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Tunnels V1.7

This bundle is marked as high quality. It exceeds standards and is highly desirable.
TUNNELS

Tunnels is a Real Time Strategy game that takes place in an underground cave system. You must utilise the abilities of one of five races: the technological Dwarves, the blunt Elemental's, the tricky Subterranean's, the infectious Tar, or the powerful Bone Dynasty, to mine out ore and metal throughout the map to construct a stable economy. Fight bosses, battle through caves, and advance through the tunnel systems to bring an end to your enemy!

Brief Overview

Races: Tunnels features five races to choose from, each equipped with unique ways of utilising the ore you find in the caves, whether that's using it to get resources to make units, defences, or in the case of the Elementals, eating it to get stronger!

Difficulty: Easy / Elementals harbour the most powerful units in the game. Using the world around them, they can manipulate and change their units to adapt to different situations. Unlike other races, Elemental's use their offence as their defence, and do not utilise buildings and structures as much as other races.

Difficulty: Medium / Dwarves are a powerful, flexible race, capable of changing the way they play to suit the situation. Dwarves utilise advanced upgrades which allows them to compete with high tier enemies of any level of power. Dwarves, unlike other races use advanced technologies to pierce enemy defences, including Dynamite, Dwarven Tanks, and Drills.

Difficulty: Hard / Subterranean's are much smaller than the other creatures that call the tunnels home. Subterranean's use numbers to overwhelm their enemy, and most importantly construct massive economies at high rates, allowing them to utilise large amounts of walls and defences to construct offensive or defensive forts throughout the map. Subterranean's pose a massive threat when utilising Tunnel Junctions to transport their units instantly across the map.

Difficulty: Hard / The Tar are a corruption that spreads through terrain as the game progresses. They use the natural regeneration granted to their units from Tar and powerful Tar Threshers for defense, and utilise evolving creatures to overwhelm their foes. The Tar inflict a global presence through the Tar Heart, which possesses a variety of abilities to assist in the heat of battle.


Difficulty: Very Hard / The Bone Dynasty are a powerful empire of skeletons that create massive fortifications to defend themselves. They can call upon the power of their gods to strike down foes, enhance their economy, summon powerful units and much more. Should the Bone Dynasty be undefeated for long enough, they can gain access to a god power that is very likely to finish the match.

Caves: Caves are hosts to many dangerous critters such as Goblins, Spiders, Giant Scorpions, Ice Golems, and Dragons. Caves often contain loot, a secondary resource needed to make advanced units and structures throughout the game.

Bosses: Bosses such as the Lich, the King Black Dragon, and the Demon Lord are challenging, powerful enemies that exist within the map. They offer a large amount of resources, including Metal, Loot, and various special Boss rewards.


Patch Notes v1.7


Well it's without a doubt that it has been far too long since Tunnels received an update. I've been very busy, both with work and with working on other Warcraft 3 projects that I decided to leave Tunnels in the place it was in at the time. I worked on it occasionally here and there, and finally I thought it was appropriate to update the map, introducing a 4-player mode, plenty of balance changes, new units, and a whole new race, the Bone Dynasty!


Credits


ICONS:
Black Orb - OgeRfaCes
Purple Orb - OgeRfaCes
Blue Stone - -Berz-
Campfire - FhelZone
Conjuring Webs - Marcos DAB
Demon Dragon - Kimbo
DevourS - San
Dwarven Warrior - General Frank
Horseshoe Crab - olofmoleman
Howl of Terror - The_Silent
Human Master - Sin'dorei300
Hunter - Mr.Goblin
Megapod - tee.dubs
Gold Metal - Dristitia
Poison Blast - Hemske
Power Crystal - Sin'dorei300
Red Crystal - Marcos DAB
Torch - FhelZone
Gnoll Stalker - Mephestrial
Guitar - LiOneSS


MODELS:
Dwarven Warrior - General Frank
Horseshoe Crab - olofmoleman
Megapod - tee.dubs
Explosion - WILL THE ALMIGHTY
Blind Beast - tee.dubs
Blue Crystals - Uncle Fester
Green Slime - Hayate
Brass Borer - Grendel
Cannon - paulH
Chaos Golem - MasterHaosis
Dark Iron Clansman - paulH
Rune Clock Effect - Kino
Crate - Deolrin
Crystal Golem - Mc !
Demon Tower - HappyTauren
Dwarf Bard - assasin_lord
Dwarf Phalanx - Tranquil
Dwarven Mining Cart - Fuzzyfury
Earth Elemental - alfredx_sot
Fill-Me-Up Treasure Chest - Chriz
Fire Pit - Buster
Giant Sand Worm - Sephiroth_VII
Gnoll Mystweaver - Mephestrial
Great Elder Hydra Acid Spew - kellym0
Hero Viking - Alastor
Hybrid Zerg - Blizzard Entertainment
Juggernaut - HappyTauren
CrazyTank - Kitabatake
Ratorg Rider - Callahan
BreathOfFireMissile - JetFangInferno
The Lich King - Kwaliti
Mal'Gus - Misha
MiningUnit (GoldMine) - Ket
MoriaGoblin - Sellenisko
Naval Battery - HerrDave
Ogre Warlord - takakenji
OrcwortFruit - SuPa-
Pie Item - The_Silent
Giant Rat Creeps - Direfury
Spider - alfredx_sotn
Dwarven Thane - Norinrad
Web - Lender
Lelling
UnholyDobry
PrinceYaser
Wildfire
kola
exfyre


SOUND
Jagex - OSRS Music
Game of Thrones - Oathkeeper Soundtrack
Monaco - Main Menu Theme
Terraria - Eater of Worlds Theme
ARK: Survival Evolved - Sound Effects
Dota 2 - Picking Theme

A huge thanks to Amenhotep for helping with triggers, ideas, design and testing!


