only version I could find was protected. My email address is hotclaw86 at yahoo dot com

• Denying/Suicide reduce player scorepoints
This should not reduce player score, because:
  • mistakes happen far too often and people don't like being punished so severely for mistakes.
  • it reduces the clarity of the score board, because your points should reflect your kills.
It should also definitely not reduce your team's score, because that will lead to major griefing/trolling where players intentionally kill their teammates to annoy them or to help their friends on the opposing team.

I suggest implementing a similar deny system to DotA - below a certain health percentage, a team kill counts as a deny and carries no penalties (does not end sprees etc.). Above that percentage, a team kill ends your and your ally's spree (and resets your and his internal spree counters). This should ideally be accompanied by a visual indicator like a blood spurt if an ally's health is low enough to be deniable.

• Reveal sucks
Reveal was added because it reveals invisible units (enemy landmines and illusions). Its price should just be doubled/tripled so that it's comparable to wards. The latter's name should also be changed to "Observer Wards" (like in DotA) to reflect the fact that they don't reveal invisible units.

Frotty's other suggestions are all great and will add tremendously to the game's quality.

Earthshaker's Totem and Ricochet Turbine could perhaps be combined:
  • Change the barriers to be similar to Earthshaker's Fissure (temporary, same model, and blocks movement [Edit: and stuns]), but they also block hooks, last longer and the range starts out shorter and scales with upgrades.
  • The ultimate could still be Thunder Charge, or be a heavily beefed up version of the current Ricochet Turbine's standard ability and renamed Echo Slam.
 
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Why not to change standard gameplay a little.
Let me suggest few things:

-Terrain:

Increase map size a lot.
Add more different areas (Example in arena 1 shops can run [units] and be hooked, add barriers and such objects, arena 2 can be standard one, arena 3 can have portals etc etc).
Add lightning/special effects to terrain.

-Gameplay:

Add more modes (Once can change areas every few seconds/kills etc).
Add Rot ability as well (Instead of levels add dummy units that will level up like your hero, icons can be same like abilities, their abilities level hero ones).
Add neutral player (he can have effect on both teams, he act like "god" and can trigger actions like, global slow, auras that increase/reduce stats, cast AOE spells, build barbarically etc etc, units he control could be invisible and each action can be show to players in their multiboard or as floating text)
Add damage system (critical, bash, evasion) so hero attack can do something instead of simple smashing (this can be leveled as well with dummy unit).

If you find this interesting I can continue with more.
 
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Pudge Wars is about fast-paced Meat Hook gameplay first and foremost. Everything in the map should affect your use of Meat Hook in some way.

Increasing the terrain size will reduce the effectiveness of Meat Hook and reduce the pace of the game, so it's not a good idea.

Adding barriers and moving obstacles is a good idea since it adds to the skill required to use Meat Hook effectively. An obstacle could be some kind of boat that floats up and down the river that deflects hooks.

Special effects could work if they don't interfere with the visibility of hooks.

More modes will work if they support Meat Hook in some way. Adding an InstaGib mode for example would be awesome (disables items/powerups/upgrades and makes your hook 1-shot enemies).

Rot would work because it slows enemy Pudges and makes them easier to hit with Meat Hook. Dismember would also work because it also synergises with Meat Hook (it would be ridiculously strong in this map though because of headshots).

The neutral player could work, but a global slow seems awfully similar to hyperspeed, except no-one has a speed advantage so it just slows down the game.

A damage system needs to interact with Meat Hook in some way. Adding an item like e.g. "Rikimaru's Scimitar" that does more damage if you hit a Pudge from behind with a hook/melee attack could make melee combat more interesting.

Tiny's Arm/Techies Barrel are really the only two items that have absolutely nothing to do with Meat Hook, but they're just so awesome that I don't mind them in the map.
 
Level 15
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Messages
889
Frotty

I'll see what I can do about the problem relating to being unable to purchase items with a full inventory. It seems like it would be tedious though. Do you know how DotA manages it? All the items you see in the shops are actually units for sale, you're "hiring" units, a trigger detects and replaces that sold unit with the corresponding item. Your approach might seem better though. I'll see how it goes.

