• 🏆 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!

Space Orc Tribe Wars v(8)

What is this?
A third person shooter game with physics, explosions, missiles, rockets, plasmas, lazors, lots of blood and gore and a space cow. The video below explains all of the main features, so I don't think I should state them here.

Video:
(Because that's the onliest part of the description that really matters)

Screenshots:

climbing.jpg



What did you rip off?
SnaKy's Toy Soldiers and Warhammer 40,000. Oh yes.

Additional Information:
The onliest mode for now is Capture the Flag. You can type -help ingame to get a list of available commands. I really could've made more, but I decided it is better to restrict the user from getting his hands on the gravity, on the knockback power and so on. The map is NOT PROTECTED. Feel free to take anything out of it or modify it, but it will be good to warn me about it. Note: The physics engine used is not better than hindyhat's, so I do not suggest you to use it. Don't ask me why I didn't use his entity engine. To use AI ingame you have to use the commands -bluebot ID, or -redbot ID, adding computer players to the slots before starting the game doesn't affect anything. You can remove bots using the -kick command.

Game Data:

BTNSpaceOrcCommander3G.png

Warboss
Commander

Equipped with a hand-gun and a plasma shield device.

Weapon Name: Handshotta
Damage: 100 - 150
Attack Cooldown: 1.20 seconds
Shot Burst: 3
Shot AoE: ---
Movement Speed: 250


-=Skills=-
BTNNeutralManaShield.png

Power Shield
Activates a power shield which deflects all projectiles for 8 seconds.

Cooldown: 26 seconds

BTNFlare.png

Strike from the Skiez
Marks a target destination with a laser point where an artillery strike arrives after 5 seconds, consisting of 100 shells, each of them dealing 200 damage in 200 radius. The maximum offset from the target point is 800 radius.

Cooldown: 50 seconds

BTNSpaceOrcMarineVG.png

Nob
Grunt

Equipped with a regular bolter gun and grenades. Wears also power boots which allow him to travel at great speeds.

Weapon Name: Shottastick
Damage: 50 - 100
Attack Cooldown: 2.00 seconds
Shot Burst: 5
Shot AoE: ---
Movement Speed: 250


-=Skills=-
BTNBootsOfSpeed.png

Fastaaaa!
Increases movement speed 2 times for 6 seconds.

Cooldown: 30 seconds

BTNINV_Misc_Bomb_02.png

Boom!
Throws a frag grenade to a given direction. The grenade deals 500 damage upon explosion in 400 radius. The grenade will explode after 2 seconds.

Cooldown: 8 seconds

BTNHeroSpaceOrcSniperVG.png

Snaypaboy
Sniper

Equipped with a long-range highly accurate sniper rifle. Also has a laser which can be used to navigate nuclear missiles.

Weapon Name: Hed Splitta
Damage: 320 - 520
Attack Cooldown: 1.60 seconds
Shot Burst: 1
Shot AoE: ---
Movement Speed: 300


-=Skills=-
BTNReveal.png

Snaypa Scope
Allows you to look freely at the map, but you must stand still while active. In addition, it will increase your accuracy to it's maximum. However, this will not expand the view range.

Cooldown: 0 second

BTNAuraNuke.png

Big Boom Kabama
Marks a target destination with a laser point where a nuclear missile arrives in approximately 6 seconds. The missile will deal 1000 damage in 800 radius.

Cooldown: 65 seconds

BTNSpaceOrcAgent3G.png

Rokkitpak Gal
Elite

Equipped with dual sub-machine-guns. Carries a powerful jetpack, which allows her to jump in the air. Also can drop smoke bombs to vanish quickly from battle.

Weapon Name: Dual shotta
Damage: 120 - 160
Attack Cooldown: 1.60 seconds
Shot Burst: 4
Shot AoE: ---
Movement Speed: 350


-=Skills=-
BTNSmokeBombBLP.png

Fume Bomma
Drops a smoke bomb last for about 8 to 10 seconds and provides invisibility.

Cooldown: 30 seconds

BTNBreathOfFireNew.png

Powa Jetpak
Jumps in the air and then lands on the targeted location dealing 400 damage in 400 radius.

Cooldown: 12 seconds

BTNSpaceOrcShockTrooperVG.png

Plasma Nob
Heavy Support

Equipped with a heavy plasma gun. The gun can be also used to freeze an enemy in place or it can be overcharged to create a plasma explosion.

