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Fight In the Castle!(name can be changed)

Camera type


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Level 11
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May 22, 2009
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724
188759-albums3150-picture27850.png




icons_10453_btn.jpg


Monster specialised in nature spells. Swift, fast and agile. Hes main power ir rooting enemies.

Spells:
1.Nature Shock
banish.gif

Shock an enemy unit with nature element, dealing damage to the targeted unit. Has a 50% chance to root the targeted unit for 3 seconds.
Level 1 - 80 damage.
Level 2 - 160 damage.
Level 3 - 240 damage.

2.Rooting
entanglingroots.gif

The Nature Monster is able to invoke the powers of the nature whenever he wants. However, this allows him to summon a net of roots at the targeted position. While upholding the net, there will be a chance of 30% per second to root an enemied unit, standing on the net, for 0.50 seconds and 50 damage. The net becomes invisible for enemies after one second. The Nature Monster may uphold the net up to 5/10/15 seconds.

3.Thorn Aura
thorns.gif

An aura that gives friendly units around theNature Monster a damage shield, which wounds enemy melee attackers.
Lvl 1 Reflects 10% of melee damage
Lvl 2 Reflects 20% of melee damage
Lvl 3 Reflects 30% of melee damage

Ulti
not set yet , looking for ideas


LOADING SCREEN
loading.JPG

Terrain:
piasek.jpg
krol.jpg
frozen room.JPG
butcher.JPG
gravekeeper.jpg
goblinalch.JPG
I will add better quality screens and more of them later cause to lazy to make them now xD.
 

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Level 9
Joined
May 22, 2009
Messages
276
The description is kinda confusing, it's like you're spamming in a chat channel, but from what I understood this map looks decent, especially considering what you've made before, I'll give you +rep for the idea and the work you already did, u better finish it
 
Level 6
Joined
Jul 18, 2008
Messages
156
i tried single player (humans team)
terrain need to be improved... walls and path blockers
fix mansion gates, it doesn't have a path blocker...
u need to put at least 1 line game txt saying what to do on every team...
 
Level 11
Joined
May 22, 2009
Messages
724
i tried single player (humans team)
terrain need to be improved... walls and path blockers
fix mansion gates, it doesn't have a path blocker...
u need to put at least 1 line game txt saying what to do on every team...

last times im working on the terrain to make it look better , more eye candy but im bad terainer xD but i will do as best as i can
ive just added gates didnt trigger them or test too much , and y i will add path blockers ^^
i will make mesages etc later on
 
Level 11
Joined
May 22, 2009
Messages
724
Changes:
-fixed the gretting message (it greeted the small patrol helicopters)
-fixed the door name
-MADE THE ARENA WORK! (remember ticket must be in slot 1)
-improved terrain a bit
-added tp
-added 2nd floor
-changed beer room (not done to end)
-changed quests a bit
thats all for now ;D
SUGGESTIONS PLZ
 
Level 7
Joined
Apr 12, 2009
Messages
188
Well, it seemed like you've put some work into creating the map and concept you have thus far, but this map needs a lot more work before it can be played.

Looking past what it still needs, and just commenting on what you have:

I like the concept of hide and seek, but the way you have implemented it into just a flat map with a few doodads and smoke clouds to hide under seems rather dry. What are the humans supposed to do while they are hiding? Just sit and wait for the time limit to hit and then they just win? I would suggest implementing some more significant zone discrimination, like creating fixed cameras for each room you enter inside the house so it's easier for the humans to hide behind something and not be seen. Maybe give the humans some form of shadowmeld that they can activate in designated 'shadowy' areas or something, and then give the monsters some kind of reveal spell that they can use to look for humans in the shadows. Maybe give the mansion a second floor with staircases kind of like portals to get from floor to floor, making for more interesting monster-chase-human dynamics. I dunno.

When I imagined the mansion before I played the game, I pictured a really dark tileset, and yours was pretty flashy. Maybe lock the time of day to nighttime? That would be creepier.

