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Combat Zone 3.6

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Combat Zone is some kind of Battlefield for Warcraft III. It has a very good, almost lagg-free physic engine, and uses only arrow keys and hotkeys. The physics contain knockback, acceleration, sliding, ground friction, air friction, uplift, gravity, collision damage and bouncing. An AI is included, for Aiming Rockets and for extra AI bots which can be added ingame (-addbot 0 will make a bot follow player 0, red). The map uses Warcraft only for hotkeys and for placing the models, movement and so on is completely scripted and optimized as much as possible. Currently the map is some kind of demonstration, not a real map, it has no victory conditions, but makes fun nontheless. There are different vehicles like planes (Me 109, F22, A10, B17, B2 Stealth, MIG-29), helicopters (Cobra, Orca), ground vehicles (Hellhound, Hammerhead, Tank, MLRS, Jeep, Titan) with all different characteristics. Want to fly into the enemy with your plane and use your ejector seat milliseconds before impact and then open your parachute? Or unleash the force of a nuclear bomb? Nail your enemies with Machine Guns? Start a futuristic war with Plasma and Photon Guns? Burn your opponent with a Flame Thrower? Use a Smoke Grenade and overrun him? Teleport next to him? Evade his missiles with missile flares and then chase him to death between large city buildings with a jet? Be creative.

And still, the map has very small delay, compared to the average delay in maps using arrow keys.

VERY much thanks to all creators of models I used, this map without imports wouldn't be what it is now. I hope the way I gave credit to modelers on the loading screen is enough.

Have fun with it, and give feedback to me!


This map is unprotected, for everyone who want to take a look at the engine. If you want to create a mod, notify me.

Keywords:
Combat Zone, Battlefield, Modern, Flight Simulator, Tanks, Planes
Contents

Combat Zone 3.6 (Map)

Reviews
18:57, 10th Jan 2009 Rui: As I always say, modern warfare is not my type, but this one is a must-try. The desync bug is a downside, but it is still worth a shot. See my full review here. With a rating of 7/10 (3,5), this map is Approved!

Moderator

M

Moderator

18:57, 10th Jan 2009
Rui:
As I always say, modern warfare is not my type, but this one is a must-try. The desync bug is a downside, but it is still worth a shot.
See my full review [self=http://www.hiveworkshop.com/forums/resource.php?t=81933&page=7#post970772]here[/self].
With a rating of 7/10 (3,5), this map is Approved!
 
Level 3
Joined
Oct 24, 2004
Messages
50
really great map amazing map. Have trouble playing with others thought they complain it runs to slow and leave. Maybe work on add fog or the map not entirely revealed so people can play it better. So try to work on the lag other than that amazing map 10/10
 
Level 10
Joined
May 26, 2005
Messages
194
Ah, forgot to mention:
Bob666 = N-a-z-g-u-l

Bob666 is my new account, my old one is N-a-z-g-u-l. Some might know that because of battle tanks.

You mean it would help to add fog of war and only reveal the map in the area you currently are? hmm, perhaps you are right... however, you can change the sight range with -farz 8000, 8000 is standard, 10000 will lagg more, 6000 laggs less, i found 8000 a good value.

However, collision works like it picks all doodads around the unit every 0.03 seconds and checks if they collide with the unit, so that may be the source of lagg... i already spend dozens of hours fixing the lagg, and already reduced it to about 35% of the original delay, but it will get really hard to make the delay even smaller... perhaps fog of war helps, I will try that. And other fog, not fog-of-war, already exists ;) -fog 0.1 is standard and makes the last 10% of sight range fading to grey, -fog 1 will make the whole sight fading to grey, and so on... command explanations with "-help" are a bit short i think^^

And is any feature missing in the map? I would like to improve it further, but i dont have any ideas left which dont cause more lagg...

Hm.. Unfortunately this map seems to be hidden in between the masses of same maps... too bad...
 
