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Electrum Mines v1.07

Join my discord channel for my maps at https://discord.gg/Y6yzmJuwrp to find people to play with.





Electrum Mines
(Capture The Flag)


What you will find here:
    • 12 unique heroes
    • Learn 4/12 abilities
    • Upgrade abilities by stealing mine carts
    • limited AI - carry and capture the flag, chase the enemy flagger and buy items(Tier 1 only)
    • Capture the Flag(TM) 3 times to win
    • Scoreboard
    • Graveyards/Respawning
    • Reward for kills and assists: Honor
    • Items bought with Honor + restriction on item-type
    • Hit ESC to Select & Go to your hero
    • Lock/Unlock camera
    • 2 kind of traps: graveyard gates and slowing trap fire
    • Floating numbers: healing and damage

Systems:
- Damage DEtection System (by looking_for_help)
- Healng detection system (by Bribe)
- Ability and hero buy system
- Shop system (categories and restriction)
- Cart System
- Capture the flag system
- honor and assist system (by Mempa)



Credits to:
Various Gameranger players for testing.
Models: GreyArchon, Daelin, JetFangInferno, Marcelo Hossomi, Pyritie, neogaidenx, General Frank, Tarrasque, Hanza-Ru, JesusHipster, Tirlititi, Vortigon, -Grendel, ApeJI, Illidan(Evil)X, Hayate,Zephyrius2412
Icons: 0123456789,Blizzard, tonic, Mc !, Crazyrussian, Darkfang, Big Dub, SkriK, Anachron, Serbianbeast, jigrael, Anachron, Mr. Goblin, Pharaoh_, bigapple90, bigapple90, -Berz-, Hellx-Magnus, Apheraz Lucent, dizzt, NFWar, kola, PeeKay, Marcos DAB, Lelling, D.ee, JollyD, Heinvers, morbent, Legal_Ease, Eldin HawkWing, San, ~Nightmare, The Panda, BLazeKraze, Zephyrius2412, PrinceYaser


Changelog:

Spells balancing:
  • All stunning and slowing abilities last 4 seconds or less.
  • Direct healing spells heal for 50, with 1 sec. cooldown and 50 mana requirment
  • Healing over time spells heal for 200 over 12 seconds.
Hero balancing:
  • Shadowdancer is now agility, was strength.(for balancing 4/4/4)
  • Atributes changes:
Strengh =health/mana is 600/300
Agility =health/mana is 500/400
Intelligence =health/mana is 400/600
  • Autoattack damage of all heroes reduced to 10-20. Pets do 7-12 damage.
Object Data:
  • The Way Gates' ground textures are removed.
  • The tooltip of Honorable Defender is fixed.
Gameplay:
  • The camera for team 2 is no longer reversed.
  • Modified damage and defense types:
intelligence takes 125% from physical attacks.
Agility takes 110% from physical and 125% from magic attacks.
strength takes 150% from magic attacks.


  • Gameplay:
Added a new mechanic: out of combat regen: you will regenerate 2% health and mana every second only while not attacked in the last 5 seconds.
  • Spells Balancing:
  1. Dark Harvest's duration reduced to 30 seconds and damage over time to 0. Tolltip fixed.
  2. Forge In Battle now uses a timer, and 1 stack=15% damge increase.
  3. Cold North Winds' tooltip is fixed, and the spell no longer damages allies.
  4. Halt Attack's Tooltip is fixed.


1.The tutorial is seperated in several buttons in optional quests
2. Some tooltip and message fixes
3. There will not be now shopping arrow above buying units
4. Players cannot buy from their own mine
5. Player counting is now done more accurately
6. Players no longer can carry the flag while invisible
7. The loading screen is now a screenshot
8. There is now AI. The AI heroes have fixed abilities. The AI won't engage in stealing carts. The AI will buy items, but it will buy only up to Tier 1.
9. The item restriction system is revisited and fixed
10. The shops for items have a button to go back..
11. The messages for no honor and no arcane stones have their own error and sound now.
12.Bloodhunter's Blood Orb now gets used instantly after pick up
13. Drag-selection is disabled before the game starts
14. Shell Of Crid's Duration is reduced.
15. Warbringer's Endurance's Buff's Icon is fixed.
16. Warbringer's Intimidate's Duration reduced to 4 secs.
17. Now when someone returns his team's flag in the base and there is a friendly flag carrier in the base it will score a point.
18. now Combat is applied when the hero attacks also.
19. The regions of the graveyards have been resized to avoid problem with pathing.
20. now capturing a flag also gives you honor.
21. Fixed the trigger where the flag of the opposite team would return to its base when the other flag is dropped.
22. Fixed the healing in the scoreboard
23. In the scoreboard fixed the colum "Captures"
24. In The scoreboard fixed the coulm "Honor Gained"
25. In the scoreboard now all fields will contain 0 instead of nothing on start (for present players)
26. Now all computer players have randomly generated names
27.Now every player can choose whenever he disconnects to remove his hero or turn it into AI
28. Added command -Target X that will select the hero of player X. It will work only if the player is visible to you.