I'd say put more focus on the hide and seek mechanic than trying to make it like an RPG where you quest and level up and get items and stuff.

Last comment: I picked up some kind of Ice Wing Armor or something, running around as a human. Really cool attachment, but omg how can I hide with those HUGE ice wings sticking out of my back?

Anyway, hope you get something out of this. Cheers!
 
Level 11
Joined
May 22, 2009
Messages
724
Well, it seemed like you've put some work into creating the map and concept you have thus far, but this map needs a lot more work before it can be played.

Looking past what it still needs, and just commenting on what you have:

I like the concept of hide and seek, but the way you have implemented it into just a flat map with a few doodads and smoke clouds to hide under seems rather dry. What are the humans supposed to do while they are hiding? Just sit and wait for the time limit to hit and then they just win? I would suggest implementing some more significant zone discrimination, like creating fixed cameras for each room you enter inside the house so it's easier for the humans to hide behind something and not be seen. Maybe give the humans some form of shadowmeld that they can activate in designated 'shadowy' areas or something, and then give the monsters some kind of reveal spell that they can use to look for humans in the shadows. Maybe give the mansion a second floor with staircases kind of like portals to get from floor to floor, making for more interesting monster-chase-human dynamics. I dunno.

When I imagined the mansion before I played the game, I pictured a really dark tileset, and yours was pretty flashy. Maybe lock the time of day to nighttime? That would be creepier.

I'd say put more focus on the hide and seek mechanic than trying to make it like an RPG where you quest and level up and get items and stuff.

Last comment: I picked up some kind of Ice Wing Armor or something, running around as a human. Really cool attachment, but omg how can I hide with those HUGE ice wings sticking out of my back?

Anyway, hope you get something out of this. Cheers!

ty for ur feedback it will help me a lot
1. im gonna make the perma night to make it looked creepier like u said :D
2.as for now i didnt kinda go on hide \seek cause im on making rooms and improving terrain, still if u go to king room there are floers in witch ucan use shadowmelt ;d
3. Those clouds were just for look better didnt want to make them as hiding spot
4. erm the wings xD i will think of them later
5. i dont know if i included the tp in this beta ver but u can enter 2nd floot already with the teleport betwen laboratory and that guy with wings and hook monster (still the floor aint ready but i plan add there some samurai \ bamboo style rooom and a goblin room too ;d

still +rep and big thx ;D
 
Level 11
Joined
May 22, 2009
Messages
724
CHANGELOG:
-made arena cost exp ( u got to pay! or nothing will happen and u need to have right amount of exp to play so no free win)
-made ticket work for every slot (before it worked only in slot 1)
-fixed the vision bug at arena and smith lord
-changed goldmine into dooda (more space around)
-changed the gold coin spawn place (it spawned behind the gold not at front)
-deleted some worthless regions
-added meat shop + seller (blood dave)
-changed a bit the blood dave
-made it night all time
-changed laboratory look a bit
-edited beer room
-fixed a bug with the vampire woman or what ever she is
 
Level 11
Joined
May 22, 2009
Messages
724
i wont atach map now but i did some thigns as for now:
-added 2 shops with weapons / armirs
-added graveyard
-tomorow i might add a room where they kill witche (old good tradition lol xD)
-i changed king room a bit
-fixed minor bugs
 
Level 7
Joined
Apr 12, 2009
Messages
188
Your changes look pretty good :D
I was able to explore the castle this time, and I must say, it is quite 'magical' !!


Here's some thoughts/questions:

1: How about reducing the collision sizes on your units? Or making some of the doodads more pathable? There's a lot of tight spots where you could easily get unit-blocked and not be able to do anything.

2: Why do you start with three units to control [as a human]? Is that just for testing purposes?

3: Why are all the humans with clubs/shields stuck outside the gate? Is there a way to let them into the castle?

4: What is the time limit? Shouldn't there be a timer window or something counting down until the humans win?

