• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Worms Project

Status
Not open for further replies.
Level 10
Joined
May 31, 2007
Messages
645
MULTIBOARD SYSTEM 100% MADE - moving on!

Ok, thx for the icons! The map will be sent via forum public upload for the team and I hope we will have no problems! About your tasks, I tell you whenever I find some tasks for ye guys. I see them as we progress! Tasks will be announced in posts marked with
workinprogress02.gif
!

EDIT: Multiboard changed, now the columns are ok and the player names appear. I will make a final change to show the titles of the columns in golden letters and send!
EDIT 2: The titles of the multiboard (name, socre, kills, deaths) have been colored to look better. Player names are colored in the init trigger of the multiboard and some more things have been fixed. Uploading to show it!
 

Attachments

  • Worms Multiboard complete + player names colored + subtitles colored!.w3x
    1,017.5 KB · Views: 43
Last edited:
Level 10
Joined
May 31, 2007
Messages
645
I know but that will be in later versions after v1.00 where we will work on all the details.

CHANGE:
Skills are not bought in the beginning. There will be skills that will be bought during the game and take slot 1,2,3 or 4 but they will be changeable so that players can choose. This means no Hero Skills, no leveling up skills. But this means that players will be able to change their skills during the game. Skills wont be class-based as well.

EDIT: I am making the first skills for slot 1. When all 12 of them are done I will send the map!

EDIT 2: Well I changed my mind again, abilites will be chosen in the beginning sorry for the confusion guys, but there will be only level 1 abilities. When a Hero reaches level 5 slot 1 and 2 abilities will be changeable and slot 3 ability which is passive will be leveling up. The ultimate abilities will change after level 10!

EDIT 3: I made 2 skills till now: Cluck! (summon kamikaze chicken) and Curse of Mother Nature (poison). Skills are very powerful from the beginning of the game, so that's why they dont level up but just improve if players have enough gold (about 5k gold in total) to change them at level 5. This is one of the things that will mkae this map different from most of the others!

NOTE: I am tired for now. I will start working again in 2-3 hours. I am gonna play some World of Warcraft for a while and get some ideas. Anyway you guys keep up with the models and soon we are gonna work the map more. Tomorrow and the day after I am gonna be online about 10 hours a day or more so we will have plenty of time to work. Today I will log out much later than other days cause my mom lets me stay on computer some more. So cya in a couple of hours!
 
Last edited:
Level 10
Joined
May 31, 2007
Messages
645
I am still afk and I think I cant work for much more today. Maybe later I will be albe to cause I have some serious things to do now :(

ANNOUNCEMENT:
Dear team, I wanna inform you of a message I got today:
panther-anthro said:
Dear Hawk07, I was wondering if you would be interested in getting a hosted project board on our forum for your map about Worms. I thought it was rather high quality, and you guys deserve a actual board! Not just a topic.

website: http://www.gamerisle.org

or contact me on msn: [email protected]

So you guys wanna get this project hosted there? And here maybe? And I also inform you of one idea I got recently: making a blog and whole forum for this map when it is complete like DotA has! But remembered we dont compare purselves with DotA. We compare it with what we imagined for this map!
 
Last edited:
Level 7
Joined
Mar 16, 2008
Messages
348
I'm back what is my task, oh i noticed the map gonna try it out!
Dude you want me to make a system in which players can change their name? they type -name <name> and the name becomes that!thats actually easy to do but i need your permission!
 
Level 15
Joined
Mar 9, 2008
Messages
2,174
Well for the hosting on the gamerilse, Why not? More we advertise, more people will see our map.
EDIT:Tomorow I cant do anything. I'm going on a fieldtrip with my school.
RE-EDIT: Here are 3 soundsets I found.
View attachment 27090
 
Last edited:
Level 10
Joined
May 31, 2007
Messages
645
Velm, its ok.
The terrain I used was Lordaeron cause it has too much space and can have twice the tiles Ashenvale can use.
Luthion I will tell you later what we need. No player name change system, cause some people who like banning others wont like it!
I was thinking of some item classification system:
I need items for Hero level 5,10,15,20,25.
Make a system with which people of the needed level and only will be able to use the items and carry them and if their level is lower the items will be automatically sold. I want you to use item levels for this and not item classifications. Start!
 
Level 9
Joined
Oct 23, 2006
Messages
327
Velm, its ok.
The terrain I used was Lordaeron cause it has too much space and can have twice the tiles Ashenvale can use.
Luthion I will tell you later what we need. No player name change system, cause some people who like banning others wont like it!
I was thinking of some item classification system:
I need items for Hero level 5,10,15,20,25.
Make a system with which people of the needed level and only will be able to use the items and carry them and if their level is lower the items will be automatically sold. I want you to use item levels for this and not item classifications. Start!


Just use WEU, and you can have more tiles then that, or just use WEU to set the extra tiles, and convert it using WEU to ashenvale. That way you get 23 tileslots.
 
Level 7
Joined
Mar 16, 2008
Messages
348
Umm got it, but ill make it so it will display a message and drop the item, selling the item is unfair since other team members may want to get it and if you by accident click an item you can't use and it sells to a shop, thats really unfair!
 
Level 7
Joined
Mar 16, 2008
Messages
348
Done.