Weapon Name: Blasta
Damage: 160 - 220
Attack Cooldown: 1.50 seconds
Shot Burst: 3
Shot AoE: ---
Movement Speed: 250


-=Skills=-
BTNFrostBolt.png

Brrr... blasta go cold!
Shoots a freezing projectile which freezes an enemy in place for 2.0 second on impact.

Cooldown: 8 seconds

BTNBreathOfFrost.png

Ovapowa
Charges energy into the blaster for 1 second and then releases it all at the target location, causing 800 damage in 400 radius.

Cooldown: 6 seconds

BTNChaosSpaceOrc.png

Burna Boyz
Flamethrower

Equipped with a flamethrower. Also carries poison gas sacks.

Weapon Name: Faya Trowa
Damage: 60 - 80
Attack Cooldown: 2 seconds
Shot Burst: 10
Shot AoE: ---
Movement Speed: 250


-=Skills=-
BTNFireForTheCannon.png

Powa Faya
Improves accuracy greatly increases the flame speed 1.5x times.

Cooldown: 18 seconds

BTNPlagueCloud.png

Caugh Caugh Gahhh
Releases poisonous gasses in a field with 500 radius, which deal 50 damage per second and cause 50% slow and last 8 to 9 seconds.

Cooldown: 20 seconds

BTNHeroSpaceOrcEliteVG.png

Machinegunna
Machine-Gunner

Equipped with a heavy bolter gun, which can be switched to explosive rounds mode. Also carries a power sword.

Weapon Name: Mashingun
Damage: 50 - 90
Attack Cooldown: 1.80 seconds
Shot Burst: 8
Shot AoE: ---
Movement Speed: 250


-=Skills=-
BTNHumanArtilleryUpOne.png

Bam-Bam Bulletz
Switches to explosive rounds which deal 1.5x damage.

Cooldown: 18 seconds

BTNWhirlwind.png

Slashh!
Takes out his sword and spins in a circle, hitting everyone in 200 radius, dealing to them 800 damage.

Cooldown: 0.50 second

BTNSpaceOrcFieldMedicVG.png

Dokta
Field Medic

Equipped with a shock gun and shock grenades. Also carries a medic pack.

Weapon Name: Shokagun
Damage: 110 - 120
Attack Cooldown: 1.10 seconds
Shot Burst: 3
Shot AoE: ---
Movement Speed: 250


-=Skills=-
BTNHealingSpray.png

Heal 'em woundz!
Heals every second for 100 hitpoints.

Cooldown: 2 seconds

BTNOrbOfLightning.png

Shock Grenade
Throws a shock grenade to a given direction. The grenade deals 350 damage upon explosion and causes a 3.0 seconds stun in 500 radius. The grenade will explode after 2.0 seconds

Cooldown: 6 seconds

BTNSpaceOrcRocketHunterVG.png

Rokkit Nob
Rocketeer

Equipped with a rocket launcher, which can also serve as a mortar. Carries a pack of target beacons.

Weapon Name: Rokkit Launcha
Damage: 620 - 780
Attack Cooldown: 1.80 seconds
Shot Burst: 1
Shot AoE: 200
Movement Speed: 250


-=Skills=-
BTNOrbofSlowness.png

Shiny shiny
Throws a controller beacon which navigates your rockets, untill destroyed.

Cooldown: 12 seconds

BTNWallOfFire.png

Destroy Dem All!
Fires a highly-explosive mortar which deals 800 damage in 500 range.

Cooldown: 25 seconds

BTNSpaceOrcSpecOpsVG.png

Spez Git
Special OPs

Equipped with a long-range highly accurate laser rifle. Also has a plasma-grenade thrower and a teleporting device.

Weapon Name: Lazor
Damage: 300 - 400
Attack Cooldown: 1.50 seconds
Shot Burst: 1
Shot AoE: ---
Movement Speed: 300


-=Skills=-
BTNUsedSoulGem.png

Warp
Teleports a short distance through the warp world. Each teleportation inflicts 45 to 90 damage to the body.

Cooldown: 2 seconds

BTNWispSplode.png

Plazma Bomma
Shoots a plasma bomb which deals 600 damage in 500 radius upon collision with anything.

