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Solo Mini-Mapping Contest #7 - Boss Fight

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Okay here are updated pictures of the boss arena.
 

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Level 37
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Aeroblyctos' Entry

Hello everyone.

I'll be the first one to upload an entry. Here are some information, pictures and of course the map.

Information

The boss fight is only for one player and it contains:

- 3 heroes
- 12 abilities, choose the ones you think fits best for your strategy
- Dozens of items, choose the ones you think fits best for your strategy
- Lives, your characters can rise up to 10 times
- 4 difficulties from Easy to Insane
- Epic boss battle with with 3 hectic phases
- Custom music

Pictures

114060d1337205016-solo-mini-mapping-contest-7-1.jpg


114061d1337205016-solo-mini-mapping-contest-7-2.jpg


114062d1337205016-solo-mini-mapping-contest-7-3.jpg


114063d1337205016-solo-mini-mapping-contest-7-4.jpg


114064d1337205016-solo-mini-mapping-contest-7-5.jpg



Download
 

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This sounded like a fun way for me to get back into Warcraft, so I decided to try making a retro platformer for the contest. The attached WIP screenshots are of the preparation area above the boss where the player will be able to gain gold for a shop and learn how to use hotkeys, combos and general survival tactics.
I have a feeling you'll be winning this one as well :p
 
Please, all greet my first WIP.
'Hi, I am a WC3 map and I am a WIP'.
Whole room: 'Hi, WIP'.


So, in my first WIP, I have mostly finished character creation and revive system.
Also, as you can see, I mixed a couple of interfaces. I used Resident Evil for ingame and Demon for menu and AoE spell. Anyway, I hope you like what I have to offer for now.
Here you go, enjoy :D
 

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Level 11
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Quick! Someone do a boss fight that's on first person view gameplay, where the boss is a giant monster that you can climb on like in shadow of the colossus! Just kidding, no one can do it in such a small amount of time!

U can do that i had a project warcarft 3 wrestling where i created moves like ddt suplex but i cant work on that for now.

TO climb on a monster all it takes is 2 animations to be played in the same time.
 
Level 11
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Messages
277
Please, all greet my first WIP.
'Hi, I am a WC3 map and I am a WIP'.
Whole room: 'Hi, WIP'.


So, in my first WIP, I have mostly finished character creation and revive system.
Also, as you can see, I mixed a couple of interfaces. I used Resident Evil for ingame and Demon for menu and AoE spell. Anyway, I hope you like what I have to offer for now.
Here you go, enjoy :D

That select hero system is not bad
but i cant only do that select then no game start
 

Cokemonkey11

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I'm leaving tomorrow, so here it is. If I'm lucky I'll have a couple hours to make changes while the girlfriend studies but that's doubtful.

My Submission - version 007.

Terrain: 100% target
Hero: 90% target
Boss: 50% target
Overall: 75% target

What I wanted to do that's missing:
*Boss shoots a projectile at 50% health which is a portal, sending you to a dungeon to fight your way out of
*Custom voice acting for all of Don Rogo (hero)'s sounds, plus extras.
*Cinematics
*Flame thrower spell for Gargonach (boss)
*Flame Explosion animation on death for Gargonach
*Jump ability for scarabs
*Spawn scarabs ability for gargonach - similar to sc2 broodlord
*Another alien species that shoots green lightning as its attack
*Talent system for players (Tenacity reduces knockback power, Agility increases movespeed, Will adds passive health regen, Stone Skin increases armor, etc)
*At least one complex spell for Don Rogo (Switch/Stack/Cycle based)
*Second phase Gargonach with particle animated wings and new abilities

Mirrors:
http://minus.com/mHfnP7KZ6/
http://filesmelt.com/dl/1Gargonach007.w3x
http://www.epicwar.com/maps/205375/

EDIT: The map file in the links above and in the uploaded resource became corrupt. Please refer to this, which should work!:

http://www.hiveworkshop.com/forums/2153869-post298.html
 

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Level 9
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Well it seems like everybody is uploading a playable WIP so I might aswell upload mine.

Mine is like a wc3 campaign mission i just wanted to show yall how fun are regular maps like this because it seems like 80% of the contest entries are going to have such big class choosing menu's or pretty epic music or such fancy things, i just wanted to do a normal one, keep it old school :p

I havent done much on the Boss Fight, i just started working on it so this is just a little WIP you know :B

Terrain 95%?
Triggers 80%?
Object Data 70%?
Presentation 15%
Abilities 45%

Try it and let me know what u think, i'd love some feedback!
 

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  • Unit - Create 1 Footman for (Triggering player) at (Position of (Triggering unit)), facing 200.00 degrees
Works, but leaks.

