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A E T H E R v2.0a

Gameplay

Guide the aether through dimensions, gaining a higher score the further you make it!

With the use of the A and D keys, you'll position the aether to prevent it to collide
with the volatile particles travelling towards you.

Taking a hit from a volatile particle will first destroy your shield and then your health. The shield will regenerate, but your health won't, so be careful!

Each level will increase the path length and speed of the volatile particles; and if you manage to get through a level without taking any damage you get a stacking score multiplier.

Beyond level 3 new particles are introduced:
Red Particles ignores shield and directly damage your health. They also reduce your total score by 3%.
You can avoid these by going Astral by pressing SPACE or W.​

Credits

Models
Mythic@hiveworkshop

Sound Effects
Sonniss.com - GDC 2016- Game Audio Bundle and JarAxe@freesound

Music
Geoplex@newgrounds

Systems
TriggerHappy@hiveworkshop


Updates, etc

I plan to update this map, it was actually very fun to make and I've got plenty of ideas.

Share your highscores and feedback!


- Improved the game code; performance and optimization increased.
2.0a: 668 simultaneous particles at maximum and my computer averaged at ~25-30 fps; but this will never occur with normal gameplay. 60+ fps should be manageable for most people during normal gameplay.
1.0c: 538 at maximum with ~15-18 fps.​
- Imported "Codeless Save and Load (Multiplayer) - v3.0.0" made by TriggerHappy.
Your highscore is now - saved and loaded automatically! The Highscore is visible at the bottom above your healthbar.​
- New level mechanic added:
Red particles can now spawn in a line and block your path on all levels beyond level 3.
Colliding with a red particle will ignore any shield and directly damage your health
and also reduce your total score by 3%.​
- New player mechanic added:
Press SPACE or W to enter an astral form for 0.33 seconds.
While in this form you can't be hit by red particles.
This effect have a 0.9 seconds cooldown.​
- Player collision sound slightly increased.
- Camera is now re-adjusted every other second in case you accidentally hit a camera-control hotkey.


- Fixed an issue that caused the UI not to load properly when loading a saved game.

- Fixed an issue that caused the game to crash after dying on a loaded game.

- The mouse cursor now becomes visible when you press the F10-hotkey for the main game menu.


- Improved and optimized overall performance.

- Volatile particles now only check for collision if they are within range of the player.

- The gameplay now starts when you press the "Space"-key instead of after a short wait.

- You're now able to instantly restart when you get a game over with the "Space"-key; no need to reload the map.

- The start/end of a level should no longer start/end with a curved path.

- Reduced the maximum possible length of a straigth line from 10 to 6.

- Increased the minimum possible length of a straigth line from 0 to 1.

- Improved response time of player movement.


- Release.

Additional Information

If you have trouble with lag, try pressing ESC in-game and enable "Performance Mode" and also set the Video Graphics setting "Particle Density" to "low".

Requires version 1.31.1 of Warcraft 3 to play.
Previews
Contents

A E T H E R v2.0a (Map)

Reviews
deepstrasz
Please remove the Defense/Survival tag. It has nothing to do with it. It's more like Maze/Escape/Slide. There's a bit of delay in the responsiveness of A and D. If you load the UI is the one from the normal game and the custom one disappears. Are the...
Level 19
Joined
Aug 16, 2007
Messages
881
~reserved

2019-08-09

New update, rewrote most code and optimized the map a lot. :)
- Improved the game code; performance and optimization increased.
2.0a: 668 simultaneous particles at maximum and my computer averaged at ~25-30 fps; but this will never occur with normal gameplay. 60+ fps should be manageable for most people during normal gameplay.
1.0c: 538 at maximum with ~15-18 fps.​

- Imported "Codeless Save and Load (Multiplayer) - v3.0.0" made by TriggerHappy.
Your highscore is now - saved and loaded automatically! The Highscore is visible at the bottom above your healthbar.​

- New level mechanic added:
Red particles can now spawn in a line and block your path on all levels beyond level 3.
Colliding with a red particle will ignore any shield and directly damage your health
and also reduce your total score by 3%.​

- New player mechanic added:
Press SPACE or W to enter an astral form for 0.33 seconds.
While in this form you can't be hit by red particles.
This effect have a 0.9 seconds cooldown.​

- Player collision sound slightly increased.
- Camera is now re-adjusted every other second in case you accidentally hit a camera-control hotkey.



