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InstaGib - The Forest of Fear

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InstaGib - The Forest of Fear (Map)

Level 5
Joined
Jun 9, 2004
Messages
181
Don't worry at least you can use ideas from this :lol:
Thx for the feedback, i've tested it throughly with my brother, and now i've updated this map.
Changes:
- Harder AI ('cause on 1v1 I humiliated a Normal AI 20 to 3 :D )
- AI uses items more often than before
- New items: Rune of Evil Eye and Rune of Teleportation (both triggered)
- Fixed some minor bugs (mostly pathing bugs.. those damn roots...)
 
Level 2
Joined
Jun 17, 2004
Messages
6
:twisted: Like it like it :twisted:
Realy cool, and fun to.... :roll:

I have tryed to turn you'r map over to a Deathmatch, but the Triggers are to Advanced for, med... I make maps but i dont get the 2 things that is most important..

1) Varibles...
2) Condition Check...

But maby you could make a Deathmatch, or a Bombing Run.. that would be cool.... :twisted:
 
Level 22
Joined
May 11, 2004
Messages
2,863
I dunno...the movement fixes you made I think made things worse...now the camera/character gets really squirlly when they're near a wall and it's hard to regain control. That, and now the game locks up when I try to exit the score screen (happens on both your instagib maps, which was never a prob until your latest "fixes"). I'm keeping your older versions instead...
 
Level 5
Joined
Jun 9, 2004
Messages
181
Lots and lots of thanx for the feedback, i was wondering about the slow quitting myself, and after your comment i tried and restored the old camera triggers.
The only thing i can say that you were right. The camera was the problem for BOTH the things you said.

In the old version, the camera had a fixed height. I changed that, to a different trigger, what sets the camera height equal to the surroundings of your char. That was wrong cause at the foot of a hill you just can't see anything, and i think the slow exit thing was caused by this too (it creates an enormous amount of regions).

So old camera restored to both maps.



Feugan:
Perhaps i'll make a Bombing Run, because i planned to make one, but i thought implanting all the weapons from UT is really a hard work, so i just picked the InstaGib to make, but i can make an InstaGib Bombing Run.
 
Level 22
Joined
May 11, 2004
Messages
2,863
Ive given this map the Director's Choice Award for its uniqueness, originality, fun gameplay, and the fact is the first point-and-click 3rd person shooter that was done to a success and become the first in it's series. This map can get pretty intense when there is a lot of players. Extremely fun. A recommended map for all!
-VGsatomi
 
Level 5
Joined
Jun 9, 2004
Messages
181
Thanks really. I plan making other Insta maps like: CTF, Bombing Run, but only if i completed the normal one.

And for small children: it contains explicit language :)

EDIT: Ohh yeah! Update complete! Enjoy the Beta version of the Next generation of InstaGib
 
Level 4
Joined
Jun 21, 2004
Messages
57
THIS GAME ROCK!
love the game :D

i have made a game a littel like this.. but mine is in 1st view and its CTF.. but yours 10times better :cry: :D

if you make your game a littel longe at the ends you wont get the cam change thing when you walk next to a wall :wink: (so you dont missunderstand, dont change the map itself, but scenario -> map size =)
 
Level 1
Joined
Sep 6, 2004
Messages
4
such a cool map, i wish i was this good at making maps (i have made none). I believe you shouldn't make a map unless it's good, and you did that. I will rate the other maps when i download them later.

I loved the controls, being able to make a 180 degree turn was awesome.

I was gonna make one like this, but with evasion for higher agility units, and a permanent drunken brawler ability, because every unit can't always have 100% accuracy.

feel free to use these ideas.

It's freakin' awesome, so i give it 5/5, and i can't wait to play the other 2 instagibs.

good job Pyrodactyl
 
Level 5
Joined
Jun 9, 2004
Messages
181
A new update is on its way!

Thx for the feedback everyone, it really helps me.

Planned changes/features of next version:
- Music change (perhaps an original ut2004 music would be good)
- Permanent items: some items (speed, vengeance, evil eye, partial invisibility) will last til you pick up a new one (or die).
- Greatly reduced lag by reducing the number of periodic events and giving smarter conditions to specific triggers.
- Reworked Partial Invisibility: it is really partial now, you can barely see the enemy (all you'll see is a silhouette), but you can shoot it! Probably Evil Eye will highlight Partially Invisible units.
- Reduced initial detection range and increased night sight.
- Little map optimalizations. I also plan making a new map: Defiled Ruins, and to make other game mods like Bombing Run and CTF and the best of all: ASSAULT!!

Enjoy the map and check back often for updates!
 