If I have missed any credits please let me know.



Please leave feedback to inform me of any bugs, issues, or performance in the map. Your general input is also appreciated!






[/LEFT]
Contents

Tunnels V1.7 - 4 Player (Map)

Tunnels V1.7 - Original (Map)

Reviews
Paillan
After some test, here are some ideas and advice on making the map better: - Hide the minimap in order to increase exploration aspect (if you want to) - The map is very slow paced at the beginning, and the lack of autofarm helps against this, but...
ReviewTunnels Key ConceptStrategy/Risk - The concept for this map is really cool, I like the systems implemented currently but they need to be fixed. The resources are not well corresponding. "Requires gold" but I've got metals on my gold tab in W3...
Level 9
Joined
Jul 2, 2016
Messages
54
May I suggest adding some "[ hidden]" and "[ /hidden]" tags in your description for organization?
That way we can see things like the change log, overview, and credits list at a glance, maximizing them when we want to see them.
Thanks for the help! I didn't know you could do that, this certainly cleans things up :)

This map seems so familiar. I remember there being slime instead of tar, however.
Is this a map you've played in the past? I'm unsure of the map you're referring to, but if you find it let me know, I would love to check it out.
 
Last edited:
Level 9
Joined
Jul 2, 2016
Messages
54
Yes; it turns out the map is on the hive. Here is the link for you. Cave Dwellers
Just gave it a play. Certainly some similarities in regards to atmosphere, essentially the concept of digging through destructible stones is shared. I didn't seem to see any complex base construction, large unit rosters or caves with bosses involved however. It has this charming arcade feel to it, thanks for the share! It's quite a fun mini-game to play with some of the people I test with!
 
Level 9
Joined
Jul 2, 2016
Messages
54
I've seen the Subterranean tool-tips aren't showing some of the correct details in regards to numbers, also some general descriptions aren't very useful.

It isn't major, but I'll try patch this soon.
 
Level 19
Joined
Jan 22, 2011
Messages
3,968
After some test, here are some ideas and advice on making the map better:
- Hide the minimap in order to increase exploration aspect (if you want to)
- The map is very slow paced at the beginning, and the lack of autofarm helps against this, but also makes the map heavy micro.
- It's possible to break the red mineral (Moltite or what ever) using the dynamite, how ever, it's not possible to reach it (since obsidian is indestructible)
- Some unit costs seem to be too high, there's a distinct lack of ranged units. This is specially true for heroes, which cannot be revived.
- creeps are quite strong. Specially spiders which have such high evasion that they simply become annoying (I lost two tanks to a bunch of spiders)
- It might be a good idea to make the map random generated, to increae exploration aspect (if you think you can pull it off).
- More players might be nice, to increase action, although it would require a larger map.
Overall, very good map, most of my post is just suggestion, aside from creep balacing, resource gathering and unit costs, which I believe should be looked into.
Set to Awaiting update
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 9
Joined
Jul 2, 2016
Messages
54
After some test, here are some ideas and advice on making the map better:
- Hide the minimap in order to increase exploration aspect (if you want to)
- The map is very slow paced at the beginning, and the lack of autofarm helps against this, but also makes the map heavy micro.
- It's possible to break the red mineral (Moltite or what ever) using the dynamite, how ever, it's not possible to reach it (since obsidian is indestructible)
- Some unit costs seem to be too high, there's a distinct lack of ranged units. This is specially true for heroes, which cannot be revived.
- creeps are quite strong. Specially spiders which have such high evasion that they simply become annoying (I lost two tanks to a bunch of spiders)
- It might be a good idea to make the map random generated, to increae exploration aspect (if you think you can pull it off).
- More players might be nice, to increase action, although it would require a larger map.
Overall, very good map, most of my post is just suggestion, aside from creep balacing, resource gathering and unit costs, which I believe should be looked into.
Set to Awaiting update
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!

Thanks a lot for the review! There are some great suggestions here that I do plan to address when I have some spare time, however there are also some I won't be changing.

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

Firstly, things I will be changing is definitely the creep balance. I think the Goblins aren't too difficult if you use units like Pikemen or Towers to attack them through walls, but Spiders can certainly overwhelm larger units that prioritize attacking single targets, like Tanks or Chieftains. I will probably redesign the unit or reduce their evasion.

The Goblin Shaman can prove to be quite challenging, especially if you're trying to get to him early in the game, I plan to reduce his health quite a bit and also the number of Goblins he already has.