I think it's done, check it out, if there are bugs or it doesn't work tell me and i'll fix it, i did NOT test it!
 
Last edited:
Level 15
Joined
Mar 9, 2008
Messages
2,174
I was thinking. Maybe we should try making the UT mod in wc3.After we finish worms.
Or dota like starwars, battle for the middle earth, WW2.
Another tought. T-Rex could you remember when you placed first poly of your worm model. All this started from it.
Heres my favourite soundtrack:
 
Last edited:
Level 10
Joined
May 31, 2007
Messages
645
Luthion, I meant to sell the item for full value and display the text as well! I mean someone buys an item for level 5 and he is level 2 then he sees the message and gets back all the gold!

EDIT: I am gonna check it right now and tell you what I think of it!

NOTE: This is the 434th post I write and the 434th post of the thread! Wow!

EDIT 2: Luthion that's a work of a genious but i want to tell you that there are only 8 item levels. So I will change the constants to support up to 25!
 
Level 7
Joined
Mar 16, 2008
Messages
348
thats a coincidence!, now i made that for when a hero catches an item! i misunderstood, if its that what you meant ill have to remake!
Umm thats a pretty simple trigger o_O, anyways if what you meant was that ill have to remake, unless you think like i made is ok!
edit 2: Do not change the constants now, ill change the trigger and reupload the map, so wait a little and then you change the constants on the new map!
edit3: omg i can't find the way to know how much the item cost!seems like the only way is making the item disapear and the player loses the money, otherwise we can make a trigger for each item or a loop for each item, loads of work and can only be done when map finished!
 
Level 10
Joined
May 31, 2007
Messages
645
Maybe WEU can if WE cant. Velm good sounds but not useful cause we lack space. We may add some for the part of killing worms.
Velm find me easter eggs for skills, items etc. E.G. Spiny Kick of Chuck Norris as an ultimate skill, Holy Diver as a special creep (a song by Dio), The number of the beast as a skill which will create a 666 over the target and damage - Iron Maiden inspired. Sounds rather funny and stupid, but it is essential!
 
Level 7
Joined
Mar 16, 2008
Messages
348
Umm check my last post to see what i discovered, if you find a way to discover how much an item cost tell me!
 
Level 15
Joined
Mar 9, 2008
Messages
2,174
Hawk07
is it possible to do that, whit the items? I never saw in the gameplay constants item level.
It could be done with sorting the items in diferent classes.
Like misc(0lvl)
permanent(5lvl)
charged(10lvl)
and then when you do all of it, make triggers.
look at the diablo-dks rpg sistem

EDIT: Easter eggs? Ok just a min.

Here they are:
http://www.hiveworkshop.com/forums/models.php?id=rsyehp&prev=page=4&t=3&r=20&d=list
http://www.hiveworkshop.com/forums/models.php?id=7pdsag&prev=page=4&t=3&r=20&d=list
http://www.hiveworkshop.com/forums/models.php?id=3z0r60&prev=page=4&t=3&r=20&d=list
http://www.hiveworkshop.com/forums/models.php?id=9t4fjf&prev=page=4&t=3&r=20&d=list
 
Level 10
Joined
May 31, 2007
Messages
645
Luthion well, this will need some variable probably or some jass line script. Sec for me to check!

Velm I know that but I wanna use some classifications for other things. Sounds better though. We will do this the way you say if we cant any other way! Focus on what I said earlier!

Luthion the only way is using some variable like custom value of item or life of item to be equal with its value. But this is not that good, anyway make it this way but when all items are done. We will make an init setting custom value of all items and when the hero cant use th item will be destroyed and the owner of the hero will get gold equal to the custom value of the item which will be its total cost. Good?
 
Level 7
Joined
Mar 16, 2008
Messages
348
Umm is there a way to check how much an item cost without making a loop for each item?I'm gonna check with jass, but i doubt it -.-
 
Level 10
Joined
May 31, 2007
Messages
645
Exactly, Hunter got it already! Nice:))) Luthion, do u understand what we mean or??? And no Items Init yet. I will make the Init item by item while I make them. Make the system fast so that I can make the skills for slot 1 in the next hour before I go to bed!

EDIT: Ok, but the items must be invulnerable in that case right? Otherwise they can take damage and have problems with the trigger, so better custom value or hp and hope...?
 
Level 7
Joined
Mar 16, 2008
Messages
348
Custom value=impossible(i wont explain why, im just saying it is, if you want an explanation on why ask me)
Hp=better, if item has been damaged it will be worth less (obvious xD)
 
Level 7
Joined
Mar 16, 2008
Messages
348
Leave it has it his, so if you want to decrease your opponents gain on selling item you just damage it!Anyways the item can't die so its not a problem for it to disapear!
 
Last edited:
Level 10
Joined
May 31, 2007
Messages
645
Well, I know that but still we need this function in case people want to destroy somethgin cause crappy team and dont wanna give it so...
Anyway, Luthion you are good, you said if it loses HP it is worth less, funny but realistic. We stay on that. And make the system as Velm suggested using classifications, except from misc.
Use purchasable for level 5, permanent for level 10 and artifact for level 15 all other are available at any level ok?
 
Status
Not open for further replies.
Top