Level 3
Joined
Oct 29, 2006
Messages
17
Great map, i especially like the use of the roots, very UT style.
only gets a 4/5 from me tho; the controls are too unresponsive to make it up to 5/5. I realise this might be just a problem with converting Warcraft to a shooter, but some things could be changed:

I haven't gone into the editor to actually check, but (if you dont already) make it so that if you take your finger off forward you stop moving! Maybe being able to move while firing? I was rather annoyed while playing how hard it was to actually hit someone, because you can't fire while turning or walking, and it takes a litte while (up to one second) after you release either button for you to have stopped moving
Also the AI was rather bad: they'd run around for a minute or two and then, suddenly, all of them would go trigger happy and nearly everyone would die within 5 seconds, before going back to their usual wandering selves for another 2 minutes.. i dont know whether this was programmed in but it was rather annoying

Bort
 
Level 5
Joined
Jun 9, 2004
Messages
181
Actually these are the weaknesses of the game. The running trigger works the following way: it orders your character to run a bit forward. That's why you can experience that u actually stopped running forward, but you still run a few meters. I think if it annoys even a single man i'm going to fix it.

Moving while firing is impossible. Warcraft engline simply does not lets units to do two things at once.

The AI is bad i know. It is rather hard to make a ballanced AI. I made some adjustments in the upcoming version, they should act more rationally.
What you said that they run around for a long while then stop and kill everyone was the following: The item collecting routine sometimes does not seem to co-operate with the attacking routine.
Because of some item ballance changes i made the item collecting routine to run less times (also it reduces the lag), making the AI players more time to slaughter enemies.
AI units attack the following way: all AI levels have different reflexes and acquiring range. They only attack in their acquiring range, after a short reflex time waiting (for the weakes AI it's 2 secs).
The reason why they made mass slaughters is the following: the attack trigger runs every half seconds. So if they find an enemy in their acquiring range, they wait a short time then shoot. But while waiting, an other attack trigger is being run, so the result will be anyway a half second between shots.

In the next version i'll increase their reflex time and acquiring range, but make that attack trigger to run less times.

Another bad experience what i recently found is the following bug: sometimes if you attack an enemy outside your sight range (sight range = range of attack) just after you collected a rune of vision (the only way it's possible) the player will run in a random direction forwards. First i thought he tries to follow the target, but no he just run forwards.
It can also occur in manual item collecting. Instead of collecting the item, the unit runs away in a random direction. I think it's a blizzard-made pathfinder bug.
 
Level 3
Joined
Jan 18, 2004
Messages
7
Moving while firing is impossible. Warcraft engline simply does not lets units to do two things at once

Right. But what about this idea: You create an invisible unit on your unit when you shoot. Than this unit can shoot and than be removed again.

So shoot => create "unit" at position of your hero => order "unit" to shoot (facing angle of hero) => remove "unit"

I think it would work
 
Level 5
Joined
Jun 9, 2004
Messages
181
Huh 1000+ dls? wow that's quite good.

Sorry for not releasing the update so far, but i had other things to do. Now i've got the update 80% done, and it will be released ASAP.

update features:
- some spell effects renewed, including PARTIAL INVISIBILITY, wich will make your character transperent. I think Evil Eye will highlight it, but not 100%. Partially invisible units CAN be targeted, but they are hard to see (especially at night)
- Improved responsibiliry for controls, and i'm working on a method to make it nearly possible to shoot while moving.
- AI ballance changes: mainly by changing the AI triggers' periodical events. If i think it well, it will reduce the frequency of the two AI syndromes in this game: first the "sheep" AI, when they just move around and dont give a **** to you even when you are about to fire, second the AI "carnage" when they shoot out everything in their vicinity in a matter of seconds.

If i have anything to add, i'll tell it when the update is released.
Any comments are nice if you have anything to add.
 
Level 5
Joined
Jun 9, 2004
Messages
181
Would you belive if i'd say i have released an update?

Well the test version of the new update is here ENJOY!

Updates:

- Updated that pesky AI to be more reasonable
- Instant-effect items (teleport, revealer, moon rune) no longer terminate the effect of buff items
- MADE SHOOTING WHILE MOVING! No longer complaining for this. This should also increase gameplay speed.
- Minor lag reducing fixes
- New effect for partial invisibility
- Oh yeah and the most important of all i changed the description to "fight up to 11..." because you cannot fight yourself :D

Upcoming Changes:

- Evil eye highlighting partial invisible units
- More and more and more and more lag reduction
- A music :) i disabled the current one, and it just plays the normal race specific music (if someone could tell me how to reduce the size of mp3-s DRASTICALLY i would be pleased - i tried reducing the quality, but i did not get a reasonable size)


EDIT:

I did some testing, and i found that it's still extremely laggy and there are some bugs, so i'll be working on the fixes
I found that the source of the lag is the Item Resurrection trigger (it leaks), so if you want to avoid the lag (along with the other bugs), play without runes (callvote command, see quests)

Known bugs:
- The new partial invisibility effect sometimes leaves your character blue after wearing off (this is an issue with the hide ability)
- For some reason the vengeance explosion does not subtract a frag from the victims
- Sometimes the auto-acquire item trigger leaves the item on the ground.
- Evil eye "magic sentry" effect sometimes stays on your character after you've collected an other item.
 
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