As for the Toss priority check, how do you think it should go? I was thinking of this below list:
1. Allied Land Mines
2. Allied Wards
3. Enemy Heroes
4. Allied Heroes
5. Enemy Land Mines
6. Enemy Wards

The AI doesn't replace any leavers in-game, I don't think teammates would like an AI that doesn't really cooperate and does its own thing.

As for the Grappling Hook model scale, I'll play around with that and see if I can get it to scale more accurately.

As for the post lantern, that is why I rely on you people to provide ideas and discuss with other players :)

Hotclaw

I have sent an email to your address with the model.

Denying/Suicide reduce player scorepoints

I see your point of view. I'm in favour of implementing a system that prevents denying allies at higher health. However, there are multiple ways of denying allies. You can headshot your allies, you can throw a Grenade on your allies, you can cause a nearby Land Mine to explode, etc. The latter two cause tremendous damage. In addition, how would you track if you denied a player above the percentage or not? If you attacked an ally until their HP was low, wouldn't it become counted as a legitimate deny after that?

As you have said, mistakes happen far too often. The AI is very adapt at delivering headshots, to both allies and enemies. Do headshots count to reduce scorepoint?

I'll leave the issue with denying/suiciding reducing player scorepoints to further discussion and opinions.​

Reveal

I guess it is effective in games where players use Land Mines a lot. You can detect the position of Land Mines and avoid hooking in that area. However, there lies the issue of cheap cast price and rapid casting. What do you think of scaling the cost to the game elapsed time?

The idea is that initially Reveal should cost a lot initially, and become cheaper as time progresses. Revealing in abundance would be costly, however, as the game progresses, Reveal loses it's effectiveness as Meat Hooks become much more faster, longer, and larger. Thoughts on this?​

Earthshaker's Totem and Ricochet Turbine

What are thoughts on Barricade's use as using it to Grapple to? That's another use it has, although it's not too useful is it? Not sure here.

I actually really like this idea of combining the two items. Richochet Turbine does play on the bouncing effect/richochet of Echo Slam. Barricades, from what has been said, have been rather useless, easy to bypass, and annoying. I do like the idea of making Fissure become the standard ability, and Echo Slam/Thunder Charge as the ultimate.​

Kobas

Terrain

What are the purposes of expanding the map size? I believe Hotclaw has this part covered.

Different areas would be interesting and fun, but I don't think I'm up to changing the map that much, haha.

Lighting/special effects? Huh?​

Gameplay

Adding new abilities would increase the ability count in the map. There are limited spaces for Pudge's command card. There is 5 available (take 1 for Meat Hook).

1. Lay Land Mine
2. Lay Barricade
3. Toss
4. Grapple Hook
5.

As you can see, there leaves just one free ability slot. Would Rot be innate? That would reduce the free slot count to 4 in that case. I'm skeptical in adding new active abilities for this reason.

I quite like the neutral player idea. With HotClaw's ideas too, I guess a neutral powerup could come up every so often, and would create a negative effect to the hooking player's team, or everyone. We need more powerups anyways :p

There is Barathrum's Lantern which has Greater Bash anyways. Although I think the map is more centralised on the Meat Hook aspect anyways.​

-Peper-

What do you mean by that? The edge of the map arena? That's strange to read.​
 
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Messages
5
xBlackRose:

Thanks for the model. I have included it in my own version of PWA that I made back in the 1.18 - 1.24 days to learn JASS. Most of the ideas I've been posting in my replies were pretty much from opening that map and looking around. I figured it would be easier to just mail it to you so you can poke around yourself. You can use whatever you want from it, but I would appreciate a little credit.

Some history:
The initial code was based on Tossrock's unprotected 1.17, but I pretty much recoded everything after that. I wasn't very good yet, so some of the code is pretty rough, but I quite like the new features I added. Read F9 for a fairly complete listing of my changes.