For the Deeper Cave with the Scorpions and Dry Ice Golems, I've tested that a few times and I think the balance is fairly reasonable there, except maybe the number of Scorplings in the first section might be excessive.

Unit cost being too high is subjective to race, however since you mention you played Dwarves some definite changes could be made there. Basic units such as Pikemen and Axemen will likely remain the same, but higher level units such as Heroes and machines including Tanks and Drills could certainly use a reduction in cost.

Screenshots will definitely be added! I thought a trailer was good, but not everyone is willing to look at something for that long. I will certainly incorporate pictures as well.

Sorry about the credits, I had a friend of mine recommend I put the credits in the Quest Log, but I decided to put it on the map page here. I will put them in the Quest Log also.


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

Here are the things I probably won't change.

Unfortunately, hiding the minimap was something I tried along with making the map fog completely black when I first started the map, but for some reason in certain situations the Dwarves couldn't see particular rocks beyond the fog, regardless if they had vision or not, it made mining into some areas of the map very difficult, I don't know if there's a fix for this, I couldn't seem to find one myself, so I ended up not using it.

Moltanite can be reached if you defeat the Lich and break the Fractured Obsidian in his arena ;)

The first design choice when the map was in its early development was to incorporate random generation, but I ended up scrapping the idea because I wanted to include Cave Systems and Bosses which just couldn't be properly achieved with random generation. Inclusively, when it comes to a 1v1 scenario, random generation can also provide balance issues as certain caves that provide large amounts of resources and ores could spawn closer to one player than the other.

In regards to more players, I tried for the longest time getting 4 players to work on a larger map. The only issue was that my version of the editor didn't allow me to place more than a certain number of destructibles, which could be easily combated with triggers to spawn them in as the game started, but when the map started taking a hand-crafted form instead of random generation, they had to be placed within the editor to form caves and boss arenas.

I'll see what I can come up with when it comes to resource gathering. However there are already automated ways of gathering metal for each race, such as Assimilation Crystals for the Elementals, Automated Mines for the Dwarves, Manual Mines for the Subterraneans and Tumors for the Tar. With the unit costs reduced, I don't think resource gathering will be too much of a problem anymore.

In saying that, I might pull many of the metals further in towards the player's starting location at the beginning of the game. This will hopefully make the mining more engaging in the early stages of the game, allowing you to start building and training units earlier on.

 
Level 19
Joined
Jan 22, 2011
Messages
3,968
As for unit limit, you might want to use a custom editor like sharpcraft bundle, which removes map object limitations.
Also in 1.29 map editor limits have been increased.
I see... I didn't got to defeat the lich. I sill think moltite should be impervious to dynamite before you defeat him however.
View range is tricky yes. I guess it's okay then.
Resource gathering improvements would definetily help with reducing map micro.
I know there are mines, I kinda forgot to use them :p

Credits would definitely apreciated in here. As for screenshots, that's not really necesary, the video is great (I just pasted a "review template" I use in my reviews. You will see it in other maps as well).

I still think there's probably a balanced way to implement random generation, though I understand why you don't want to implement it. That's okay.

Looking forward to a newer version fo this!
 
Level 9
Joined
Jul 2, 2016
Messages
54
Hey everyone, sorry for the delay, been rather busy recently :eek: It's a small patch but I finally got around to changing some stuff in regards to game pace and balance as suggested. This patch mostly focuses on making the early game more engaging and less time consuming and repetitive.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Very similar to: Cave Dwellers

  1. Why 3 players when one is actually a spectator?
  2. Use the other trigger for music because it plays as sound now.
  3. Resources should be generated randomly. What about random generated starting points?
  4. You could/should change the gold icon to the iron one (you see the gold one when buying things).
  5. For two players, the map is really huge and slow paced.

The general idea is nice but it lacks polish.

I want a singleplayer version for further testing if you want please.
 

Deleted member 247165

D

Deleted member 247165

Review
Tunnels
full

Key Concept
Strategy/Risk - The concept for this map is really cool, I like the systems implemented currently but they need to be fixed. The resources are not well corresponding. "Requires gold" but I've got metals on my gold tab in W3. Also, Iron can be found, still not corresponding with the amount of other resources or gold as well.
full

Gameplay
The map is really big and takes a lot of time to dig, regardless of the digger type you chose at the start. With the dwarven diggers, sometimes, you cannot dig furthermore, the stones are covered in the fog of war and you cannot dig anymore. I managed to dig to exit with the Elemental diggers and a bunch of forest trolls instantly killed my workers without notice. Would be great if you can add a warning message whenever the diggers approach to such areas. Use a custom region + a simple trigger to do that.
full

Terrain & Aesthetics
For this type of map, it's a fine terrain. Don't have any suggestions currently regarding the terrain. :)
full

Wizardry
The basic diggers should have some useful abilities, like a "Dynamite" "Tunnel Shut" or something to kill the enemy units.
full

Final Suggestions
I mentioned above what is not fine in my point of view, I await the next update. For now, I vote for Needs Fix.
 
