• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

BtT Ruined Lock

Beyond the Throne: Ruined Lock (2)

This is an altered-melee that takes place post-World Tree. Features include:

-A completely new race called Lost that are hyper-aggressive
-A developed Naga race
-Integrated sea units that provide a unique channel for racial strengths
-Custom terrain that provides balance for sea and land units
-Stat adjusted vanilla heroes with new heroes
-Streamlined hotkey system

I would like feedback on the following:

-How do you feel about the unit composition, their roles, and usage?
-What should my focus be?

For more information, change log, and credits visit the main thread.

Terrain help from Remixer.


rl112920-png.369101


Keywords:
Warcraft II, Altered Melee, Goblin, Ogre, Mage, Lost, Throne, Naval, Navy, Troll, Naga
Contents

BtT Ruined Lock (Map)

Reviews
19:16, 21st Sep 2014 Orcnet: The additional use for water units or so called 'ships/navalships' are very much a good boost for real time strategy maps, especially when the map is alternated melee, I very much enjoyed it, since the use of ship...

Moderator

M

Moderator

19:16, 21st Sep 2014
Orcnet:

[img]http://www.hiveworkshop.com/forums/members/194715-albums6441-picture75028.png[/img]


The additional use for water units or so called 'ships/navalships' are very much a good boost for real time strategy maps, especially when the map is alternated melee, I very much enjoyed it, since the use of ship units is few while giving it a purpose gives in a lot of value in game play and tactic.

The Lost Race is quite a unique set of race to be played for the map, unlike the usage of Naga race this different set of build seems like a mixture of Night Elf and Undead hybrid to what I've tested so far, very much its up to the players to decide how they'll manage to play out this wonderful set.

Overall, this is a must altered melee to play.
 
  • Like
Reactions: Kam

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,954
It actually turned out looking a bit different but still pretty same, how you like the final results? I think I'm gonna test this one as soon as I get to the computer with Warcraft.

Question: did you include the sea gates or not? I can see the Holders but not the actual gates.

Edit: Oh darr, I just realised that I forgot to add "wheat" to the Southern field. >.<''

Edit 2: Oh darr, I just realised that you did not include the gates.

Edit 3: Oh darr, I just realised that I am editing this for the third time. But did you manage with the ramp fixing? They are no edgy anymore?
 
It actually turned out looking a bit different but still pretty same, how you like the final results? I think I'm gonna test this one as soon as I get to the computer with Warcraft.

Question: did you include the sea gates or not? I can see the Holders but not the actual gates.

Edit: Oh darr, I just realised that I forgot to add "wheat" to the Southern field. >.<''

Edit 2: Oh darr, I just realised that you did not include the gates.

Edit 3: Oh darr, I just realised that I am editing this for the third time. But did you manage with the ramp fixing? They are no edgy anymore?

The gates are there. They aren't in the same place.

Yes I fixed the ramps, thank you for the advice.
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,954
Okay, I tried it. (I am not so big fan of altered melees as I have no idea how to play and I don't want to lose). Haha.

However I saw a few changes.

Firstly, I am not sure if you wanted it, but the Gate holders are red ones, you can replace the Red Power Generators by blue ones, the blue model can be found from "Doodads" section, they have same animations.

Additionally, I am not sure how are you supposed to destroy the holders, atleast I wasn't able to do so with the Lost race.

And at last, as you edited the terrain near the bridges you failed abit, you made the edge of the water come visible. (The water just ends in to square shape and then there's air between the water and land). (North-East part) (West from the white walls).
 
Okay, I tried it. (I am not so big fan of altered melees as I have no idea how to play and I don't want to lose). Haha.

However I saw a few changes.

Firstly, I am not sure if you wanted it, but the Gate holders are red ones, you can replace the Red Power Generators by blue ones, the blue model can be found from "Doodads" section, they have same animations.

Additionally, I am not sure how are you supposed to destroy the holders, atleast I wasn't able to do so with the Lost race.

And at last, as you edited the terrain near the bridges you failed abit, you made the edge of the water come visible. (The water just ends in to square shape and then there's air between the water and land). (North-East part) (West from the white walls).

The gate holders are untis, you simply have to attack them with a ranged unit.

I will correct the terrain. Thank you.

