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BattleShips Caribbean 20.0

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BattleShips Caribbean 20.0 (Map)

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04:49, 30th Jul 2010 ap0calypse: Approved
Small suggestion :D
Add whole description into:

JASS:
[box=Theeoo Presents][center]
YOUR MAP DESCRIPTION
[/center][/box]
it will look like this example:
Theeoo Presents

Battle Ships Caribbean - 6.3

Why this version?

This map is a "battleships map" based on competetive and tactical gameplay. This means that the focus is about tactical individual & teamplay, with no focus on RPG-stuff like player fishing, whalehunting, questing, etc. However, such events are controlled by a computer, and is a part of the tactical gameplay.
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etc etc
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:razz:
 
Level 2
Joined
Jan 9, 2009
Messages
15
Hey man... I think you're going the wrong way... I found some stuff on the new updates that I'd like to share

On 6.7c, I think you fixed it, the main lanes were FLOODED by the ammount of ALIVE CREEPS that just couldnt be killed, and this made the game slowdown and people leave.
There are lots of tweeks on the colors and load screen, but they're unnecessary and sometimes people get confused about it... I think you should leave the map with its essentials

For instance, when a player finishes loading, it says "check for updates" but you aren't prompted to press any key, if a player goes until that point and doesn't press a thing, the game will take longer to start...
The F9, help, takes some time to open, for some reason and there are some updatable information in the tabs...

The trade ship... it is said that it can't get some quests there(although I couldn't really reach them) but... I don't see any other trading ship, so is there anyone who can get those quests?

Also, the trading quests DO NOT SAY you need to throw away your weapons. I got to the tavern to get rum and it wouldn't come. Then I threw away my initial canon at my base and the rum barrel got into my inventory normally...

I think you should tweek the regular lane creeps and REMOVE the outsiders. You've now put automatic creep leveling, but there's still a creep updater in each base. Also, dunno if I'm mistaken, but I've only seen HULL upgrades, which means LOTS OF HP and NO DAMAGE IMPROVEMENT, and that jams the lanes...
I think you should make the HP improvements minimal over time, reduce creep number, take out walking creeps and leave only SHIPS as creeps. Why? You gotta reduce the number of units in the lane, so that it doesn't jam that easily, and you can also make the game generate a greater number of units as the time flows. In a sidenote, -time doesn't help you AT ALL, it said, once, "Time elapsed: 2164"...

Either way. The neutral creeps were also a problem... I tried to get a trading ship as soon as possible, to get advantage and to try that type of gameplay, but as soon as I tried to reach the rum tavern, I got hit by several creeps. Even using skills you'd still have trouble to do the first simple task.
Then, I tested it the regular way, KILLING CREEPS to earn something. Well... I went to that lumbermill where there's a good creep spawn, with a knight and something like 5~6 spear throwers... well, I can just stand really far and kill them all HARMLESS... So I think you kinda lose your point putting these types of creeps.

In my last game, I destroyed the 2 harbors from the opposite team but creeps would still go out of it... I think only the non-ship creeps, but still good enough to HOLD all my other creep's advance, until I helped them out.

Sorry for the wallpost, but I think this map is really promising :)
 
Level 5
Joined
Jun 4, 2010
Messages
41
I am familiar with most of the problems Dan1lo. I am working on the next version, but it's gonna take some time. Thank you for your submit, I appreciate it, and you'll get on my new bug-reporter list.

- Whenever you find a "bug" like the trader description says, that you are unable to do some quests, is because i removed the other trade ships and quests. Simply forgort to remove that description-failure. (Doing so.)

- I'll fixed the unpressed loading-screen feature. Making you notice that you are now supposed to press a key.

- The key at first with "footmen"-units was 2 things. First, they are melee, and therefore easier to reach during farming in the lane. Second, they are small and therefore "spamable". However, I am removing all "men" and creating a new creep-ship, which is small and melee. (Boarding Ship.) Or at least close-ranged.

- In addition, All ships (heroes) are now being equally balanced, which means that you have to pick 1 and play with it. All ships are going to have 4 abilities. I can publish that the Sailor is going to be a ship adept at holding other hero ships, and fast at going in and out of battle. However, it is small and weak. (Original abilities are being kept.) My aim is that All ships are going to be "as strong" or "same value" as the 5000 gold ships. Not as strong as Dutchman or Pearl.