Cooldown: 12 seconds

BTNTaurenMarine.png

Cow
Space Tauren

Equipped with a powerful machine-gun with a mounted blade on it.

Weapon Name: Hevi Shoota
Damage: 50 - 80
Attack Cooldown: 1.80 seconds
Shot Burst: 10
Shot AoE: ---
Movement Speed: 250


-=Skills=-
BTNAncestralSpirit.png

Charge!
Charges towards a given direction for 1000 distance dealing 100 damage to anyone in the path.

Cooldown: 12 seconds

BTNMaskOfDeath.png

Roar
Makes a powerful roar which deals 400 damage to enemies in 400 radius and heals 400 hitpoints to friends in 400 radius.

Cooldown: 16 seconds


Credits:
Original Idea - Hivoyer
Scripting - Me (Note: I'm Tri-Edge, I have proof if you want)
Terrain - Me
Blue Flag - Me
Space Ork Models/Icons - General Frank //The space ork tanks were too OP for the simplicity I wanted, maybe next time
Explosion Effects and Shells - WILL THE ALMIGHTY //Thank you so much for the hidden edition of your models
Tank Model - Infinitynexus //I hope you aren't angry with me for editting your model without permission, I had to make that turret mobile
Blood Spray - JetFangInferno
Water Bullet - sPy
Grey Smoke - Ergius
Grenade Icon - Unknown
Smoke Bomb Icon - Mc !
Jump Strike Icon - ChevronSeven
Background Music - Frank Klepacki //is that considered piracy? :D:D
Map Logo - Click Me
Extreme Testing and Game Data Export - supertoinkz
Extreme Testing and Brainstorming - Daredeamon

Changelog:

18.09.10 ... version (1)
  • WAAAAGHHHH!!!

19.09.10 ... version (2)
  • Fixed some terrain pathing in the water
  • Decreased Nob's sprinting time from 10.0 to 6.0 seconds
  • Decreased slow effect of the flag from 50% to 25%
  • Removed slow effect of Burnaboy's poison gas ability
  • Removed the bug in Burnaboy's poison gas ability, causing the game to crash
  • Fixed a problem with the gore system, that caused the engine flames to still appear when the Rokkitpak Gal gets blown to pieces
  • Improved description

19.09.10 ... version (3)
  • Added an arrow key camera control system
  • Added locust to the Circles of Power
  • Changed the bridges
  • Changes projectiles from 'Foot' to 'Amphibious'
  • Improved the blood and gore system
  • Improved AI, so bots don't get stuck
  • Improved AI, allowing it to use all classes
  • Set Physics engine timer delay to 0.02
  • Fixed the bleeding destructables bug
  • Fixed Rokkit Nob's tooltip
  • Fixed the player blue color bug
  • Fixed Snaypaboy's scope exploit

20.09.10 ... version (4)
  • Returned physics engine timer from 0.02 to 0.03
  • Fixed stuck SFX bug
  • Fixed killing spawn unit bug (should prevent bots from stopping to spawn)
  • Fixed Mashingunna's tooltip
  • Increased poison gasses cooldown from 12 to 20
  • Improved AI to use more skills
  • Improved AI, Rokkit Nob will not use target controller anymore
  • Removed destructable objects counter message

21.09.10 ... version (5)
  • Improved physics engine, you can now climb onto things :D
  • Improved AI to properly use Roar and Slash abilities
  • Improved Shooting system, now uses 'Point or Unit' for targetting (you can target flying players)
  • Made destructable objects unselectable

22.09.10 ... version (6)
  • Fixed a part in the gore system causing double freeing of objects (when the tank runs you over)
  • Fixed a bug disallowing you to stay over a moving tank
  • Fixed the Space Cow's Charge, now it will get cancelled upon death
  • Fixed scoring system to properly give Kill/Death points
  • Fixed a possible crash in the gore system, by disabling gore particles to get out of the map bounds
  • Modified the Space Cow's Charge, now it will end after a certein amount of time, instead of distance
  • Made destructable objects unselectable (for real this time xD)
  • Added explosive barrels
  • Changed default buttons' tooltips

23.09.10 ... version(7)
  • Fixed a bug, causing the Rokkitpak Gal, Mashingunna and the Space Cow, to not get damage from barrels when using their second abilities
  • Made explosive barrels unselectable
  • Added team kill message
  • Improved the flaming effects of the Powa Jetpak
  • Improved the specialized shooting ability of the Rokkitpak Gal to shoot at the same height, like all the other shoot abilities