5: What does player 9 do? With all those miscellaneous units standing around in the castle? Are they just neutral standing around for effect?

6: Why is half the map practically empty [looks like the monster spawn area where the monster bases are]?
 
Level 11
Joined
May 22, 2009
Messages
724
Your changes look pretty good :D
I was able to explore the castle this time, and I must say, it is quite 'magical' !!


Here's some thoughts/questions:

1: How about reducing the collision sizes on your units? Or making some of the doodads more pathable? There's a lot of tight spots where you could easily get unit-blocked and not be able to do anything.

2: Why do you start with three units to control [as a human]? Is that just for testing purposes?

3: Why are all the humans with clubs/shields stuck outside the gate? Is there a way to let them into the castle?

4: What is the time limit? Shouldn't there be a timer window or something counting down until the humans win?

5: What does player 9 do? With all those miscellaneous units standing around in the castle? Are they just neutral standing around for effect?

6: Why is half the map practically empty [looks like the monster spawn area where the monster bases are]?

ok lets start :D
1. theres some tight spots so monsters later on can trry to block for easier hunt
2. yes those units are just for testing cause it takes some time to go somewhere and when u got automatic unit theres its a lot faster ;D
3 those guys with shields will be main heroes i just didnt take cinematic on while uploading map. Those are the heroes u will control whole game :D
the rest u got already in castle are just test heroes
4. i will make the time trigger later on and im gonna guive option to pick like 20 min 25 30 40 or smth
5. Player 9 hmm xD i thought of makeing him only compuet in game but then thought of humans and orcs and then if all miscelious units would be human then orcs would be weaker
6.as for now im filling the middle of the 1rst "side of map" with shops terrains etc. Later on im gonna do terrain and doodas on 2nd floor to witch u can teleport with goblisn tp (there are 3 big eggs for mosnters as for now ^^)

btw did u check the building system :D if smth recipe is wood nails or nails wood i dont remember too good
+rep
 
Level 11
Joined
May 22, 2009
Messages
724
BUMP :D
btw good news i found 2 pretty nice walls ritting to map ;d (10 kb only)
so i changed the orcs walls so they looks more primitive and warriorish xD an changed the death king walls D: as for frozen motive u ened ice walls!: D
 
Level 11
Joined
May 22, 2009
Messages
724
BUMP~!
btw
-added new wall
-changed the gold coins terrain
-created healing room for orcs
-made some minor changes
-added fruit shop
-fixed a bug with poison quest
-changed the poison quets giver
-changed the type of takign quests ( more rpg sryle lol)
-fixed movement bugs in graveyard
-added aura to blue faceless guy
-added path blockers in many spots
-added new units to fight ( the beasts ;D)
-with adding 2nd type of "gladiator" i made system that ONLY 1 fight can be done at a time.
-MAP UPLOADED
 
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Level 8
Joined
Mar 23, 2010
Messages
174
Wow, this could be a blockbuster! :cgrin:

► Map name could be "The Castle Hunt" (I might change my mind on this suggestion)
► Hiding could be allowed only after several techtree levels of upgrades. Like... "Animals Instinct". Also ranks for this upgrade that increase the invisibility OR
► Hiding could be possible only for several classes of humans as a spell.
► Monsters should be able to track the sent of the humans, but this is something that might be too hard to trigger at this point...
► I think, that the idea of 1 life is too strict. Maybe timed rounds with ~3 lives. Also, some sort of resurrection stone would be nice.
 
Level 11
Joined
May 22, 2009
Messages
724
hmm :D
i might just add some mode sthat host can pick like
how many lives should people have
a) 1 b) 2 c)3
to the track u mean a short moment of vision, a ping or what? I thought adding ping so peopel dont sit camping in 1 place for game ^^
Im not sure about classes i might add them after i make the game playable (MAYBE :D)
to techtree and upgrading what u sugest? some building or what?
To the name The Castle Hunt souns pretty cool :D it might be used but if u have other suggestions plz say them ^^
+ rep ;D
 
Level 11
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