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Assassinate

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Greedforce Presents
87739d1281895670-need-pictures-your-map-description-come-here-assassinate.png
Hi!
This is my new map. It´s a arena map where you simply start with choosing a hero, level it up and buy some items. For the moment there is only one shop and there is only hp and mp pots.
When your hero is in high level and you got some items you should go find the other players and kill them. You can play in visibility mode (-vm). Then all players will be able to see the whole map. It will be a lot easier to find your opponent. But have in mind that they will have it easier to find you too. You could also use random mode (-rm). But It´s not finished yet, so there is a few bugs. For example:

1. No one can choose (or have choosen) a hero if u use it. Cuz every player will have a random hero.

2. There might be a player with two heros.


[highlight] I own this map so don´t use it without my permission!
If you have any idéas of how i can make this map better please pm me!
Rate and comment. [/code]

[highlight]Credits:[/code]
Skyfox


Best regards
/ Greedforce
Keywords:
arena, arenas, battle, pvp, hero, heros, assassinate, cityscape
Contents

Assassinate (Map)

Reviews
18:15, 15th Aug 2010 ap0calypse: Rejected For reasons stated in post #9.

Moderator

M

Moderator

18:15, 15th Aug 2010
ap0calypse: Rejected

For reasons stated in post #9.
 
Level 1
Joined
Jul 18, 2010
Messages
6
And so, will begin. Allow, I will a bit comment on this map. In the first, a map is too simple, that, all is satisfied banally, sure that to this map it was spared little time, it is not finished off. In the second, you need to do more detailed information about a map, it is needed to give a hint to the players, that is required from them. As it was stated, you need also to spare attention description of map. More enthusiasm, more fantasy! And all to turn out. Well, this was my first criticism, I would say that it is enough soft, will study. I put 2/5...
 
Level 10
Joined
Mar 6, 2010
Messages
691
I suggest that you trigger the spells, at the moment they are almost like basic wc3 spells.
Your terrain needs to be improved, currently there are a lot of spots you can't go (yes i know there is a all-map blink).
As for the fighting i find it lacking, you don't get a lot of challenge, which will outdate your map pretty quick, as far as i have seen, there is no custom mobs. EDIT: i found some undead kobolds
however, your map contains a average diversity of heroes, some originally wc3 i guess, none are exactly alike, tho some appear very simmiliar.

i end up by congratulating you for finishing a map, but i don't think you have done enough work on this one, for now, i don't think this map is going to pass epicwar just yet. rating: 2/5 lacking

and also, isn't Mvh short of "med vennelig hilsen", only used in scandnavia i think, in english you would say it with "Greetings From" i guess EDIT: Oki

 
Last edited:
Level 3
Joined
Aug 11, 2010
Messages
40
Sorry but I was in a hurry having this map uploaded. So that's the reason for the bad description and the "mvh" i´ll change that. And about the map...

1. It´s my first arena map.

2. I didn´t even work on the terrain so I already know that i sucks.

3. The reason that I made this map was to see if arena maps was any fun to make(they actually are).

So if you think you can help me with some stuff for the next version. Then tell me plz!

Btw thanks for the color codes. :)


Best regards
/ Greedforce
 
Your description is really bad, no one will download your map if they don't know what to do or what to expect to find in your map!

Let me show ya something!


Hi! This is my new map Assassinate. I´ve got some help from my dear friend skyfox, but that´s all.
Choose your hero and fight against your friend. Rate and comment.

OBS! I own this map so don´t use it without my permission!

If you have any idéas of how i can make this map better please pm me!
Enjoy!


Best regards
/ Greedforce


Greedforce Presents

Assassinate

Created by Greedforce


banner.jpg



Hi! This is my new map Assassinate. I´ve got some help from my dear friend skyfox, but that´s all.

Choose your hero and fight against your friend. Rate and comment.

OBS! I own this map so don´t use it without my permission!


If you have any idéas of how i can make this map better please pm me!