Level 9
Joined
Jul 2, 2016
Messages
54
Very similar to: Cave Dwellers

  1. Why 3 players when one is actually a spectator?
  2. Use the other trigger for music because it plays as sound now.
  3. Resources should be generated randomly. What about random generated starting points?
  4. You could/should change the gold icon to the iron one (you see the gold one when buying things).
  5. For two players, the map is really huge and slow paced.

The general idea is nice but it lacks polish.

I want a singleplayer version for further testing if you want please.


Thanks a lot for your input! I'll address what I can.

1. I believe the 3 players being said even though one is actually a spectator was just applied automatically when the map was posted, since there are technically three players. I'm not sure how to change this, there doesn't seem to be any user-friendly way to alter this under the 'edit' section.

2. I will do that, thanks ;)

3. Randomly generated starting points and resources don't work in this map because it is a 1v1 Real Time Strategy game, meaning there needs to be some level of balance. The issue with random spawning is this could enable players to spawn very close to caves that provide loot and valuable metals. The same applies to resources, which could generate closer to one player than the other, meaning one player gets more resources than the other. I did consider this idea, but I decided to avoid it for the sake of balance and fairness.

4. I missed that! Thanks for pointing that out, I'll be doing an interface overhaul very soon.

5. The map is relatively large, but in a recent patch the health of stone was decreased by 25%. This generally lowers the game time from 30-45 minutes in my experience.


I will add singleplayer functionality, I think it will be useful and allow for more testing to take place.

Thanks a bunch for your review!



Review
Tunnels
full

Key Concept
Strategy/Risk - The concept for this map is really cool, I like the systems implemented currently but they need to be fixed. The resources are not well corresponding. "Requires gold" but I've got metals on my gold tab in W3. Also, Iron can be found, still not corresponding with the amount of other resources or gold as well.
full

Gameplay
The map is really big and takes a lot of time to dig, regardless of the digger type you chose at the start. With the dwarven diggers, sometimes, you cannot dig furthermore, the stones are covered in the fog of war and you cannot dig anymore. I managed to dig to exit with the Elemental diggers and a bunch of forest trolls instantly killed my workers without notice. Would be great if you can add a warning message whenever the diggers approach to such areas. Use a custom region + a simple trigger to do that.
full

Terrain & Aesthetics
For this type of map, it's a fine terrain. Don't have any suggestions currently regarding the terrain. :)
full

Wizardry
The basic diggers should have some useful abilities, like a "Dynamite" "Tunnel Shut" or something to kill the enemy units.
full

Final Suggestions
I mentioned above what is not fine in my point of view, I await the next update. For now, I vote for Needs Fix.

Thanks for the review! A few things I plan to address that I did mention earlier will be the interface. At the moment, it is very base-line and there are a lot of instances where I haven't changed the gold icon to metal, so I will definitely be fixing that :)

Digging is generally quite fast, in my experience. You can reach the centre of the map in about 3 minutes if you primarily dig in that direction. The Dwarves are a special race in that they must place torches to see in the dark, therefore you cannot keep digging past a certain point until you place another torch.

I could add a warning message to diggers approaching nearby caves, but you are able to see caves through the fog of war, as the map is not black, meaning you know where they start and end. But I can still add a warning message for further notice ;)

Abilities for diggers would be very interesting. I don't think giving them abilities that enables them to kill enemies is a good idea, though, since it would make the training of combat units relatively redundant. But I can still add self defence mechanisms that allow them to slip away!
 

Deleted member 247165

D

Deleted member 247165

Self defense mechanisms would be great. The map has a great potential but needs some more work. :)
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
3. Randomly generated starting points and resources don't work in this map because it is a 1v1 Real Time Strategy game, meaning there needs to be some level of balance. The issue with random spawning is this could enable players to spawn very close to caves that provide loot and valuable metals. The same applies to resources, which could generate closer to one player than the other, meaning one player gets more resources than the other. I did consider this idea, but I decided to avoid it for the sake of balance and fairness.
Hehe, I meant random in the sense that things aren't quite the same but of course balanced. For instance you could make it so that iron won't be 5 blocks to the east every match but could actually be 5 blocks to the south instead in one match and so on. The same with items: instead of the same item every time in a box, you could make a chance for one to drop but of course, the other item that could drop would be an alternative and not say a potion instead of a sword. At least, you could make the start locations change? It's pretty meh to know where your enemy starts all the time. Leaves out less interest to scout.
Of course, these are suggestions, nothing more.
Digging is generally quite fast, in my experience. You can reach the centre of the map in about 3 minutes if you primarily dig in that direction.
Would/could there be a way for automatic/autocast digging?
Abilities for diggers would be very interesting. I don't think giving them abilities that enables them to kill enemies is a good idea, though, since it would make the training of combat units relatively redundant. But I can still add self defence mechanisms that allow them to slip away!
True. The only gripe I had is that for instance goblins, were waiting for my diggers to get to them even though I had rock golems near them too and after I broke the way to them, most of them went for my workers instead of engaging the rock golems.
 
Level 9
Joined
Jul 2, 2016
Messages
54
New version is out! Hopefully it addresses most of the issues that were brought up, as well as some others. A few new features in there as well.