Stuff not covered in F9 (off the top of my head):
  • The current version includes a silly little leap ability that you start with. I planned to turn it into a new item based on PotM but never got around to it.
  • I also recoded grappling hook's ultimate.
  • I recoded Barathrum's Lantern ultimate to accelerate your hook (isn't very effective - the original is still better I think).
  • I added a dummy hero and a script that toggles the multiboard when you select it, and quickly switches control back to your Pudge.
  • Added a stats upgrade that you can purchase with upgrade points.

I also had no concept of OOP or whitespace back then (for some reason I didn't trust Vex's optimizer enough).

I mean, at the edge of the arena (close to the river) when I got maximum level of Radius, the Grappling Hook will be too big, causing it to hit my own lamp post.
Haha yeah I noticed that in the official version. I fixed it in my version by making it not check collisions behind your Pudge when you fire it (and I rescaled hook radius).

However, there are multiple ways of denying allies. You can headshot your allies, you can throw a Grenade on your allies, you can cause a nearby Land Mine to explode, etc. The latter two cause tremendous damage. In addition, how would you track if you denied a player above the percentage or not? If you attacked an ally until their HP was low, wouldn't it become counted as a legitimate deny after that?
I made it impossible to attack your allies above the deny percentage (by stopping the attack before it lands IIRC). Land mines, headshots, etc. still damage allies from full health. This sort-of forces players to choose carefully who they attack. My version doesn't punish you too severely for killing teammates, but it does keep track of them as evidence of your sloppy play.
 
Last edited:
Level 5
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Feb 27, 2011
Messages
175
I would like to see a better version of pudge model, cuz map is small and it cant cause lag of any comp if you like make a extra heavy extra big HD texture shitzo, and a little redo with the model it self :D :D i would like to see that, the model even better then WoW's current one :D btw map is apsolutly great, every one i know in person plays it :)) and i dont know about rate 4 or 5 cant deside yet :D
 
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Aug 24, 2010
Messages
133
being able to buy items with a full inventory would be very useful

i find the % of doppelwalk is fine but the images should be limited to 1 per player

when respawning rather than just making the player unhookable they should be made invulnerable but as soon as they use an ability or attack they lose the invulnerability
or make it so that while they are invulnerable they cant attack or use an ability until it wears off

mini pudge with lightning is extremely broken
i think mini pudge should not be able to pick up powerups at all

chooseable arenas would be nice but its not really neccesary
maybe have an arena with no river but lots of pillars

it appears that the fire powerup causes the hook line to disappear under fire
possibly due to the change or maybe just cause there was so much fire on the map

a nice job with the glitch fixes though
this versions highly playable compared to some of the previous lol
 
Level 15
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Messages
889
I would like to see a better version of pudge model, cuz map is small and it cant cause lag of any comp if you like make a extra heavy extra big HD texture shitzo, and a little redo with the model it self :D :D i would like to see that, the model even better then WoW's current one :D btw map is apsolutly great, every one i know in person plays it :)) and i dont know about rate 4 or 5 cant deside yet :D

I think the Butcher model for Pudge is fine ^.^

\o/ I love this map XD

Yay :)

blacksheepwalll
being able to buy items with a full inventory would be very useful

Indeed it would.

i find the % of doppelwalk is fine but the images should be limited to 1 per player

This idea will be implemented; I like it - it makes sense.

when respawning rather than just making the player unhookable they should be made invulnerable but as soon as they use an ability or attack they lose the invulnerability
or make it so that while they are invulnerable they cant attack or use an ability until it wears off

I think that's a good idea. The amount of times I've been hit by a stun grenade as soon as I respawn!

mini pudge with lightning is extremely broken
i think mini pudge should not be able to pick up powerups at all

Why is that?

chooseable arenas would be nice but its not really neccesary
maybe have an arena with no river but lots of pillars

Currently, I don't think new arenas is within my reach. It'd also require too much time for my liking/effort.

it appears that the fire powerup causes the hook line to disappear under fire
possibly due to the change or maybe just cause there was so much fire on the map

What do you mean? I've made it so that the hook becomes a fire hook when you grab the fire powerup. It may be due to the amount of emitters and particles on the map that cause some others to not properly show.

a nice job with the glitch fixes though
this versions highly playable compared to some of the previous lol

Thanks ^.^ That's my aim, to improve!