When we have time I will play a few games with you if you like.
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
Good it has AI I really want to play your altered melee maps however my friends don't like melee or altered melee maps. But now I can play it with AI however its only 1v1.
 
Level 2
Joined
Mar 19, 2011
Messages
14
It's pleasure to play, but AI nedds to be more competitive)) I always set it "Insane", and sometime type "greedisgood" to reanimate AI)
 
Level 4
Joined
Nov 20, 2016
Messages
75
I'm guessing all these "Btt" maps have the same custom stuff? If so, may I ask what is the fastest way to "copy" all of the custom stuff from 1 map to another? Including imports etc. I tried "exporting all object data" (and the map script) but it didn't seem to work. Didn't give it much thought, though, so maybe I just forgot something.
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,954
I'm guessing all these "Btt" maps have the same custom stuff? If so, may I ask what is the fastest way to "copy" all of the custom stuff from 1 map to another? Including imports etc. I tried "exporting all object data" (and the map script) but it didn't seem to work. Didn't give it much thought, though, so maybe I just forgot something.
As far as I know, these maps are protected. "Exporting all object data" means exporting data from the object editor, not the models and textures used. Protecting map pretty much makes this data un-openable, which means that you cannot export it.

I still do think there is a way to get the imported resources out, at least by asking Kam.
 
Level 4
Joined
Nov 20, 2016
Messages
75
As far as I know, these maps are protected. "Exporting all object data" means exporting data from the object editor, not the models and textures used. Protecting map pretty much makes this data un-openable, which means that you cannot export it.

I still do think there is a way to get the imported resources out, at least by asking Kam.
Oh, no, sorry, I wasn't asking to copy stuff from this map. I was asking how did he copy the stuff from one of his maps to all the others to do it myself with my own maps. Did he just Exported object data and script, and imported all custom files by hand to each one? or is there a way to actually export all of the imported files at the same time?

I don't want to copy other people's work, I was asking for advice on how to make my own pack of maps with the same features. I probably wasn't clear in the first comment. :)
 
Oh, no, sorry, I wasn't asking to copy stuff from this map. I was asking how did he copy the stuff from one of his maps to all the others to do it myself with my own maps. Did he just Exported object data and script, and imported all custom files by hand to each one? or is there a way to actually export all of the imported files at the same time?

I don't want to copy other people's work, I was asking for advice on how to make my own pack of maps with the same features. I probably wasn't clear in the first comment. :)

Yes there is. For triggers and object editor data I use the built in function in WE. For imports you can export all but it does not preserve the file path. MindWorX and Spellbound helped me on this.

1) Get WEX if you don't have it: SharpCraft World Editor Extended Bundle

2) Make a folder somewhere for all the exports, it can't have any spaces in the file path. This is mine: C:\Users\Kam\Desktop\BTTExportFolder

3) Make the following trigger in the map you are exporting from, and save:
step-1-png.273664


4) In the map you are importing into make the following trigger, save, and restart the WE:
step-2-png.273665


5) Disable the import trigger after you open it again. Disable the export trigger as well otherwise it will export every time you save.
 

Attachments

  • step 1.png
    step 1.png
    5 KB · Views: 6,951
  • step 2.png
    step 2.png
    5.1 KB · Views: 6,847
Level 4
Joined
Nov 20, 2016
Messages
75
Yes there is. For triggers and object editor data I use the built in function in WE. For imports you can export all but it does not preserve the file path. MindWorX and Spellbound helped me on this.

1) Get WEX if you don't have it: SharpCraft World Editor Extended Bundle

2) Make a folder somewhere for all the exports, it can't have any spaces in the file path. This is mine: C:\Users\Kam\Desktop\BTTExportFolder

3) Make the following trigger in the map you are exporting from, and save:
step-1-png.273664


4) In the map you are importing into make the following trigger, save, and restart the WE:
step-2-png.273665


5) Disable the import trigger after you open it again. Disable the export trigger as well otherwise it will export every time you save.
Thank you! this is exactly what I needed :goblin_good_job:
 
Level 1
Joined
Oct 16, 2016
Messages
2
I've an issue with this map, when I download it, warcraft 3 doesn't see it (I have the 1.27 patch). Somebody know how to fix it?
 
Top