On the note of random generation, if anyone could help me with that or provide any recommendations for how to go about it I would greatly appreciate it. Spawning the ores was fine, the only issue I encountered was trying to make a dying destructible be detected and upon dying dropping the corresponding ore. The main problem with this is that the event "destructible within region/entire map dies", it only detects the first 64 destructibles that exist within the map, meaning 90% of the ores you break aren't registered and don't drop anything.

But again, if anyone knows any solutions to this, please let me know :)
 
Level 13
Joined
Oct 12, 2016
Messages
769
90% of the ores you break aren't registered and don't drop anything.
I have an elegant solution. For example:
- Let OreX = total number of ores you want of that type
- Let OreY = 10% of the ore total
  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set OreX = 64
      • Set OreY = (Random integer number between 6 and 7)
  • Ore Drops
    • Events
      • Destructible - A destructible within (Playable map area) dies
    • Conditions
      • (Destructible-type of (Dying destructible)) Equal to OreNode
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 10) Equal to 10
          • OreY Greater than 0
        • Then - Actions
          • Set OreY = (OreY - 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • OreX Greater than 0
            • Then - Actions
              • Set OreX = (OreX - 1)
              • Set TempPoint = (Position of (Dying destructible))
              • Item - Create Ore at TempPoint
              • Custom script: Custom script: call RemoveLocation(udg_TempPoint)
            • Else - Actions
Or, did I misunderstand? Did you want all nodes to drop something?
Registering ores would be something like:
  • Init
    • Events
      • Time - Elapsed game time is 0.01 seconds
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 640, do (Actions)
        • Loop - Actions
          • Set OreInt = (OreInt + 1)
          • Set OrePoint[OreInt] = (Random point in (Playable map area))
          • Destructible - Create a Barrel at OrePoint[OreInt] facing (Random angle) with scale 1.00 and variation 0
          • Set Ores[OreInt] = (Last created destructible)
  • Ore Spawn
    • Events
      • Destructible - A destructible within (Playable map area) dies
    • Conditions
    • Actions
      • For each (Integer OreInt) from 1 to 640, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Dying destructible) Equal to Ores[OreInt]
            • Then - Actions
              • Item - Create Gem Fragment at OrePoint[OreInt]
            • Else - Actions
I think that may work, but I am not sure. You may have to filter some things.
 
Last edited:
Level 9
Joined
Jul 2, 2016
Messages
54
I have an elegant solution. For example:
- Let OreX = total number of ores you want of that type
- Let OreY = 10% of the ore total
  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set OreX = 64
      • Set OreY = (Random integer number between 6 and 7)
  • Ore Drops
    • Events
      • Destructible - A destructible within (Playable map area) dies
    • Conditions
      • (Destructible-type of (Dying destructible)) Equal to OreNode
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 10) Equal to 10
          • OreY Greater than 0
        • Then - Actions
          • Set OreY = (OreY - 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • OreX Greater than 0
            • Then - Actions
              • Set OreX = (OreX - 1)
              • Set TempPoint = (Position of (Dying destructible))
              • Item - Create Ore at TempPoint
              • Custom script: Custom script: call RemoveLocation(udg_TempPoint)
            • Else - Actions
Or, did I misunderstand? Did you want all nodes to drop something?
Registering ores would be something like:
  • Init
    • Events
      • Time - Elapsed game time is 0.01 seconds
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 640, do (Actions)
        • Loop - Actions
          • Set OreInt = (OreInt + 1)
          • Set OrePoint[OreInt] = (Random point in (Playable map area))
          • Destructible - Create a Barrel at OrePoint[OreInt] facing (Random angle) with scale 1.00 and variation 0
          • Set Ores[OreInt] = (Last created destructible)
  • Ore Spawn
    • Events
      • Destructible - A destructible within (Playable map area) dies
    • Conditions
    • Actions
      • For each (Integer OreInt) from 1 to 640, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Dying destructible) Equal to Ores[OreInt]
            • Then - Actions
              • Item - Create Gem Fragment at OrePoint[OreInt]
            • Else - Actions
I think that may work, but I am not sure. You may have to filter some things.

This looks like it could work, I'll try it very soon! Thank you for your input, I'll let you know how it goes :)
 
Level 9
Joined
Jul 2, 2016
Messages
54
Hiya everyone, just posted the latest patch.

I know I have not updated for a verrrrry long time, and unfortunately, I had a lot going on, moving, work, all that fun stuff.
I also struggled for a long time to actually upload the map to the Hive, it seemed with my slow internet connection, the Hive wouldn't let me upload a map as my internet cuts out every 20 or so seconds. The cut only lasts about half a second, but it seemed to completely disrupt and prevent the map uploading process, so I ended up having to get phone data to upload :/

I finally conquered ore generation in this patch :) I managed to find an ancient post from 2008 from someone who was actually one of the only people that managed to succeed in creating an optimized, efficient destructible death detection trigger, so that was really helpful. Also, the trigger for ore generation in itself is rather complex as well. It was surprisingly challenging developing workarounds to prevent ores not replacing invulnerable destructibles such as Obsidian, and that when they did try to spawn in those locations, a counter had to detect how many times the ore was misplaced so that it could try to place them in safer locations where stone was present. Essentially, making the exact same amount of ores spawn for both players was hard, and also making WHERE they spawn in relation to how close they were to each player had to be balanced as well.