Where did you download the cooldown indicator?

I actually took it from a map called Touhou DotS (http://www.epicwar.com/maps/150129/).

Sorry to all for the late reply.
 
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Messages
133
mini pudge with lightning is extremely broken
i think mini pudge should not be able to pick up powerups at all
Why is that?
you can trigger the lightning like a machine gun if you do each of the mini pudges hooks 1 at a time
ill try get a replay but essentially it lags a bit as the screen goes white from all the lightning

it appears that the fire powerup causes the hook line to disappear under fire
possibly due to the change or maybe just cause there was so much fire on the map
What do you mean? I've made it so that the hook becomes a fire hook when you grab the fire powerup. It may be due to the amount of emitters and particles on the map that cause some others to not properly show.
the dagger model for the hook chain doesnt show up under the fire
 
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889
blacksheepwall
you can trigger the lightning like a machine gun if you do each of the mini pudges hooks 1 at a time
ill try get a replay but essentially it lags a bit as the screen goes white from all the lightning

Oh, yeah. You can be a thunder-maniac if you get one with mini-Pudges. That's what I liked about it, heh.

the dagger model for the hook chain doesnt show up under the fire

Do you mean the hook is now a fiery stream with the glaive head? If so, that's what I had intended.

Mr_Bean987

Thanks ^.^
 
Level 23
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Jan 1, 2009
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1,608
Hello???
When does the next update finally come... current toss priority sucks ass!!
I always want to throw my mate back to our side or to enemy's and it throws an enemy's mine i don't even see...
Also add the respawn command with check if you're outside of the arena.
Another ?bug? is that you can toss/throw the items in the river. Very annoying.
Also if you throw them with lvl 5 tiny you get the item. If you throw some1 with tiny lvl 5 on item it also gets urs.
Idk if its willed but there is a funny stunt you can pull off - doublethrow.
Probably even >2 but me and my friend amanged to throw to kinda same time and then got thrown both ;)
I'll upload a video maybe.
also you should a text inr ed or so that it only hooks buildings and does no damage...almost every noob tries to hook pudges with it.
You could also add some new powerups :)
Like temporary 1 maxed attribute.

Well thats it for now, MAKE THE NEW VERSION ALLREADY !!! ;)
 
Level 15
Joined
Jul 6, 2009
Messages
889
When does the next update finally come...

The next update comes when it comes.

current toss priority sucks ass!!
I always want to throw my mate back to our side or to enemy's and it throws an enemy's mine i don't even see...

I'll consider this.

Also add the respawn command with check if you're outside of the arena.

I'm trying to find why the Meat Hook just suddenly breaks, which causes the hooked unit to go to the bottom left corner. Fixing this would make adding the command unnecessary.

Another ?bug? is that you can toss/throw the items in the river. Very annoying.

It is not a bug. Being able to use Toss on powerups is intended.

Also if you throw them with lvl 5 tiny you get the item. If you throw some1 with tiny lvl 5 on item it also gets urs.

I don't understand what you're trying to say here.

Idk if its willed but there is a funny stunt you can pull off - doublethrow.
Probably even >2 but me and my friend amanged to throw to kinda same time and then got thrown both ;)
I'll upload a video maybe.

Are you saying you can both Toss each other at the same time?

also you should a text inr ed or so that it only hooks buildings and does no damage...almost every noob tries to hook pudges with it.

I am guessing "it" refers to Grapple Hook?

Frotty, could you please make sure you post in a manner that is more explicit and conveys meaning in a more accessible way? I shouldn't have to attempt to read between the lines and think hard about it.
 
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