2019-07-21

Small fix to address some issues.

- Fixed an issue that caused the UI not to load properly when loading a saved game.

- Fixed an issue that caused the game to crash after dying on a loaded game.

- The mouse cursor now becomes visible when you press the F10-hotkey for the main game menu


2019-07-20

I've updated the map to version 1.0b. :)

- Improved and optimized overall performance.

- Volatile particles now only check for collision if they are within range of the player.

- The gameplay now starts when you press the "Space"-key instead of after a short wait.

- You're now able to instantly restart when you get a game over with the "Space"-key; no need to reload the map.

- The start/end of a level should no longer start/end with a curved path.

- Reduced the maximum possible length of a straigth line from 10 to 6.

- Increased the minimum possible length of a straigth line from 0 to 1.

- Improved response time of player movement.



---------------------------------------------------------------------------------

Got a new highscore! :)

WC3ScrnShot_071419_212744_02.png



Previous versions attached below:
 

Attachments

  • Aether1.0cP.w3x
    12.3 MB · Views: 217
Last edited:
This map is definitely a unique experience. I can't say I have ever seen anything like it in Warcraft before. I really enjoyed the mechanics and "terrain" if I can call it that. It looks cool and fits the theme well. The music too.

The only things I miss is maybe more dynamic movement of the aether instead of having just left, middle and right. Also after you die there's a long and boring wait until you can retry. I want to retry right away when I die, not 20 seconds later.
 
Level 19
Joined
Aug 16, 2007
Messages
881
This map is definitely a unique experience. I can't say I have ever seen anything like it in Warcraft before. I really enjoyed the mechanics and "terrain" if I can call it that. It looks cool and fits the theme well. The music too.

The only things I miss is maybe more dynamic movement of the aether instead of having just left, middle and right. Also after you die there's a long and boring wait until you can retry. I want to retry right away when I die, not 20 seconds later.
My main goal with the map was to create something visually unique for Warcraft 3 and I'm glad I managed to bring that forward.

I thought of the dynamic movement, but it will be very difficult to control without the snapping-points as the later levels become very fast.

I've updated the map to version 1.0b, including a few changes regarding your points. Thanks for the feedback! :)
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Please remove the Defense/Survival tag. It has nothing to do with it. It's more like Maze/Escape/Slide.
  1. There's a bit of delay in the responsiveness of A and D.
  2. If you load the UI is the one from the normal game and the custom one disappears.
  3. Are the tracks randomized? They seem like the same thing with just higher speed.
  4. Got a crash after dying after a load game.

Anyways, see these games for more inspiration (click):
Audiosurf
Skyroads

and this map: Super Space Seal Rainbow Ride

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 19
Joined
Aug 16, 2007
Messages
881
Please remove the Defense/Survival tag. It has nothing to do with it. It's more like Maze/Escape/Slide.
  1. There's a bit of delay in the responsiveness of A and D.
  2. If you load the UI is the one from the normal game and the custom one disappears.
  3. Are the tracks randomized? They seem like the same thing with just higher speed.
  4. Got a crash after dying after a load game.

Anyways, see these games for more inspiration (click):
Audiosurf
Skyroads

and this map: Super Space Seal Rainbow Ride

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
Thanks for the review and approval.

I've changed the tag and updated the map to 1.0c that fixes the issues with save/loading you mentioned.


- Fixed an issue that caused the UI not to load properly when loading a saved game.

- Fixed an issue that caused the game to crash after dying on a loaded game.

- The mouse cursor now becomes visible when you press the F10-hotkey for the main game menu


What version did you review, 1.0a or 1.0b? I improved the responsiveness of the player movement in 1.0b and I'm not sure if it's possible to improve it more due to limitations of Warcraft 3. It's (almost) instant now.

The tracks are 100% randomly generated. Each level increases the speed and length of the paths and I plan to add new obstacles, etc in the future; so thanks for the inspirations. :)
 

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