- Now you won't be asked to switch to AI in single player
FLAGS:
- Now when an invisible unit picks the flag he will become visible.
When a unit with a flag casts Shadowalk or a unit casts invisibility upon, it will drop the flag.
- The size of the regions that contain the flags have been reduced.
- the special icon for flags has been fixed.
- CARTS:
* now when you become invisible your cart will also diappear, and the buff will be removed!
* if you buy a cart while invisible you will become visible!
* the same sounds for flags will also be played for carts now!
* carts restriction is now fixed! now if you drop a cart or successfully steal one you will be able yto buy another. A requirement is added instead of removing it from availability!
Death Architect:
* Soul Armor 's buff applied model also on head and chest now
* Fairy Tail's buff is now fixed
Wizard:
* Stardust's tooltip fixed
Keeper:
* tooltip updated
* Madness' buff's model changed + tooltip fix
Warlock
* Wormhole recreated. Now it will increase his speed greatly for short duration, but any damage will cancel it.
* Demonic Eye is classified a ward now


Fixed a problem where you can buy multiple heroes
Fixed a problem where your hero cant move
Heroes in picking area cant attack now
now when you buy a hero he is selected
fixed the problem where the trigger for managing buy hero was turned off after the first buy




* Anti-magic shells now cannot be cast on enemies
* fixed scoreboard damages and heals
* fixed bounty for un-aided kills
* in the info log added information about the shops



1.07
- now allies have shared vision
- added death effect for dying heroes
- halt attack hotkey changed to not conflicit with [Hold Position]
- replaced the model of masacre spell with a better looking one
- the trainers of the heroes will no longer overlap. Instead they will be in a circle and with lower scaling.
- the shop with the model of rack armor can now be easily slected thanks to editing the model
- added collision shape and camera portraiati to the model of theh bookshelf

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





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Previews
Contents

Electrum Mines 1.07 (Map)

Reviews
Paillan
After a test, this are the things I found out: 1) The spell buying system is just bad. Instead of using the standard item to spell you decided to place two dummys in the shop and make the player actually cast the spells to buy them. Why? Just why? 2)...
twojstaryjakcie
The map feels fun to play, although there are some certain issues with it, which can probably be easily fixed. I do like the whole premise of the map and the variety of skills and heroes you're given access to. However, I do have to say that the...
Level 19
Joined
Jan 22, 2011
Messages
3,968
After a test, this are the things I found out:
1) The spell buying system is just bad. Instead of using the standard item to spell you decided to place two dummys in the shop and make the player actually cast the spells to buy them. Why? Just why?

2) for the players in the top the map is reversed. This makes playing from the top very confusing. What's the point in that.

3) Taking the flag item takes times or tries or what? I had to click like 10 or more times on the item to get it, and each time the item played an animation...

4) Some spells are really good, invisible, sleep, regeneration... they just too good to be balanced for a CTF.

5) the endgame multiboard is nice. I liked it.

Overall I see potential in the map, but it needs a lot of improvement.

Set to Awaiting update
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1.Why the ability learning system has to be your way to be approved? It's how I found it useful, and it's not hard to learn the abilities and start the game. This item-to-ability system is used in my other map Ancient Hero Arena, but I decided to make it easier here for me.
2. The point is to make the feeling of Team vs team playing the same/mirrored. Again, why does it have to be yoru way to be approved?
3. What? Never happened to me. One click is enough. However there a buff called 'opposition' that you get if you are being attacked and can't take the flag unless you are no longer attacked. This is to slow down the flagger and make the game a bit longer., by making you kill the defenders first. It's what players on Gameranger advised me.
4. Eh... Now what do I do? I have think of new spells? The spells are OK. 'they just too good to be balanced for a CTF.'? wtf

Sorry, but I find this Review absurd.
 
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Level 19
Joined
Jan 22, 2011
Messages
3,968
1.Why the ability learning system has to be your way to be approved? It's how I found it useful, and it's not hard to learn the abilities and start the game. This item-to-ability system is used in my other map Ancient Hero Arena, but I decided to make it easier here for me.
2. The point is to make the feeling of Team vs team playing the same/mirrored. Again, why does it have to be yoru way to be approved?
3. What? Never happened to me. One click is enough. However there a buff called 'opposition' that you get if you are being attacked and can't take the flag unless you are no longer attacked. This is to slow down the flagger and make the game a bit longer., by making you kill the defenders first. It's what players on Gameranger advised me.
4. Eh... Now what do I do? I have think of new spells? The spells are OK. 'they just too good to be balanced for a CTF.'? wtf

Sorry, but I find this Review absurd.

While I guess the ability system can stay as it is, the mirrowed system makes it really hard to play from the top BECAUSE the controls are the same. It's counter intuitive.

As for spell balance, try increasing cost/decreasing duration for mentioned spells. That should do the trick.

Also as a more personal note, don't answer to people like that when they give you advice on how to improve your map.
 
Level 8
Joined
Feb 4, 2017
Messages
111
The map feels fun to play, although there are some certain issues with it, which can probably be easily fixed.