25.09.10 ... version(8)
  • Fixed Rokkitpak Gal's tooltip
  • Fixed the tooltip of the Shock Grenade
  • Fixed ally/enemy states
  • Fixed the tooltip of Slash to display the right damage amount
  • Orkified the name of the Shock Grenade
  • Remade the poison gasses ability (fuck immolation)
  • Increased the range of Slash from 200 to 250
  • Added death match mode
  • Added mode picking before initialization
  • Made multiboards display total caps/kills/deaths per both teams
  • Added victory conditions
  • No more leveling up
  • Remade the healing spell


Keywords:
Star Wars, Jedi, Knight, Star Craft, Bob Marley, Space, Orcs, Orks, Dawn, Of, War, Warhammer, Uber, Super, Mega, Awesome, Third, Person, Shooter, Phys
Contents

Space Orc Tribe Wars v(8) (Map)

Reviews
14:56, 18th Sep 2010 ap0calypse: Approved Enjoyable CTF.

Moderator

M

Moderator

14:56, 18th Sep 2010
ap0calypse: Approved

Enjoyable CTF.
 
Level 4
Joined
Feb 16, 2010
Messages
114
The map was very nice... until the fatal error from warcraft.
Otherwise the map was ownage. Everything was well made.
Here is my review:

Review By vAnKaTa_G.G.

Pros:

[+] Many classes
[+] Very fun gameplay
[+] Well made physics
[+] Well made projectile system
[+] Working abilities
[+] Balanced (enough if not 100%)



Neutral:

NONE



Cons:
[-] The game crashed 2 games in a row. Not sure what the reason is.
[-] Sometimes when I was choosing a team I had to choose 10 times till I got to select my hero. And it always asked me do I want to change my team. :ogre_rage:

Well made map but I think it has some triggering issues.

Rating 4/5

I WILL CHANGE MY RATING IF THE MAP IS FIXED

Regards vAnKaTa_G.G
 
Last edited:
Level 4
Joined
Feb 16, 2010
Messages
114
I did but it just asked me do I want to change team again o_O

By the way you can edit the quote. I didn't have time for a full review. ( and didn't experience the game crash )
 
Level 4
Joined
Feb 16, 2010
Messages
114
I would recommend you to change the name of the map as before I decided to click it I thought it would be some sort of Melee map but with Space Orcs.

I think a lot people would also think that and just let it pass their server browser on battlenet :(

Well you could have read:
Type: Arena, Capture the Flag / CTF, Mini-Game, Offense, Shooting / FPS
Nothing in common with a typical Melee :grin:

Plus the map is only 3 MB my maps take 3-6 seconds to load xD
 
Level 8
Joined
Jun 28, 2008
Messages
356
it says AI how to make em play,i set me as warboss and 6 more players and i am only one in game

The AI is activated by commands ingame, type -help in the chat. You don't have to add any computer players before the map begins. Anything can be manipulated during playing (adding, removing bots, switching teams, kicking players...)

EDIT: I think I fixed the map fatal error crash, atleast I played for 30 minutes and casted Poison Gasses nonstop on 6 bots around me and I didn't get a crash so... I guess maybe I fixed it. But I can never be 100% sure. Tell me if you find anymore crashes or bugs. Considering the second bug you mentioned, about team changing, I made about 50 tests to switch my team and nothing like the problem you explained occured :S Everything went perfect. Please, give me some more information, were you the host? How many players were there? Did you activate any bots? Was anybody AFK without chosing a team while you wanted to switch yours? Did anybody switch his team while you did? Anything you can think of.
 
Last edited:
Level 9
Joined
Jan 23, 2009
Messages
896
I have to say, this is one of the few Space Orc maps that I really enjoyed. It puts the General's excellent models to great use, and the physics systems are just superb from what I've seen.

The only problems are that on occasion, (very uncommon for me) the AI wouldn't function too well, and it has crashed probably... once. Out of the 4 or so sessions I've played. Anywho, those are my only problems, and they're not big enough for me to demand any fixes or w/e.

Great map. 5/5 Highly Recommended
 
Level 4
Joined
Nov 11, 2009
Messages
92
great map! my suggestions are to add some host commands, make someone able to select a unit if they have deselected the picker (unless i didnt see how... please tell me !), and add lots more classes, and i was wondering do the tanks or destructibles respawn? (make that a command maybe :D)
5/5 but 6/5 if u change all that!
 