  • Trigger
  • Events
    • Time - Every 0.01 seconds of game-time
  • Conditions
  • Actions
    • Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable Map Area)), facing 200.00 degrees
Works as well, but how awesome that trigger would be?
 

Cokemonkey11

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Level 29
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May 9, 2006
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  • Unit - Create 1 Footman for (Triggering player) at (Position of (Triggering unit)), facing 200.00 degrees
Works, but leaks.

  • Trigger
  • Events
    • Time - Every 0.01 seconds of game-time
  • Conditions
  • Actions
    • Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable Map Area)), facing 200.00 degrees
Works as well, but how awesome that trigger would be?

Regardless of leaks, creating 100 units per second is terrible, terrible practice.
 
Regardless of leaks, creating 100 units per second is terrible, terrible practice.
Well if we want to create 100 units it's better to use:

Time - Every 0.01 seconds of game-time

set COUNTER = COUNTER + 1
if COUNTER > 100 then
call DisableTrigger(this one)
endif
Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable Map Area)), facing 200.00 degrees

Instead of:

Unit - Create 100 Footman for (Triggering player) at (Position of (Triggering unit)), facing 200.00 degrees

Anyway, I may change my entry, I have nice idea, and so far I created terrain and basic systems :)
It will be single player minigame where you must defeat 2 mini and 1 big boss :D
 

Cokemonkey11

Spell Reviewer
Level 29
Joined
May 9, 2006
Messages
3,534
Well if we want to create 100 units it's better to use:

Time - Every 0.01 seconds of game-time

set COUNTER = COUNTER + 1
if COUNTER > 100 then
call DisableTrigger(this one)
endif
Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable Map Area)), facing 200.00 degrees

Instead of:

Unit - Create 100 Footman for (Triggering player) at (Position of (Triggering unit)), facing 200.00 degrees

Actually what I said was in response to Pharaoh_, who did exactly what you did.

But if you want to be critical let's talk about this a bit.

* You shouldn't name non-constants in capitals
* Your trigger will create 101 footmen (unless your COUNTER starts at 1)
* You still leak a location (101 locations)
* You leak a trigger


Let's look at a solution -

JASS:
scope hundredUnitsVJass initializer i
    globals
        private constant integer UNITID='hfoo'
        private constant real FIDELITY=1./100.
        private boolexpr cond
        private integer count=0
        private trigger trig
    endglobals
    
    private function c takes nothing returns boolean
        call CreateUnit(Player(0),UNITID,0.,0.,270.)
        set count=count+1
        if count>99 then
            call DisableTrigger(trig)
            call DestroyTrigger(trig)
            call DestroyBoolExpr(cond)
            set trig=null
            set cond=null
        endif
        return false
    endfunction
    
    private function i takes nothing returns nothing
        set trig=CreateTrigger()
        set cond=Condition(function c)
        call TriggerRegisterTimerEvent(trig,FIDELITY,true)
        call TriggerAddCondition(trig,cond)
    endfunction
endscope

Compared to what your GUI will compile to -

JASS:
function Trig_hundredUnits_Func002C takes nothing returns boolean
    if ( not ( udg_counter > 100 ) ) then
        return false
    endif
    return true
endfunction

function Trig_hundredUnits_Actions takes nothing returns nothing
    set udg_counter = ( udg_counter + 1 )
    if ( Trig_hundredUnits_Func002C() ) then
        call DisableTrigger( GetTriggeringTrigger() )
    else
    endif
    call CreateNUnitsAtLoc( 1, 'hfoo', Player(0), GetRectCenter(GetPlayableMapRect()), bj_UNIT_FACING )
endfunction

//===========================================================================
function InitTrig_hundredUnits takes nothing returns nothing
    set gg_trg_hundredUnits = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_hundredUnits, 0.01 )
    call TriggerAddAction( gg_trg_hundredUnits, function Trig_hundredUnits_Actions )
endfunction

And anyway you misunderstood the point of the discussion. My comment was that creating 100 units per second is bad regardless of the timer.

Even 33 units per second will cause some lag (on a .03 second timer).

Edit: But good luck with your map! I hope you'll find time to finish it.
 
Last edited:
Level 4
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Jul 29, 2011
Messages
44
so, here's my playable WIP...
Terrain: 90%
Heroes: 90% (some minor changes to do)
Boss: 75% (3/4 phases)
Triggers(gui): 60% (missing quests and leaking)
may contain bugs...

info for those who will try to play it: phase 1 ends when all magic generators are destroyed. Flamestrike damages also generators and boss. Fire elementals in phase 2 deal 400 AoE dmg when killed (200 range, damages also boss)
 

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Level 26
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Start working and post works in progress (either the map itself or screenshots). When you're done, post the map and call it your final submission.

Thank you!

I join with Sewer Boss Fight.
There is a unfinished map to download and screenshots for those who don't like download maps.
 

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