Level 10
Joined
May 26, 2005
Messages
194
Ah you are right.. I was sure I uploaded that map before but could not find it in the map ressources^^

However, there is a GREAT difference between the physics of both games, graphics, too... This one has better physics, better graphics, less lagg, more vehicles... Just everything is improved a lot

EDIT:
I only tested the map with 2 players before, today i played a 3-player-game and it only did not lagg for the host, the others had big problems with lagg...
However, everything is fine with 2 players..
Im now searching for the reason
 
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Level 9
Joined
Apr 14, 2007
Messages
437
Okay, your map is extremely great and everyhting. The concept and theme and gameplay is awsome, but its only downfall is that disgusting movement system. Seriously, i ouwld rate this a 5/10 because of that. Im not gonna rate it now, but it fix it, and ill rate it a 10/10. The move system is too delayed or somehting, because he keeps moving after you release the arrow keys, and the turning is too...idk really, too sucky. i htink it turns to fast, or keeps turning when when you release the arrow keys. THANKS.
 
Level 10
Joined
May 26, 2005
Messages
194
thats warcraft... it laggs with more than 2 players, and on battle.net... but with hamachi or on LAN and with a maximum of 2 players it works fine... sorry, i cant change anything there...

and that it keeps moving after you let off the key... of course! no car would stop as soon as you stop accelerating...
 
Level 2
Joined
Feb 18, 2007
Messages
22
can i have that jump system?
cause it's pretty awesome and i am working with a fps map.
anyway, your map is AWESOME. i can't believe that this map is made.
good job on this, continue on this awesome idea
 
Level 10
Joined
May 26, 2005
Messages
194
the problem is, it is not only a jump system, all movement is together, all what the ability jump does is to add a vector in z-direction, the rest is done by the movement / physics system... also movement on the ground is controlled this way, and it is able to react on almost every situation, like when i would place a tank on a skyscraper, it could drive around there, and when leaving it, it would fall down and be damaged
and yes, you could have the system, but i dont know if you really want to base your whole map on this^^ because that would be required...

btw, a littile trick i found out, that may improve your jump animation:
call SetUnitFlyHeight(U, Z+SpeedZ, 0)
instead of
call SetUnitFlyHeight(U, Z, 0)

the function is quite slow and when you add the speedz value you "look into the future" and then set the fly height before it really reaches it, because then its in time... i had problems with this with my camera, but after i added speedz to the units' height the camera always was on the right height.. before it wasnt correctly adjusted when the target was moving

to describe the way a jump works:
speedZ is added, then, when in the air, gravity reduces speedZ (always substract the same number), and then, when Z reaches ground, speedZ is set to zero... X and Y are increased when the jump starts (both *1.2), friction and acceleration is reduced while in the air

EDIT:
2.6 is uploaded... some problems might be fixed, some lagg removed, overall improved, soldier can throw grenades, and it is unprotected for those who want to see how it works

Screenshots added:
http://btanks.net/m/screen33.jpg
http://btanks.net/m/screen34.jpg
http://btanks.net/m/screen35.jpg
 
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Level 10
Joined
May 26, 2005
Messages
194
thanks all of you ;)

can i edit your pilot system map into this cool map system? what do you mean?

how to change the angle of attack?
http://www.thehelper.net/forums/showthread.php?t=77383
here you can find a model, its from Caster System, which has 180 stand animations.. weird, yes^^ every animation represents an angle (in degrees)
use SetUnitAnimationByIndex(U, index) to set the animation used by a unit, then attach the units model to that dummy, attachment point origin is what i use..

i also changed the extents of the model, so it is visible also if the cam does not show the units origin, thats needed for bigger models or traces

as this map is open source, you may find some more information inside the map, if you look carefully, and you can export my dummy.mdx with larger extents,if you want to

if theres still something open, write a comment or send a pm or an icq message (259-699-010)

and to supermj:
when exactly does the map break in wc3? after loading or before loading? or even before startign loading? and does the editor show any error message?
 

TBC

TBC

Level 2
Joined
Dec 31, 2007
Messages
31
This map is truly amazing! I never would've thought this could be done on WC3.
 
this map is like... sexy. i am lost for a better word.
few things i gotta say.
i seem to be unable to run over people. i can kamikaze them with a plane but i cant run over them with a tank. yes i am sadistic but i thought it would make it more interesting.
also, you know the blue spot where you like jump reeally high, i tried it with my jeep but it didnt get destroyed or explode. flying kamikaze jeep will be cool. you said to be creative.
finally when you try to go backward with the walker, it doesnt loop like the rest. it just stops being animated. its really minor detail but it looks weird with everything eles working perfectly.
my other suggestion is a bulldozer, a machine gun bunker and a bomber zaplin
 