I do like the whole premise of the map and the variety of skills and heroes you're given access to. However, I do have to say that the "tutorial" or the "how to play" do not tell me anything about where I can buy items or how to capture enemy carts. I tried clicking on the enemy cart but nothing would happen, apart from a shopping arrow appearing above my hero. The shop is also nowhere to be found (at least I couldn't find it). Being able to steal carts and having access to the items would probably enhance the experience even more, however players need to know how to get them in the first place.

There is an issue with the Wind Walk ability - when you're holding the flag, the trigger blocks you from using the ability and everything is as it should be. HOWEVER, if you drop the flag, use Wind Walk, then pick it up again, you are able to travel with the flag while being invisible and that seems a bit broken.

The map is definitely high quality, but the aforementioned issues need to be addressed.

PS: It's not an important problem really, but I feel like the loading screen is quite an eyesore. I think using a screenshot of the map as a loading screen would look much better, but that's just my opinion on a minor aspect of the map.
 
Last edited:
Updated to 1.0.3 with the following changelog:


1.The tutorial is seperated in several buttons in optional quests
2. Some tooltip and message fixes
3. There will not be now shopping arrow above buying units
4. Players cannot buy from their own mine
5. Player counting is now done more accurately
6. Players no longer can carry the flag while invisible
7. The loading screen is now a screenshot
8. There is now AI. The AI heroes have fixed abilities. The AI won't engage in stealing carts. The AI will buy items, but it will buy only up to Tier 1.
9. The item restriction system is revisited and fixed
10. The shops for items have a button to go back..
11. The messages for no honor and no arcane stones have their own error and sound now.
12.Bloodhunter's Blood Orb now gets used instantly after pick up
13. Drag-selection is disabled before the game starts
14. Shell Of Crid's Duration is reduced.
15. Warbringer's Endurance's Buff's Icon is fixed.
16. Warbringer's Intimidate's Duration reduced to 4 secs.
17. Now when someone returns his team's flag in the base and there is a friendly flag carrier in the base it will score a point.
18. now Combat is applied when the hero attacks also.
19. The regions of the graveyards have been resized to avoid problem with pathing.
20. now capturing a flag also gives you honor.
21. Fixed the trigger where the flag of the opposite team would return to its base when the other flag is dropped.
22. Fixed the healing in the scoreboard
23. In the scoreboard fixed the colum "Captures"
24. In The scoreboard fixed the coulm "Honor Gained"
25. In the scoreboard now all fields will contain 0 instead of nothing on start (for present players)
26. Now all computer players have randomly generated names
27.Now every player can choose whenever he disconnects to remove his hero or turn it into AI
28. Added command -Target X that will select the hero of player X. It will work only if the player is visible to you.
 
Level 8
Joined
Feb 4, 2017
Messages
111
Nice changes, though Wind Walk still poses some minor issues - you can still pick the flag, but it's instantly dropped under your feet. However, since there is a pickup range, this means that you can pick up a flag, drop it, move a bit further, pick it up again and so on. This method isn't as effective as the previous one, but it is still exploit that could be fixed.

Apart from that, the carts also behave weird when mixed with Wind Walk. When you pick a cart and use Wind Walk, the cart will no longer follow you. The problem is, you will still receive a cart debuff that slows you and, more importantly, will make you unable to pick another cart. This is quite an issue, since the only option for players after experiencing such an incident is killing themselves and respawning or being slowed for the rest of the game.

Good work, however you have to remember that implementing Wind Walk in a Capture the Flag gamemode isn't easy. You're on the right path, though.
 
The only option to avoid moving the flag while havign divine shield or invisibillity is to not drop the flag, but return it to its base. Though this is not how (At least WoW) works it seems the only option. OtherwiseII will have to remove the collision of the heroes, because items take this in consideration, but then this is unrealistic. Is that OK?
 
Level 8
Joined
Feb 4, 2017
Messages
111
I've been thinking about how to solve that and the only idea that came to my mind that might work is this:

Whenever a unit begins casting Wind Walk, it is added to "Invisible" Unit Group; It is removed from that group when it attacks, uses an item or the duration of Windwalk finishes

Another trigger makes sure that every 0.5 (or maybe even 0.1 or 0.03) seconds a unit in "Invisible" drops Silver or Golden flag NOT at the position of unit in "Invisible", but the position of a dummy unit (that would have to be created to follow the flag, but would stop moving when a flag is picked up).

As I said before, I'm not 100% certain if this works, since I didn't have the time to implement it, but I don't see why it wouldn't (unless it's impossible to make a unit follow an item <but then again you could simply teleport the dummy every 0.1 seconds to the position of the flag>). I think it's worth at least trying out, since the option with returning the flag to base, in spite of seeming quite reasonable, doesn't reflect the mechanics in WoW.

Edit: If this doesn't work, the I guess it's up to you what you want to do about the flag issue. However, fixing the cart's Wind Walk mechanics is something you should seriously consider since it affects players' ability to use carts until they die and respawn.
 
Last edited:
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