Remember if anyone encounters any bugs or has any suggestions, please let me know! With this patch, there is bound to be things that I've missed that could cause some minor problems.

Hello Vladd!
Do you plan add map for more players?

Absolutely! Due to the layout of the map, however, I will probably only allow 2v2 situations, rather than free for all, as there are currently only two designated player areas.
 
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Hello Vladd :).
I just wanted to know if you were going to add AI to the game.
Also the reaper parasite keeps exploding when I keep spawning it and it's very annoying.
Good luck with life. :)
I wish that Tunnels 1.16 would stay at Warcraft 1.24a - 1.28c for a while so I can play them with my friends.
 
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Hello Vladd :).
I just wanted to know if you were going to add AI to the game.
Also the reaper parasite keeps exploding when I keep spawning it and it's very annoying.
Good luck with life. :)

Hey Ben!

I have tried making AI before but to little success. I'm afraid it's outside of my capabilities. Also so sorry about the Reaper Parasite bug, I know the issue and I've fixed it on my version (coming soon), it was because I'm really dumb and when I was cleaning out the map I deleted the model file for the Reaper Parasite :(

Good luck to you too :)
 
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Hello everyone!

I've released another patch to fix a lot of bugs as well as balance the game out, and also I have reduced the map file size down from ~40MB to ~20MB, which is a lot more convenient for download.
Going forward, I've got a few ideas in the pipeline that I'm going to be working on, some of which include:

- Fixing the selection size on the Tar units (small selection boxes seem to grab the units from very far away)
- Creating quests or "objectives" for Singleplayer.
- Optimizing a lot of my older, more amateur triggers from 2014.

I wish that Tunnels 1.16 would stay at Warcraft 1.24a - 1.28c for a while so I can play them with my friends.

I know some people use older versions of Warcraft III on the hive that does not allow multiplayer sessions for maps above 8MB in size. There are guides online of how to workaround this, but for convience, I'll be uploading an 8MB version of Tunnels soon to help in those situations as well.

Please leave any feedback about bugs you find, suggestions, or anything in general :)
 
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I like this map but the excessive amount of memory leaks(please fix the location leaks) makes the game unplayable after a few minutes.
Also the lack of tools to make automated mining (like an option to ask your miners to make a tunnel from point a to point b in three clicks) is quickly annoying as well as the fact resource drop-off is not automatic and takes quite a significant number of boring clicks.
 
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Hello Vladd! :)
I'm sorry if my last comment came out as threatening because English isn't my first language.
Me and my friends have been a fan of Tunnels since 1.14 and we're still enjoying it until today!
I love it when I turn their heroes into Tar Reapers.
Also the Endoparasite ability doesn't seem to work on dry ice Golems. :/
Anyways great job on the new update! I look forward for more updates in the future.
My Warcraft3 and battle.net isn't cracked I bought it fair and square.
I just somehow broke the updating system of my Warcraft I'm trying to find a solution for it.

Also I love the taunts you added. You should put a Quest to inform your players how to use them.
 
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Hello Vladd! :)
I'm sorry if my last comment came out as threatening because English isn't my first language.
Me and my friends have been a fan of Tunnels since 1.14 and we're still enjoying it until today!
I love it when I turn their heroes into Tar Reapers.
Also the Endoparasite ability doesn't seem to work on dry ice Golems. :/
Anyways great job on the new update! I look forward for more updates in the future.
My Warcraft3 and battle.net isn't cracked I bought it fair and square.
I just somehow broke the updating system of my Warcraft I'm trying to find a solution for it.

Not at all! Any feedback I get is appreciated greatly, and yours was only helpful :)
So happy you're enjoying the map, I'll get right onto fixing that Dry Ice Golem bug, thanks for letting me know :)

I like this map but the excessive amount of memory leaks(please fix the location leaks) makes the game unplayable after a few minutes.
Also the lack of tools to make automated mining (like an option to ask your miners to make a tunnel from point a to point b in three clicks) is quickly annoying as well as the fact resource drop-off is not automatic and takes quite a significant number of boring clicks.

I'm very sorry if you're experiencing memory leaks, I started this map in 2014, and worked on it on and off for a while, so many of my older triggers aren't as updated or advanced as they could be. If you could provide any specific conditions that lead to leaks that would be greatly appreciated :D

Automated Mining is something I tried many times, but I couldn't seem to get it to work, I have no experience at all in vJASS, so I am limited to triggers.

Auto selling is a fantastic idea! Honestly surprised I haven't thought of that yet o_O

Thanks for the feedback!
 
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Read all triggers that use locations such as the generation of the world and so on.
using stuff like position of unit or position of destructible creates locations which then must be removed with call remove location.
You did have no call to removelocation in all the first 10 triggers I did read(and I do not think you started in the next triggers) while you have multiple of those triggers that created locations
for a complete list of things that creates leaks you can read Complete list of things that leak
Although the triggers that leaks the most locations leaks per second are probably tar bound and detect in lavakill.