Level 10
Joined
May 26, 2005
Messages
194
for that high jump without damage:
-colldmg 1.0 sets collision damage to 1.0, which is standard
try -colldmg 2 or something like that... -colldmg 1000 and you will die as soon as you just walk into a wall
for more commands see -help, you can also change knockback power, gravity and so on
the walker is fixed in version 3.2
and run over soldiers... yes, thats still missing, but i dont really know a way how to implement this without increasing lagg

new units: yes, bulldozer would require the ability to kill soldiers by running over them, which is not yet implemented... the bunker needs a model where only a part is rotating, also not yet done, and a bomber zeppelin: there are planes, and a zeppelin would require another system than helicopters / planes, wouldnt be too much work, but well, if its really worth it?

however, one thing added in version 3.2 is a ticket counter and control points... each team starts with 100 tickets, one death substracts one ticket, and as soon as you have less control points than your opponent you will use some tickets over time
if your tickets reach 0, a nuclear missile will hit your base and a message will be shown that the enemy has won... however, game does not end, you can still play if you want to
 
Level 5
Joined
Dec 16, 2007
Messages
160
I have a couple of suggestions for you,

Use a point and click shooting system for anything with a Non-Fixed machine gun
(Like in Re8eL's map Heavy Combat)

Have a menu for different guns for the soldier

Maybe have a non-missile based artillery?
(Like a Howitzer)

Multiple player to a Cobra (Mini-gun use for the players), Jeep (Add another gun for the other players to use on the jeep?), and/or B-17 (Turrets for the players)

Thats about it!
You can contact me on USEast as DiscoHydra,
I am on usually after 5 PM (Central Time Zone) On weekdays,
And I am on usually all day during the weekends...
 
Level 5
Joined
Nov 8, 2006
Messages
102
The only improvement I can think of, aside from more vehicles and game modes, would be allowing more than one person in a vehicle, possibly as a passenger, gunner, etc. The coding may get a little messy, but I'm sure someone like you could handle it. Also - If at all possible, could you make an attachment on the skateboard using the soldier model? I can't really know if that would look good or not, but it's worth a shot. Again, congrats on making one of the most original maps out there. (Even if it is a clone of Battlefield.)
 
Level 10
Joined
May 26, 2005
Messages
194
the skateboard: yes, there actually was a soldier attached to the skateboard once... i somehow managed to screw this up and now removed the skateboard completely, as it did not really help the player and well... it wasnt the funniest idea either^^

seems like all of you want a system for more than one passenger in a tank... well, i could do this but it would require rescripting the vehicle controllers... i dont think that i will do this in the near future

non-missile based artillery would be a great feature, but how to control the angle of attack at which the projectile is shot? the arrow keys are already used for moving.. a stationary arillery would be working, but well, not really easy to control and hard to script... would be the same system like unmovable turrets

different weapons for soldiers: well, this map is very vehicle-based, and theres only one machine gun in the map at all, they are all clones, so i didnt think a lot about adding different weapons like other machine guns, snipers, shot guns, but they could be an option... however, different soldier classes like fighter / mechanic / minelayer should be more interesting, but they are much work, too

the click-attack in re8els map is quite impressive, but it would not work in 3dimensional space, you can only click on the ground, and that wouldnt fit into my map... additionally you already need 2 hands for the keyboard, theres no third hand left for the mouse (except you are a pessenger, but still, you would only be able to aim on the ground)

turrets and artillery have the highest chance to be added currently, but in general im not going to work on warcraft related things in the next few days
 
Level 7
Joined
Sep 18, 2007
Messages
41
Amazing map. The only thing thats not really clear is the adding bots. It may just be me, but its all like -addbots x y
X is player something and unit-type. I don't know what to enter in as unit type. Do only air units work, its very confusing.

Otherwise I can't say anything bad about this map. It is really well done!
 
Level 10
Joined
May 26, 2005
Messages
194
-addbot 0 f22

adds a bot which attacks player 0 - red

-addbot 1 a10

adds a bot whcih attacks player 1 - blue

and so on...
-addbot 3 stealth

adds a bot which attacks player 3 - purple

other unit types:
mig29, cobra, orca, b17, me109

yes, bots can only control air units till now, and they arent real "bots" either, more like reinforcement for one team
 
Level 5
Joined
Nov 8, 2006
Messages
102
For the artillery problem, you could always add a skill to change the angle up or down, similar to the system you used to control acceleration in the planes / Helis. That might take a little skill to aim, so a message or floating text showing the angle could help out a bit. I don't know exactly how your vehicle system works, but you could possibly add a passenger without remaking all the controls by setting a variable that says, "Someone is already driving", and if another person gets in, they take on the role of a gunner. Just my two cents, I don't know how your system works, so it might not work at all. Another suggestion - Show remaining tickets on a leaderboard. Most of the games I played, people had no idea there was an objective. Hah, one more thing. I find it a little annoying that jumping out of a plane after bombing makes the bombs explode on me. Ejector seats shouldn't make you collide with bombs, amirite?