Okay....

WARNING: BIG PICTURES
~Didn't bother to resize them, for you to see the details.

BUGS
  • When I use the 2nd ability of the Machinegunna (the blade spin one), and it hits a destructible, Corspe Explosion SFXs are shown (at the destructibles).
  • Stucked SFX (Picture)
  • Blue tinted units lol (Picture)
  • The AI (blue team) players stopped spawning. (Picture)

SUGGESTIONS
  • Why are you using units as destructibles? o_O
  • You could add a zoom command and also put some information in the Quest Tab.
  • Change the Dokta's missile to red, because when she shoots, red particle emitters/glow appear on her hand.
  • No Shotguns? :C
  • Hide the units in the minimap. (To make the Sniper's scope ability a little useful, it is my favorite class).
  • FIX THOSE GODDAMN CRASHES!
 

Attachments

  • BLUEUNITS.png
    BLUEUNITS.png
    2.1 MB · Views: 892
  • STUCKEDSFX.png
    STUCKEDSFX.png
    2.1 MB · Views: 465
  • AIPROBLEM.PNG
    AIPROBLEM.PNG
    2 MB · Views: 549
Last edited:
Level 19
Joined
Feb 25, 2009
Messages
2,004
* CoP's should have locust, otherwise its really annoying when you click it instead of the flag itself
* Why do you die when the tank dies?
* The terrain is awful.. I mean, seriously, you need to use cliffs.
* Bridges? For what?
* Adding AI in-game is bad, better release one version w/ AI and one w/o (it will also reduce map size)
* Why all of the destructables selectable? Can't you enumerate them when they are not selectable?
* Make a command for tribal change/swap.. Its really annoying when you press F1 before your character is spawned
* Camera lock should be selectable, add a command again for it.. some people (like me) don't like camera locks
* Add runes or pick-ups as they call it in most games (ex: Quake 3)
* You can always use Mana as Armor which protects from set amount of damage
* Need to work more onto the terrain

All in all, a good and entertaining CTF battle, but it misses a lot.
 
Level 4
Joined
Jan 29, 2010
Messages
112
There are some bad tooltips in the hero selection. Rockit nob has the same tooltip description as the spez git. Change Rockit nob's tooltip, as the tooltip describes the spez git.
 
Level 8
Joined
Jun 28, 2008
Messages
356
Why are you using units as destructibles? o_O

The physics engine uses units, all those destructables are part of the physics engine. If I use destructables, that will make me complicate the physics engine and will probably increase lag. But I might try using destructables, dunno.

You could add a zoom command and also put some information in the Quest Tab.

Oh, ok, I will enable the player to use the mouse scroll or something

Change the Dokta's missile to red, because when she shoots, red particle emitters/glow appear on her hand.

Hmmm, maybe I should switch Dokta's missile with the Warboss' missile :) Then both will match the colors of their muzzle flashes

No Shotguns? :C

I will add a few more classes later (there are some non-ork space warrior models in Hive, like Gnolls, Undead, Trolls, I'm gonna look into that)

Hide the units in the minimap. (To make the Sniper's scope ability a little useful, it is my favorite class).

Hmmm... ok. :]

There are some bad tooltips in the hero selection. Rockit nob has the same tooltip description as the spez git. Change Rockit nob's tooltip, as the tooltip describes the spez git.

Oh, thank you for pointing that one out, didn't notice :) I'm gonna fix it right away.

CoP's should have locust, otherwise its really annoying when you click it instead of the flag itself

Adding locust... good suggestion.

Why do you die when the tank dies?

Well I think that when you are inside a tank, and the tank gets shot and explodes, you die? :|

The terrain is awful.. I mean, seriously, you need to use cliffs.

Can you be a bit more precise?

Bridges? For what?

Huh?

Adding AI in-game is bad, better release one version w/ AI and one w/o (it will also reduce map size)

Um, what if a player leaves the game and you want to activate AI for him to keep the balance a little? Or what if you are 3 players VS 5 AIs and suddenly one of your teammates leaves the game? Wouldn't you want to kick that AI? I will instead allow the game to check which players were set to computers and enable AI at startup for them.

