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Gridfall 4c

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Toma Presents

Gridfall
Inspired by SyCo Sc2

Map Info:

Map originally by SyCo of SC2, where the map is made for SC2.
Remade in wc3, with the same concept but different skills and lacking the ability to pick heroes. Special skills are randomized instead.
Grids are still generated with input from host. (6x6, 13x21, 9x13 etc.)

Map is 'protected' for optimization reasons. A faster download time is always better.

Features:
  • Fast pace
  • Short rounds
  • Instant replayability with a simple command
  • Tons of fun
  • Small mapsize for fast downloads
  • Pure skill with a little help of RNG

Game is simple. Just either push others into the areas with no platform and bring them to their doom or destroy the platforms to bring the doom to them instead.

Normal attacks also pushes others.

Skills.png


Always check your special ability to see what it gives you, and use it to your advantage! Your special ability helps to define your main method of offense.

The other abilities on the 3rd horizontal row are regular abilities that everybody has, so familiarize yourself with them.


Some else stuff about map:

This map is multiplayer only. AI may be added, but it's hard to say if they're able to outsmart your wits, so multiplayer is always the best.

Screenshots and Videos:


GridfallSC1.jpg

Firing projectile attack to push others.

GridfallSC2.jpg

Giant meteor to destroy a lot of grids.




Change Log:




Map Uploaded



Tooltip changes
New max and min grid, max 25 min 2 grid for custom grids
Added single player testability - Now you can test the map without it restarting on you in single player




Credits:

Special Thanks to SC2 creator: SyCo
Judash for fixing the aura model.
Everything else is custom made myself.


Map Description Template Created by -Kobas-
Find more here: Map Description - Templates

Keywords:
Gridfall, Bob Marley, Fast, Replayable
Contents

Gridfall 4c (Map)

Reviews
StoPCampinGn00b 16:21, 14th May 2015 Map Moderated - Gridfall 4b Comment - My Review Verdict - Approved, 3/5 Other [TR]Map Submission Rules Staff Contact The Hive's StaffMap Reviewers Description Tutorials
Level 32
Joined
Apr 2, 2013
Messages
3,954

[TD]
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GENERAL
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Easy to learn hard to master, Gridfall 4b is yet another take on the unconventional non-auto attack hero arena stressing simplicity more than content depth. With a tad bit of innovation, decent visuals, and notable polish the map could easily become a fan favorite, or at least an alternative map to play for "knock out arena" players. Only the small lack of variation and customization could be a significant let down for others in this version.​
GAMEPLAY
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At the start of the map, players will notice the amount of variations the playable map area, or grid for this matter, can have. Having the host being able to customize the arena is usually a good point, and it has been executed fairly well. What could have been done to enhance this feature is to actually make it much more flexible. For example, five tiles being the least amount isn't really necessary (My friends and I wanted to do a 20x04). Perhaps the limits should be removed, or at least the minimum.

The actual gameplay of the map is very self explanatory, as why I said it's easy to learn. But this map is hard to master due to the mechanics themselves. The five abilities to use are very straight forward, but to be effective with them would definitely take some time perfecting timing and strategizing. They are also fitting, popular themed, and balanced. Speaking of balance, all players are balanced anyway, as they all share the same hero statistics from the start of the match. One could get an edge on others by racking up on strength, or simply just being better in a game like this, but I have found nothing that could be abused to be over powered against other players.

But besides the customize grid feature, the map becomes very repetitive. There is no team play, no objective based game modes (other than just being the last one alive), no option of items, no option of interactive NPCs. While these things are not necessary, they have become a staple of features in arenas that rarely anyone minds when it's copied from another map. Here's my personal opinion: I would absolutely love it if you add a king of the hill game mode and some sort of team play game mode. Maybe even a slide mechanism option as well. I undestand that you may have wanted the map to be simple, but adding select-able variations does not take that away, as select-able variations don't do away the simplicity factor too much.

The map is throroughly polished, however, there are a few inconsistencies to note.
➤ The ability, after image, suggests that a player can move faster by using it. Since this is not the case, I suggest you take out the unnecessary explanation to why the hero has the ability to avoid confusion.
➤ It would be nice to add an auto restart option.
➤ The map experiences a small amount of lag on multiplayer when power ups appear. This wasn't reported by me, but a friend. It's likely a leak that has to do with spawning the items (your map is protected and going through that hassle to deptrotect it to find what's causing a bit of lag isn't exactly enjoyable, sorry!)​
AMBIENCE & AESTHETICS
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It seems like the trend is to part away with the "doodads make everything look better" philosophy in turn for alphas tiles and abstract backgrounds. The map features just that, making it so the visuals are decent to look at while actually being a big part of the map itself (nods to the grid).

Things such as the flashy models and projectiles weren't necessary, but it mimics a cherry on top of an ice cream sundae. The music, storm earth and fire doesn't have to be muted for those who hate it, as there are other bgms (back up songs) to choose from. Those tracks aren't very fitting for the map though, but that isn't an issue or negative point at all.​
MISCELLANEOUS
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This is an opinionative complaint, but could you please not make it so if only one player is in the lobby, the match would end? Doing so would allow players to look into things like the items more without having to host again.​
[/TD][/tr]


MODERATOR RATING
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PERSONAL USER RATING
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Last edited:
Level 20
Joined
Dec 18, 2010
Messages
222
I don't see any problems with the item spawning tho, unless it's just calculation reasons. At least I can't tell.

  • Unit Group - Pick every unit in GridG1 and do (Actions)
    • Loop - Actions
      • Set TempL = (Position of (Picked unit))
      • Set TempI = (Random integer number between 1 and 7500)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • TempI Equal to (==) 1
          • Then - Actions
            • Set TempI = (Random integer number between 1 and 5)
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • TempI Equal to (==) 1
                • Then - Actions
                  • Item - Create Dwarf Crux at TempL
                • Else - Actions
                  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • TempI Equal to (==) 2
                    • Then - Actions
                      • Item - Create Dwarf Essence at TempL
                    • Else - Actions
                      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • TempI Equal to (==) 3
                        • Then - Actions
                          • Item - Create Dwarf Pitch at TempL
                        • Else - Actions
                          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • TempI Equal to (==) 4
                            • Then - Actions
                              • Item - Create Senzu Bean at TempL
                            • Else - Actions
                              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • TempI Equal to (==) 5
                                • Then - Actions
                                  • Item - Create Senzu Shard at TempL
                                • Else - Actions
          • Else - Actions
      • Custom script: call RemoveLocation(udg_TempL)
And yeah, next version is gonna make your job easier. Now it won't terminate automatically with just 1 initial player. And by the way, autoattack is actually allowed, but rather than it dealing damage it knockbacks your enemies.
 
Level 32
Joined
Apr 2, 2013
Messages
3,954
Hmm, perhaps it wasn't the items. It was slight though, so no need to fix asap.

I put this version up on makemehost.com, perhaps if you host it sometime you might notice it. It may just be the connection, but the way my friend described I didn't think it was.
 
Level 3
Joined
Feb 13, 2015
Messages
24
hello, i played your map with my country people.
but they quick out. even i had a fun.

because they frustrated many skills at first.
so i think...how about making rounds to be adept skills gradually.
ex) we start only one skill and next round we have two skill, and next we have three...

and the other recommndation is most gist.
i tought the screenshot's Meteor is fell automatically.
but it is actually fell by player. and it make me some sorry.
so, how about the Meteor fell by accidentally?
but i know that is too hard. this is just opnion that you could just read.

anyway, thanks for your efforts. i will enjoy your map occasionally.
 
Last edited:
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