- I will also try to fix as many of the text-failures from the old versions.

- All neutral-creeps are going to be replaced with ships. And yes, the trader will have no problems at all during trading. The purpose of theese creeps is to add some farm posibilities for every player no matter how bad both lanes are turned to be for either of the teams.

- When a harbor is destroyed, nothing happens. I am trying to make a creep-upgrade system like in DotA.

- The upgrade-centers you see in the bases are controlled by the computer, and auto-upgrades everything ever 3 minute. It includes damage upgrades, and the damage exceeds the balance between the hull upgrades. The damage is becoming stronger than the Hp-upgrade.

- The time is supposed to display 3 variables in next version: Hours, Minutes & Seconds. Every second it changed the variable like 1,2,3,4 etc. until it exceeds 60 seconds. Then it restarts. Every 60 second, the "minute" variable will be changed to 1,2,3,4,5,6 etc. Every hour, the hour variable will be changed to 1. Just like so.

- I think I already fixed the traderitem problem. It is because you before needed 3 slots to get your item, but I think it is 6 now. Check it out.

I expect the next version to come out within a few days.
 
Level 2
Joined
Jan 9, 2009
Messages
15
great :) thanks for the feedback. I was also a bit curious about the damage gap... I think forgot to add here.

The big creep ships had like 50-789 damage late game... which is really strange since they WILL be hard to kill and MAY or NOTkill you too xD

I think it's better to make the 'dice' a bit smaller, like 10 diff gap between min and max damage~

Maybe you could make 4~5 classes of ships and develop them on 1k, 5k and 10k upgrades...

The abilities between the classes would be the same, but slightly tweaked, as well as hull ~

Well, what's best, you decide :)

I saw someone say that 'size doesn't matter' because dota has like 6~7mb of map and people play it, but keep in mind that a small map is better to spread the game out. If, somehow, you can reach to 2MB or LESS of map size, you'll get a bigger public :)

This happened with custom hero line wars, which has 600kb map size and battle mages(which is available here)~
The other day I created those, even though people didn't have it, they waited their 30s~1min to dl. When I do try battleships, it's near 5 mins(because of slow p2p wc3 connection, etc)~

Good luck man :) and thanks for posting this fun map
 
Level 5
Joined
Jun 4, 2010
Messages
41
No, I got a better idea.

I make a damage upgrade for each of the ships - which means they dont share the dice. This could be 50% base damage + 10 times.

If the big ship damge is 70-100
then its 350-500 at late game.

Btw, the next version is probably going to get delayed due to huge fixes.

Edit:

I am now done with 6 ships. As told, I try to make the balanced to a Overlord & Juggernaut level. All of the ships. There are no ultimates. 4 different abilities with 5 levels. Keep watching for updates, and I'll need heavy beta-testing.
 
Last edited:
Level 2
Joined
Jan 9, 2009
Messages
15
Hey man, I've tested this map and was surprised yesterday to find a map called "naval combat v1.02 (P)"

I gotta say this map really puts in the concept of naval battle I needed, and this is how your battleships map should be like. It should be about players getting weapons, be them in high number or high power, with different effects and their pros and cons(such as big splash but no homing missile, fast projectile speed but short range...)

It also has that new idea you had for update, it has 3 classes of ships, battleships, cruiser and pirate ship, these have 3 'upgrades' which cost more, and come with more slots hp and armor.

all this packed up with low map size made it a good competitor to your map~
I just wanted to point out how you can be simple and yet make a great playable map ^^
 
Level 5
Joined
Jun 4, 2010
Messages
41
The -zoom command with various alternative modes should give you a suit for your camera. Personally I just use the standard camera as you spawn and avoid changing it.

Changelog partly updated, but the whole process of the last 100 versions released in detail would go beyond an extra of importance to put in a changelog.

For testing, please get the newest version. At this moment I update quite rapidly.
 
Level 1
Joined
Mar 2, 2014
Messages
3
I think you should add in Submarine, another is I think the main harbour invincible before all the tower is down.

One more , your hotmail is failed permanently. try register a new one :) keep it up!
 