Why all of the destructables selectable? Can't you enumerate them when they are not selectable?

Adding locust to them will make them work only with EnumUnitsOfPlayer, which has to enum through 500 units every 0.03 for every darn projectile and hero on the map, which will cause major uber huge lag. I'm thinking to remove their collision shapes or something, or maybe just improve the trigger that keeps your hero selected.

Camera lock should be selectable, add a command again for it.. some people (like me) don't like camera locks

I don't want you to be able to look freely and shoot from afar. Only the sniper can do that.

Add runes or pick-ups as they call it in most games (ex: Quake 3)

I was thinking having them randomly drop from the sky in boxes :) But yeah, that's gonna happen.

You can always use Mana as Armor which protects from set amount of damage

Hmmm... good suggestion.

Need to work more onto the terrain

Or find a good terrainer xD Cause I suck at terraining

cuz no more modes aviable...

I'm thinking to add Zombie Mod, FFA DM Mod and Team DM, any other suggestions?

and add lots more classes, and i was wondering do the tanks or destructibles respawn?

I am gonna add more classes :) But 'lots' isn't the right word, since I'm gonna be running low on models. Anyways the tanks DO NOT respawn ON PURPOSE. I don't want in a game of 4 players to be using only tanks all of the time. That wold ruin the game.

ake a command for tribal change/swap.. Its really annoying when you press F1 before your character is spawned

Why would you want to press F1 anyways?? o_O Your character doesn't get deselected...
 
Level 19
Joined
Feb 25, 2009
Messages
2,004
Aboud the AI, never though of that, excuse myself.

More specific to terrain.. hmm, for example, missle pass thru unpathable terrain without problems, which completly confuses me when I try to aim, because I always know they don't do that.

The overall terrain is bad, it has alot of things which can be changed, along with that, adding cliffs and making projectiles being block by them will definitely make the game a bit more interesting, instead of just rush the middle part, fire off 20+ missle and just watch the blood SFX everywhere.

Destructables - I've never said you have to use units as destructables, you can enumerate destructables even if they are not selectable into the game, which again brings to the selection of everything around. A simple change of this "physics" system of yours can cost you a lot of trouble, since present units are not good for loading time and map size.

Bridges - remove them, as I said above, use cliffs ... they are better, they are more reliable and won't cause units and missles to get stuck or travel on unpathable terrain.
 
Level 8
Joined
Jun 21, 2009
Messages
324
Epic map! :grin: 5/5 Though, there is one thing that bothers me...all AIs spawn as Nobs :l It'd be more challenging to have them spawning as more. Or do they? When I tried it they were only spawning as Nobs. ._. Oh, and a suggestion for a mode, how about King of the Hill too? Like, the middle part being the 'hill'. (and Team King of the Hill maybe?) :D Anyways, you did a great job with the map XP Looking forward if it's gonna be updated.
 
Level 9
Joined
Jan 23, 2009
Messages
896
Epic map! :grin: 5/5 Though, there is one thing that bothers me...all AIs spawn as Nobs :l It'd be more challenging to have them spawning as more. Or do they? When I tried it they were only spawning as Nobs. ._. Oh, and a suggestion for a mode, how about King of the Hill too? Like, the middle part being the 'hill'. (and Team King of the Hill maybe?) :D Anyways, you did a great job with the map XP Looking forward if it's gonna be updated.

Or how about some team slayer? Or FFA, and maybe even Juggernaut? :ogre_rage:
Halo can be an endless source of gametypes for any game!
 
Level 8
Joined
Jun 28, 2008
Messages
356
Crash Bug fixed. My rating is changed to 4.5/5. :)

Oh ehm gee, do you really think I did fix it O_O Cause that was the hardest part of the whoe map I'm serious :X How was I supposed to know why an immolation with "friendly" target type in it makes the game randomly crash =_= Anyways, I'm working on fixing most of the things you guys stated. I'm going to remove the bridges, cause for some reason their height is screwed and the projectiles screw up when they fly over them =_= I'm also gonna improve the AI.
 
Level 4
Joined
Feb 16, 2010
Messages
114
Oh ehm gee, do you really think I did fix it O_O Cause that was the hardest part of the whoe map I'm serious :X How was I supposed to know why an immolation with "friendly" target type in it makes the game randomly crash =_= Anyways, I'm working on fixing most of the things you guys stated. I'm going to remove the bridges, cause for some reason their height is screwed and the projectiles screw up when they fly over them =_= I'm also gonna improve the AI.