Enjoy!



Best regards
/ Greedforce






Your description is poor even in improved form because you still miss:

Map Info:
Explain even more what is goal in your map!
How to play what to do!
Features:
Explain game modes if you created some!
Same for difficulties!
Post comment about each system that you use in your map
etc etc
Screenshots and Videos:
Post some pictures about epic terrain, gameplay, awesome spells etc etc
Change Log:
What is changed in this version!
What you want to add in incoming one etc etc
Credits:
Give nice credits to all people who helped you...
Author's Notes:
Post something more about your map, useful links etc etc...




Improve this description first, so I can review your map!
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Rejected (1/5)


The game is very lacking, I'll discuss a few points here:

Description:
With such a description, nobody is bothered to even play your map - a map with a nice description attracts people and will get you more comments and suggestions, which allows you to evolve from a 'newbie' to a better mapper.

edit: the description now is better, although you should set it to the standard size and don't use too many colors (I must say: the color you picked is nice to look at though).
Some more information would be better, but is not required.

Terrain:
The terrain is completely bland (as there is only one used tileset if you don't count the small grass patches), mostly empty and consists out of blizzard cliffs.

To explain it with screenshots:

screen1an.jpg

In this screenshot we can see an almost completely empty terrain, with a small - uniform - raise.
Although the raise is 'good', you should make it more natural instead of this squared raise.
Since there's only one tileset, it looks very bad (and do NOT try to make patterns with different tilesets either!)
There are 5 doodads here: smoke doodads which really do not fit.

]
screen2thx.jpg

Here we can see a blizzard cliff-tower (blizzard cliffs look awful like this).
Every cliff has it's own barrel(s), with smoke on top - none of these look good.
Around this tower we can see yet another empty terrain, with the same tileset as the previous screeny.

screen3hr.jpg

This screeny shows us a few spammed doodads (okay, not really 'spammed' as they're positioned in a clear pattern, but there really is no need for them, as they don't look good at all.
(Yet again: the same uniform tileset across the entire screenshot, with blizzard cliffs for walls).

screen4w.jpg

Spammed blizzard cliffs.
Spamming is never good and Blizzard cliffs are rarely good, a combination of both of those only makes it worse (unlike mathematical functions, two negative things are really bad when combined in an aesthetical way).

You should learn that blizzard cliffs are not walls (instead, use the raise/lower tool and perhaps add pathing blockers if you don't want units to pass through), use more tilesets (in a natural way, no patterns!), use environmental doodads, NEVER use cinematic doodads (just keep away from them!), don't spam.



Triggers:

The triggers are really bad as well, mainly because they're a breeding place for lag.
(When you create a location, unit group, player group or special effect without destroying it afterwards, you're generating lag).

Also, you have to use variables! You cannot create a non-melee map without variables!
If you don't know what variables are, or are unable to use them: check this.



  • Dont get out
    • Events
      • Unit - A unit leaves Hero selection place <gen>
      • Unit - A unit leaves Hero selection place2 <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Chooser
    • Actions
      • Unit - Move (Triggering unit) instantly to (Center of Black spot <gen>)
The action creates a leak ("Center of Black Spot <gen>" creates a location).

Here is how you should have fixed it (With a point-variable called "Loc"):


  • Dont get out
    • Events
      • Unit - A unit leaves Hero selection place <gen>
      • Unit - A unit leaves Hero selection place2 <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Chooser
    • Actions
      • Set Loc = (Center of Black spot <gen>)
      • Unit - Move (Triggering unit) instantly to Loc
      • Custom script: call RemoveLocation(udg_Loc)
(Now it doesn't leak anymore -> doesn't create lag).