Also, do you have any idea what causes the occasional disconnects and server splits while playing the game?

Keep up the good work man, I look forward to the next release. It's nice to have an original game like this come along every once in a while.
 
Level 10
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May 26, 2005
Messages
194
the angle of attack, yes it would be possible this way, but its not the best way... i was thinking of an ability which "constructs" the artillery, you are unmoveable but can shoot projectiles with very high damage.. mini-nukes or something like that

passenger + multiboard: do you think someone like me who made this map does not know how to do this? its definetely possible, but needs changes in lots of parts of the map, like respawning the dead soldiers, there can be multiple soldiers in a vehicle then... and so on... the multiboard: i dont really want an ugly leaderboard or multiboard in the right corner... something i DONT know: how do i make a multiboard invisible? i just used the texture and made it completely transparent, did not work, but i could have used wrong compression for that one... however, it would be nice to show a invisible multiboard over the whole screen, so that i could do some kind of interface + some selecting problems would be fixed

yes bomb collision + ejector seats is not the best, i agree... however, making bombs not collide with soldiers at all wouldnt be a good idea, spawning the soldier somewhere else would look ugly, i will see what i can do... in some days...^^

disconnects? i think if i had they would be fixed^^

by the way, any idea why the maps reputation goes down all the time?^^ in the beginning it was something like 9.5, then quite stable 8.6, now its 7.94
 
Level 5
Joined
Dec 16, 2007
Messages
160
For the minigun point and click system, its nothing too bad, maybe just add a skill that changes the angle, or have it fire at an angle responding to your mouse position, not point and click...

And also for the passenger, maybe you can add a text that says "A player has taken this (Whatever)"

And also , for the artillery system, maybe you can "plant" yourself is a position and have a map wide camera (Or a satalite view that can be scrolled, or have that as a camera view that is only available on the immobile artillery)

As for the weapon system for the soldiers, You could have a "armory" like building...
Such a thing would change the game dramatically. It could make the air vechiles less useful if you add a missile based soldier weapon (i.e: STINGER), this would make a power balance between ground and air vechiles.... making it all the more better

And it would be good to add a "Cannon angle" for tanks (IF the model supports an angled gun, And i think theres is a tank model out there that does...and i saw it in PoARP)

And finally, THIS IS the best game i have played of this genre, i will give it a 10/10, if there was a better rating, i would give it that...
 
Level 3
Joined
Jul 19, 2007
Messages
42
When i first saw your map, I gave it a try and it was awesome. My only regret is the low number of vehicles.Another thing that I want is to have a fps-like view (like, a cockpit for every aircraft). Even so, I give it a 9/10.
Edit: ElkMonster just stole your map and claimed it his own.
 
Level 5
Joined
Dec 16, 2007
Messages
160
Well, If spawning soldiers would look bad, maybe shoot them up from the plane, then make them descend. If possible.

Would it be possible for you to make an artillery that plants itself into a position then uses a scrolling bird's eye view? (There is a delay between the shot and the hit, because the shot has to travel, and when planted, use <-/-> arrows for rotating the cannon, and ^/v arrows for setting the AOA.

Is it possible to make a building that when a marine gets within melee range, he can "get" a different weapon (Missile launcher, sniper rifle (With scope maybe), shotgun, and maybe some engineering tools (ability to make Remote control drones, or automatic sentries, repair tanks better,))

Never mind that helicopter comment i made before, it would be impossible to make a gun that AOA's to your cursor.

Maybe, You could have the lockon effect with the missiles more focused, sometimes when i launch my missiles, it veers off into a 150 degree angle. Maybe the radar view could show the missiles lockon radius on the screen. or on the minimap...

Skate board was fun, but pointless, thanks for removing it.

Elkmonster stole your map, Im kinda pissed, i hope he gets shot down in the moderation queue.