Here is an example of your map with a fix of the location leaks in detect(the one from lavakill)
Also do nothing is useful only for single line if the else: for multiline if then elses you do not need the do nothing command
Also you could optimise ore drop triggers by adding to the varied ore spawn trigger:
trigger - Add to OreDrop<insert ore name> <gen> the event (Destructible - (last created destructible) dies)
so that there is not 5 different ore drop trigger triggering each time someone destroys a rock and it also reduce the amount of stored events in memory(thus reducing the needed memory of the map)

By the way tarbound also generates group leaks.
And destructible groups also leaks but destructible groups leaks are impossible to fix sadly because there is no way to destroy a destructible group.
I am also going to try to find back the easiest command for fixing group leaks(the fact I did not find it yet is why I did not put it in the example trigger)

Custom script: set bj_wantDestroyGroup = true
does ask the next gui command that creates an unit group and use it to destroy it after use
so place that before creating and iterating on a group in the same command.
By the way the map here is unplayable: my editor mess up the 3d model pathes.
 

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Read all triggers that use locations such as the generation of the world and so on.
using stuff like position of unit or position of destructible creates locations which then must be removed with call remove location.
You did have no call to removelocation in all the first 10 triggers I did read(and I do not think you started in the next triggers) while you have multiple of those triggers that created locations
for a complete list of things that creates leaks you can read Complete list of things that leak
Although the triggers that leaks the most locations leaks per second are probably tar bound and detect in lavakill.

Here is an example of your map with a fix of the location leaks in detect(the one from lavakill)
Also do nothing is useful only for single line if the else: for multiline if then elses you do not need the do nothing command
Also you could optimise ore drop triggers by adding to the varied ore spawn trigger:
trigger - Add to OreDrop<insert ore name> <gen> the event (Destructible - (last created destructible) dies)
so that there is not 5 different ore drop trigger triggering each time someone destroys a rock and it also reduce the amount of stored events in memory(thus reducing the needed memory of the map)

By the way tarbound also generates group leaks.
And destructible groups also leaks but destructible groups leaks are impossible to fix sadly because there is no way to destroy a destructible group.
I am also going to try to find back the easiest command for fixing group leaks(the fact I did not find it yet is why I did not put it in the example trigger)

Custom script: set bj_wantDestroyGroup = true
does ask the next gui command that creates an unit group and use it to destroy it after use
so place that before creating and iterating on a group in the same command.
By the way the map here is unplayable: my editor mess up the 3d model pathes.

Thank you so much for this information, and your example as well, I will work on implementing this all to the best of my ability :)

Unfortunately, I wasn't able to recreate any FPS drops in regards to just leaving the map running for extended periods of time, since you claimed the map is unplayable after a few minutes, I've run it for 2 hours and saw no drop. I'm going to try fix these leaks regardless though, just to be sure ;)
 
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How much ram do you have?
As long as the whole ram is not taken there is not an as much significant drop.
and now there is people going around with 2g or 4g of ram or even more going up to amounts where they might decide to store all their movies in the ram.
let us imagine WC3 by default takes Xm of ram and that point leaks takes extra ram.
if I have 1g of ram then it needs only 1000-X extra m of ram for the game to start having problems.
the map as a whole takes ram then there is stuff like positions of units, their orders, varied properties that can change, the 6*8000 extra events you created at game start and so on and it can reach something not too far to 1g of ram then afterwards you have memory leaks that adds up as the game goes and once you exceed your ram capacity the computer needs to swap and at that moment the game slows down massively and becomes near unplayable.
So on your computer you might need to run the map easily 100 times as long as I did for reaching full ram capacity if the starting amount of needed ram was close to 1g if you have more than 1g of ram.
 
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Random bug overview by Bensoning Johnathanianingston.
Human1 - Human3.mp3 Collides with the current music.
The Banner that the chieftan creates still does the ability after destruction.
Dry Ice Golems doesn't get affected by endoparasites.
You can have 10 Tar Reapers. (42 Tar Reapers in Multiplayer).
 
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How much ram do you have?
As long as the whole ram is not taken there is not an as much significant drop.
and now there is people going around with 2g or 4g of ram or even more going up to amounts where they might decide to store all their movies in the ram.
let us imagine WC3 by default takes Xm of ram and that point leaks takes extra ram.
if I have 1g of ram then it needs only 1000-X extra m of ram for the game to start having problems.
the map as a whole takes ram then there is stuff like positions of units, their orders, varied properties that can change, the 6*8000 extra events you created at game start and so on and it can reach something not too far to 1g of ram then afterwards you have memory leaks that adds up as the game goes and once you exceed your ram capacity the computer needs to swap and at that moment the game slows down massively and becomes near unplayable.
So on your computer you might need to run the map easily 100 times as long as I did for reaching full ram capacity if the starting amount of needed ram was close to 1g if you have more than 1g of ram.