  • Murloc Assassin
    • Events
      • Unit - A unit enters Murloc Assassin <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Chooser
    • Actions
      • Unit - Create 1 Murloc Assassin for (Owner of (Triggering unit)) at ((Owner of (Triggering unit)) start location) facing Default building facing degrees
      • Unit - Remove Murloc Assassin 0051 <gen> from the game
      • Unit - Remove (Triggering unit) from the game
      • Trigger - Turn off (This trigger)
  • Lizard King
    • Events
      • Unit - A unit enters Lizard King <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Chooser
    • Actions
      • Unit - Create 1 Lizard King for (Owner of (Triggering unit)) at ((Owner of (Triggering unit)) start location) facing Default building facing degrees
      • Unit - Remove Lizard King 0122 <gen> from the game
      • Unit - Remove (Triggering unit) from the game
      • Trigger - Turn off (This trigger)
(... insert a lot more of these triggers here)


I will show you the 'best' way (in GUI) to fix it.
Note that you need to understand variables for this, as the magic of this function lies in both variables and loops.


varsl.jpg



Set up all heroes with this trigger:

NOTE: only 1 trigger with the event "Map Initialization" should exist!

  • Setup Heroes
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Sets up the heroes which can be picked --------
      • -------- HeroCount: the amount of heroes there will be. --------
      • -------- Hero: the original hero 'statue'. --------
      • -------- HeroType: the type of the hero. --------
      • -------- HeroRect: the region which you need to enter to choose a hero. --------
      • -------- ================== --------
      • Set HeroCount = (HeroCount + 1)
      • Set Hero[HeroCount] = Murloc Assassin 0051 <gen>
      • Set HeroType[HeroCount] = Murloc Assassin
      • Set HeroRect[HeroCount] = Murloc Assassin <gen>
      • -------- --------
      • Set HeroCount = (HeroCount + 1)
      • Set Hero[HeroCount] = Lizard King 0122 <gen>
      • Set HeroType[HeroCount] = Lizard King
      • Set HeroRect[HeroCount] = Lizard King <gen>
      • -------- --------
      • -------- ... etc (set up all heroes like this) --------
      • For each (Integer A) from 1 to HeroCount, do (Actions)
        • Loop - Actions
          • -------- Adds the event to the pick-trigger so you don't need to manually do this ^^ --------
          • Trigger - Add to Pick Hero <gen> the event (Unit - A unit enters HeroRect[(Integer A)])

This will create the correct hero at the correct location:

  • Pick Hero
    • Events
    • Conditions
    • Actions
      • -------- Small wait is required and will not let things bug. --------
      • Wait 0.10 seconds
      • -------- Loops through all heroes. --------
      • For each (Integer B) from 1 to HeroCount, do (Actions)
        • Loop - Actions
          • -------- Checks in which region the triggering unit is and if the hero hasn't been taken yet. --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (HeroRect[(Integer B)] contains (Triggering unit)) Equal to True
              • HeroPicked[(Integer B)] Equal to False
            • Then - Actions
              • -------- Remove hero --------
              • Unit - Remove Hero[(Integer B)] from the game
              • -------- Used to remove the location leak --------
              • Set Loc = ((Owner of (Triggering unit)) start location)
              • -------- Creates the correct hero at the correct location. --------
              • Unit - Create 1 HeroType[(Integer B)] for (Owner of (Triggering unit)) at Loc facing 0.00 degrees
              • -------- Removes the triggering unit --------
              • Unit - Remove (Triggering unit) from the game
              • -------- This will disable all other players from picking this hero again. --------
              • Set HeroPicked[(Integer B)] = True
            • Else - Actions
Don't mind the events, they're set up in the first trigger either way.




Objects:

You should definitely orden all objects (all heroes in the same race, all creeps in the same race etc...) that way you spend a lot less time searching for heroes.
Spells are nearly standard, tooltips are sometimes messy, heroes are usually standard as well.
Basically this area needs a lot of work as well.

I hope this helped.
(This is the reason why people shouldn't protect their maps: now I was able to help you, if you had protected the map, I would've said "Rejected: bad terrain, bad objects, etc..." without giving any other information).
 
Last edited:
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