Thats about it, 10/10 for sure...

Edit: Hey, There an idea for the artillery, take the controls i mentions before, but have an ammo picking menu for the artillery, (Explosive, Fragmentation, Napalm, Flare (blinding)

And also, maybe, just maybe, have the ability to call in NPC airstrikes, because, it is so hard to organize players for an airstrike. But it maybe stupid, just have them come in a drop bombs. Pointless maybe.

And for the missile thing, maybe you can make the radar view have a "Lock-on target container" Like in the popular flight simulator games. Again. Just a thought.

Btw. Gave you a 5/5.

Good map. Im here for suggestions if you need any, you got all the support i can give you.
 
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Level 5
Joined
Dec 16, 2007
Messages
160
Well, I wounder when a new version is going to come out, Or is this map deserted?

This map is really really nice, Dont give up on it now!

Some players i have played with have said that if they could play this game instead of sleep they would.
Please please please dont give it up.
 
Level 7
Joined
Sep 5, 2006
Messages
334
N-a-z-g-u-l, don't stop,I was stun when i first play it,i think how can there be such great map, the map is great.You might want to open a project in the forum so that we can all help, or if there is really no turning back no matter what we do, pass the map to some one and give him all right to work on the map.BUT no one can match your mapmaking skill without you the map will be worthless, don't even give up on this map.
 
Level 3
Joined
Jul 19, 2007
Messages
42
Eh, bad spelling. The correct name for the stealer is Elxmonster. And, please, N-A-Z-G-U-L, please don't stop! I'm begging you! I really like this map! 1000000/10!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Please don't stop!:cry:
 
Level 10
Joined
May 26, 2005
Messages
194
here we go, yet another version of Combat Zone:
- Planes properties are changed a bit (lower acceleration, but about the same top speed)
- Rockets have a slower turn rate
- Hammerhead has a Gravity Gun (A projectile which creates a gravitation field after 2 seconds. It pulls units to the effect and deals damage, is strong enough to lift up tanks easily) instead of anti air rockets
- Tank has an Artillery Shot (Target distance cant be changed) instead of Smoke Grenades
- MLRS can launch smoke grenades
- Jeep has standard grenades
- New plane: Ju87 Stuka, same properties as Me109
- Me109 and Ju87 can now drop bombs
- Worked a bit on the AI (Improved bombing, optimized the AI for new plane properties, Orca now uses its photon torpedos)

Plans for the future:
- Nuclear bomb instead of missile, alternatively make the missile aiming
- An ability which shoots multiple rockets, but randomly turning rockets, no aiming
- A projectile which divides into several fragments after some time (possibly artillery)
- Ion cannon to request from the sky (?)
- Other weapons of mass destruction (like Gravity Gun now)
- Bugfixes (Something causes a disconnect, sometimes an error occurs which aborts the script, and it can happen that your soldier isnt recreated)
- Perhaps some other improvements on the AI, planes are still crashing into buildings sometimes or blow up themselves with bombs dropped on a too small distance... a ground AI doesnt seem to be an option right now

However, i cant guarantee that i will continue work on the map once again... i just was bored and got into this map again

and thanks again for all your comments on this map, it well, it built me up in some way
 
Level 5
Joined
Dec 16, 2007
Messages
160
Alright Nazgul, You have to work on this, I've seen some peoples reactions, They are amazed, You have to, HAVE TO, continue this game, It is the best physics engine that ANYONE has seen. EVER.

And also, PM me if you want me to give you suggestions, And ill give VERY good feedback.

I found a bug:
When tanks go on the boosters to high up on the air, EVERYONE disconnects!




Useful tips: Both the tank shot and the artillery shot have a range of about 120m on the radar.
The tank shot radius can be changed by gravity, making some wild ranges, with some ranges extending beyond 15000 in -farz
in .1 gravity the tank shot can reach some 400-425m in the game.
in .2 gravity that ranged is about 3/4 of what it is in .1
in .3 that range is about 2/5 of what it is in .1
in .4 its about normal range give or take 10 meters

With the decimals of course im talking about gravity.

Another tip: WW2 planes get MUCH easier to fly in lesser gravity, because you dont have much weight stalling the engines.
-reducedoodads helps ALOT when yours training your fellow teammates how to play in an aireal vehicle.
Night fights are fun! ^_^
 
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