I have 16GB of RAM. I know how memory leaks work, and I will be fixing these leaks when I have the time. But 1GB of RAM is exceedingly low, so anyone with that amount of memory should probably expect problems rather quickly with any game. Many games ramp up memory usage the longer they are active, even regular Warcraft III ramps up in memory usage, albeit a touch slower compared to my tests with Tunnels, but that is of course due to the fact Tunnels has a lot more going on behind the scenes. But don't worry, I will be fixing the leaks, all I'm saying is it caters to a very small percentage of people, which is why I haven't prioritised it in the past. I'm grateful though that you've told me because I was unaware it was a problem for you and some others :(

Random bug overview by Bensoning Johnathanianingston.
Human1 - Human3.mp3 Collides with the current music.
The Banner that the chieftan creates still does the ability after destruction.
Dry Ice Golems doesn't get affected by endoparasites.
You can have 10 Tar Reapers. (42 Tar Reapers in Multiplayer).

Hey, thanks for the info, funnily enough, the Dry Ice Golem bug is a tooltip bug rather than actual gameplay. You're not supposed to be able to infect the wild Dry Ice Golems, only the Elemental's weaker version of it.
 
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Hello everyone! I am so sorry for being gone for longer than expected, soon definitely did not mean over 2 weeks :( I've as per usual had a lot of work in the way and have been really tired recently, and when I'm tired I find it hard to work on maps, as it can be quite mentally straining. But with this patch comes some little things but most importantly I have gone through every trigger in the map and fixed all the unit position leaks, or most of them. Enough to the point where I was able to securely playtest for very long periods of time with no lag at all. But again, the playtest of a single person and some friends isn't really good evidence for change.

So after this patch, I would greatly appreciate any feedback you can give, particularly in regard to how your FPS is holding up, there are still some very small leaks in the map that I'm aware of, such as the spawning of Special Effects and so on, but I will be patching those in time. But for now, I would like to know how everyone's games are holding up, as that would be super helpful.

Also, if anyone can provide any balance/gameplay related suggestions, please let me know :) I have done a lot of internal testing myself with me and many other friends, and have established grounds for many balance changes across each patch, but you guys are the larger audience, so your feedback is greatly appreciated in regards to gameplay and balance. Particularly with the Dwarves this patch, I hope to make them a lot stronger and compete better with the other races, especially with the addition of Auto-Sell, which should speed up the early game by a huge amount.

So with this patch, I would really like to thank noob for bringing up the leaks and offering a solution, as I wasn't aware of the lag until I had actually played a match of Tunnels that went on for quite a while, and it got really bad. So thanks again for bringing this to my attention :) Hope you all enjoy!
 
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Map is so awesome!! Will be new updates in the future?
Hey there, thanks so much! I'm so glad you're enjoying it. Currently I've been working on other projects but occasionally I come back to give Tunnels a bit of a patch up here and there, the Bone Dynasty was the most recent addition :grin:

What is rune point at the center?
When killing a boss you can choose to place your units in the transportation circle which will teleport them to the middle of the map. This helps if a player decides to attack you as soon as you start a boss, you can then relocate to the middle of the map which would be more useful for defense than having to walk all the way back from a boss like the King Black Dragon.
 
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Hey there, thanks so much! I'm so glad you're enjoying it. Currently I've been working on other projects but occasionally I come back to give Tunnels a bit of a patch up here and there, the Bone Dynasty was the most recent addition :grin:


When killing a boss you can choose to place your units in the transportation circle which will teleport them to the middle of the map. This helps if a player decides to attack you as soon as you start a boss, you can then relocate to the middle of the map which would be more useful for defense than having to walk all the way back from a boss like the King Black Dragon.
Oh thats cool, I will check another your project, you make good things!
About rune, Yea I checked when spec match another players :D.

Can you please answer one more question. The Tar using as an ore somehow? I didn't find any opportunity to use ore as "The Tar".
Thank you.
 
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If you will make little fixing or updating in the furure, can you please remove remove the opportunity to train at tents/huts free units (like dwarv miners and another like this unit, just make it only in main building) because I saw dumb situation when player just spamming miners :D.
 

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Level 9
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If you will make little fixing or updating in the furure, can you please remove remove the opportunity to train at tents/huts free units (like dwarv miners and another like this unit, just make it only in main building) because I saw dumb situation when player just spamming miners :D.
That is a fair point - I had actually countered this strategy somewhat in testing by making it so workers provided loot (therefore spamming them bolstered the enemies economy), but given that Miner's are as tanky as they are they're quite oppressive to deal with. For the next update I'll give them a metal cost so they can't be spammed as heavily, same goes for diggers and Borer Golems.

Bug on map 1v1. Second player have a pool at center
Oops! Will remove this for next update.

Oh thats cool, I will check another your project, you make good things!
About rune, Yea I checked when spec match another players :D.

Can you please answer one more question. The Tar using as an ore somehow? I didn't find any opportunity to use ore as "The Tar".
Thank you.
Thank you so much! I really appreciate it :grin:

The Tar gather ore early game by using the "Tar Tendril" ability the Tar Heart has, which summons a Tendril at the target location (provided it's on Tar) which can then pick up ore and assimilate it into resources immediately. Later on you'll want to make Tumors to gather ore in large quantities, but this requires a bit of a loot investment on top of it. Taking control of the Rat Cave is a great way to sustain this economic boost.
 
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