Level 5
Joined
Jun 4, 2010
Messages
41
Tower to Tower Tier 2 to habour to main habour invincibility will come up next patch.

For now I do not intend to make any more ships. All types of imaginable abilities for ships are there, spread nicely amongst DPS/TANK/SUPPORT roles, and from there it is really about items that defines how you play.
 
Level 1
Joined
Mar 2, 2014
Messages
3
Tower to Tower Tier 2 to habour to main habour invincibility will come up next patch.

For now I do not intend to make any more ships. All types of imaginable abilities for ships are there, spread nicely amongst DPS/TANK/SUPPORT roles, and from there it is really about items that defines how you play.

Alright, about the submarine / other new ships request, I'm fully respect on your decision (but if next time want to making new type of ships, please consider a submarine :) )


My suggestion and wonders:

first I think to increase all the tower and habour's hitpoint and armor to make them tougher will be more challenging or not they are always too easy to break.

About the item, there are some item attack coverage is too way far a way .5000.?! too far, money is too easy to made which mean easy to purchase how about making those to Combined weapon? and also this kind of attack range may attracted the mercenary ships intention...

And is it all item can be *double? because I've doubled a repair item, erm it should be sound like -

For example - repair/s = 10 ----to---- 20 repair/s . Or is it already 20 repair/s and only the description text didn't change? *all item doubled still remain same description ... or effect.

Last one, I noticed some item must combine in Combine Facility 1 but there all the slots are always stop in "Coming Soon" why?? and the position of the Teleportor circles is not balances to each other.

Anyway , expecting your next map :)
 
Last edited:
Level 5
Joined
Jun 4, 2010
Messages
41
Right now I don´t intend to change harbour and Main Harbour HP points. If you get more than 30 minutes into the game, it is intentional that you can almost kill those buildings in under 5 seconds unprotected. The Main Habour should survive longer, though.

If you lose all tier 2 towers you are supposed to be very unprotected.

About item coverate, you mean Starfall Cannon and Monsoon Cannon? I can understand what you mean, but right now they are intended as weapons with global map presence execept for base to base damage. The Monsoon does 100 damage at long range but is also very expensive and weak because of that. Right now, I will not change that untill they have a negative impact on gameplay.

"Money being easy to made" is something I am chaning slightly. Mercnary Bounty Hunters only provides with a certain bonus, not a gameending bonus.

The "Repcair crew" item can now be properly doubled. Every item doubled is simply two of the same item. If you see double in item name, then imagine that you have two of them.

Combine Facilty One does not sell item, you just combine the items needed.

Teleporter positions does not seem like a problem to me.
 
Level 1
Joined
Mar 2, 2014
Messages
3
Right now I don´t intend to change harbour and Main Harbour HP points. If you get more than 30 minutes into the game, it is intentional that you can almost kill those buildings in under 5 seconds unprotected. The Main Habour should survive longer, though.

If you lose all tier 2 towers you are supposed to be very unprotected.

About item coverate, you mean Starfall Cannon and Monsoon Cannon? I can understand what you mean, but right now they are intended as weapons with global map presence execept for base to base damage. The Monsoon does 100 damage at long range but is also very expensive and weak because of that. Right now, I will not change that untill they have a negative impact on gameplay.

"Money being easy to made" is something I am chaning slightly. Mercnary Bounty Hunters only provides with a certain bonus, not a gameending bonus.

The "Repcair crew" item can now be properly doubled. Every item doubled is simply two of the same item. If you see double in item name, then imagine that you have two of them.

Combine Facilty One does not sell item, you just combine the items needed.

Teleporter positions does not seem like a problem to me.

Alright I get it finally , please forgive my slow stupid mind.

But still, Tower's hitpoint should be increases or at least increase the attack power and fire rate ,armor and regenerate because a player and help by the huge number of naval(player site), all the enemy tower seems like soft dirt, also the Main Habour attack is strong but too fire rate slower and if all tower is down... trust me ,only few minute to the end if there are no more tower left... as I said ,the tower are soft dirt compare with the huge number of enemy.

And I like the idea of combine facility,to make this map more like Dota more interesting :D and I know you're try to combine between idea of Dota & Battleships.

okay , cut those shortly, if you can resolve the issue "Money being easy to made", balance them, then the item will be more hard to buy and expensive because money reward is now more lower...