Well game didn't crash with 5 bots and I tried every class so I guess it works. :D But I think you should make harder AI. 2v5 and my friend and I could actually own them with a Sniper and a Plazma nob :ogre_haosis:
 
Level 8
Joined
Jun 28, 2008
Messages
356
Well game didn't crash with 5 bots and I tried every class so I guess it works. :D But I think you should make harder AI. 2v5 and my friend and I could actually own them with a Sniper and a Plazma nob :ogre_haosis:

The Poison Gasses Immolation was the cause of the crash. Anyways, I just made a breakthrough about why the !@#$% do the bullets trajectory look like crap and why do the bridges screw up. It wasn't the bridges. It was the waters fault. Or to be more precise I had to make every object "Amphibious". Now the projectiles fly fine and I'm gonna make an update soon... !@#$%ing blizzard...
 
Level 8
Joined
Jun 21, 2009
Messages
324
Umm...I found a bug giving Snaypaboys a big advantage. If you have the Scope on, and right click on a tank or ally, you can "Patrol" and the camera will still be free, making them able to move around the battlefield and still just snipe from wherever they want o_o And sometimes they have troubles pathfinding...they get stuck between destructibles, happened once when an AI got knockbacked by a grenade, it was stuck there.

EDIT: Or you can click a destructible too.
 
Last edited:
Level 8
Joined
Jun 28, 2008
Messages
356
Umm...I found a bug giving Snaypaboys a big advantage. If you have the Scope on, and right click on a tank or ally, you can "Patrol" and the camera will still be free, making them able to move around the battlefield and still just snipe from wherever they want o_o And sometimes they have troubles pathfinding...they get stuck between destructibles, happened once when an AI got knockbacked by a grenade, it was stuck there.

EDIT: Or you can click a destructible too.

Thank you for spotting that one. :) Anyways, I'm gonna improve the AI with the next update.
 
Level 8
Joined
Jun 28, 2008
Messages
356
Updated. Sorry for double post.

Anyways, I made the timer '0.02' instead of '0.03' of the physics engine, so I'm expecting you guys to get some lag (well I didn't but who knows). Tell me if lag increases and if I should return it back to '0.03'. I haven't added/fixed some of the things you stated yet, but I got super tired today, I will look into doing another update tommorow. Too sleepy now :yawn: It's 24:00 here. Ok, byez, good night

EDIT: The AI is still a dumbass, but yeah, it's a little better than last time...
 
Level 8
Joined
Jun 28, 2008
Messages
356
DUde How can i put AI ????? but dude seriously nice work!

awesome1_display.jpg

-bluebot ID
-redbot ID

It's written in the description.

It's just me or my wc3 starts to lag when I played the new version ( I never got any log on the 2nd/1st version).

Also, the stuck sfx is still there ( now, I saw stucked Burna Boy missile, and a Krava missile).

Lol, ok I'm returning the timer to 0.03 then xD Guess it wasn't such a good idea. Anyways, the stucking SFX, never happened to me, I still don't have any idea why it's happening either. I'll try fixing it today :S
 
Level 8
Joined
Jun 28, 2008
Messages
356
OOOOH, another update coming <3

Man, I might need your help.

If you are willing to help me, can you please run this test: play a game with bots/friends with gore system turned OFF (type -gore in the chat) and tell me if those two bugs (remaining objects, that should have disappeared and bots stopping to spawn) still persist. I will also run such a test, but just to be sure, I'll be happy if you do so too :)
 
Level 8
Joined
Jun 28, 2008
Messages
356
Well I left 6 bots 3vs3 fight for 30 minutes and all of them were there and there were no stuck SFX, whilst with the gore system in 15 minutes there were about 8 stuck SFX, so I guess, maybe, liek, ttly, the gore system was the problem? What about your testing?
 
Sorry for the late reply, got a problem with the internet.

5 bots, 3 vs 3.

Was playing around 30-40 minutes when I started camping in the opponent's (blue) base. Then I saw that I'm killing only one player, Player 4. So obviously, the other computer of the blue are stucked again lol. (My AI teammates always spawn, I never saw them stucked).

Also, I didn't see any stucked SFX <3

(I can give you a replay, but it's long D:)
 
Top