Your new map I will test lately . Have a nice day.!
 
Level 5
Joined
Jun 4, 2010
Messages
41
This recent version should include an extra tower damage bonus to Tier 2 towers. I intend to make the habour and main habour weak when alone.

Main habour HP is increased to 40.000 HP next patch. I will play the changes myself a few times and see how it goes.

Less creeps are spawning in start but a bit more in lategame.

It should take about 40 minutes to be able to buy some of the most expensive items in a 5v5, less if players have left.

Thanks for your thoughts.
 
Level 6
Joined
Mar 30, 2014
Messages
230
Wow i was just in the store playing battleship games because i'm bored and i see this one coming again never gets old still excellent but somethings are need fix good luck with that.
 

Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
I tried this map today. It's very spammy, with way too many units, effects, and sounds. It will be impossible to balance or maintain if you don't strip away what's unnecessary.

There are many tooltips with mismatched hotkeys (for example capsize has both C and W listed), many undocumented commands (like -switch and -zoom), and generally too many "features" that seem like little consideration was put into how they will affect the game.

I suggest removing the -cannonholster automatic item system, which fails to serve as a balance point and only makes the map laggy. I also suggest minimizing the number of units (especially units with visible models) that are in the main base area.

Also, with the camera you're able to see the edge of the terrain (into the black void) and this is a pet peeve of mine. Expand the terrain boundaries and create a buffer zone around the edge of the map with *boundary* to prevent this from happening.

There are many, many more problems that need to be addressed before this map should be considered worth playing publicly. If it were my resource, I'd start over from scratch.

Good luck.
 
Level 5
Joined
Jun 4, 2010
Messages
41
Hey coke.

My more recent versions has cut more than a 2/3rd of total units on map, and many items have been revamped to reduce spamming.

All hotkeys with a "yellow" marking is not counting as a hotkey. The parented hotkey is the actualy hotkey. -switch and -zoom are documented in the help menu.

The cannonholster was already removed before reading this post.

The black edge... Maybe will fix.
 

Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
My more recent versions has cut more than a 2/3rd of total units on map, and many items have been revamped to reduce spamming.

yes, this has improved at least marginally, but there are still too many units compacted in a small area near the main base, and it lags. Perhaps using a shop system that allows you to hide units completely - For example one Item Combiner shop would have a "next page" button. This still lags.

All hotkeys with a "yellow" marking is not counting as a hotkey.

That is not an excuse. You *must* fix this.

An admin removed the description, I may or may not be willing to write a new one.

You must fix this. All maps must have at least some description.

---

I took another look at your map. Unfortunately I already filled an entire page of notes before I even moved my ship. There many problems that need to be addressed, and this will take you a huge amount of time.

  • The "Tip 1" dialog has an improper use of a Backtick. This is not an apostrophe, and I've noticed you made this mistake all over your map. This must be fixed, because right now it's grammatically nonsensical.
  • Your screen texts and tooltips are generally way too verbose. You write 50 words just to explain that items can be bought before the game starts. This will be difficult to fix, but you need to think about keeping your writing shorter while editing and adding to this game, because it's both aesthetically unpleasing and raises the learning curve for beginners by wasting their time.
  • Manual Repair ability is questionable design. I like that you can use it to heal yourself out of battle, but the ability in general is something that is very "un-battleships". I suggest you reconsider it in general, or at least try and reason about why it's actually good design (you probably cannot)
  • Repair Factory has brilliance aura instead of fountain of mana ability
  • "Captains Strength" and "Captains Agility" clip the UI
  • "Melee Armor" is utterly meaningless (I think you're trying to imply that it only reduces basic attacks. Here is not the place to clarify that)
  • The extended tooltips for the "Captains Strength" ability has a "%d" literal, and the wrong URI for hiveworkshop.com
  • "Item Combiner and Purchaser" is questionable design and aesthetically painful.
  • Fishing boat's unit classification is "undead". What?
  • Light Sail, Great Sail use the same icon. I suggest using different ones (you repeat this in other places too)
  • The tooltip text "VERY recommended for earlygame" is VERY bad design, grammar, and spelling.
  • "Captains Gear" is misspelled

I think this should already point you in the right direction of about 20 days (unburdened) work. I wish you luck.
 
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