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[Test Battle] - Humans vs. Murlocs
Ether

[Test Battle] - Humans vs. Murlocs

MECHANICS PLAN:
Control humans to attack a murloc base. After the quest, goes on another quest that shifts your control with the murlocs, to defend the base from attacking humans.

It's under development. Apologies for the 'attack-ground' icon for the 'skill-less' hero. :)
I'm re-testing damages, attack speeds/rates, walk animations and run animations, and specially, battle tests.
 
@kellym0
;) you might want to share some idea how would I make that siege tower work well. It's supposed to be loading units and unloading them over the top of cliff (unraised one) or wall top. For now, it only loads units like ship.
 
I never tried messing with siege towers too much, the closest thing I ever saw to one ''working well'' as you say was a test map from long ago, with walls that where not cliffs at all but instead raised terrain with pathing blockers on the ground and top levels, which grid wise are next to each other, and when a tower reached a circle of power, next to the 4 pathing blockers, a trigger fired and killed the 2 middle pathing blockers on ground level, and the 2 corresponding ones on the high level, and then killed the tower as well and replaced it with a dummy flying unit with no collision and no ability to move facing the original towers direction and sharing its scale and model, and that combined with the 4 (Temporarily dead) pathing blockers top and bottom levels, and the non cliff raised terrain walls, created the 'illusion' of wall scaling, because the moment units perform the walk uphill upon the very sharp wall, the glitchyest part of the wall scaling, they are still kind of inside the model of the siege tower. this was a lotr map I think, or the concept system of one, Don't remember who made it. I never ended up perfecting or using it, but I did think it was pretty neat at the time. especially the part that brought the pathing blockers back to life when the tower was killed (more triggers) I actually wanted it for this reason alone, specifically for my lava bridges, so that pathing blockers would die when the bridge was ready and come back to life when the bridge was down in the magma, but I never perfected it.

another fix could be to just increase the unload range, from something like its standard 250 to something more like 650, then it can reach anywhere with vision, such as up a cliff. siege towers are a mess though, I'd advise going the age of mythology route, and have ''battle towers'' instead of ''wall-breaching-siege-towers'' with ''load-ability'' for unit conservation more then ''attacking walls'' and have the towers 3 or 4 different phoenix fires just occasionally shoot arrows out the top like the original battle ships.
 
@kellym0
Wow that was a tough technic and explanation to do so. It would really require a lot of trigger work in which I might have small time at this moment. I might be doing the unload range way you said which sounds really cool to do and I will transform the siege tower as just like storage for units that store up to 8 population, with increased unload/load range, increasing armor whenever a unit is loaded but decreases speed, and has tough light armor.

Thanks for your brilliant idea, I'll try that range increase for loading. Anyways, I would spare the 'open' drawbridge of the siege tower animation for cinematic uses only. hehe. Just want you to know that human race test battle works smoothly and there are few more units that are complex (like siege towers, packable trebuchets, catapult that I try to make a model with burning coal missile, and others), then it will be complete. :)
 

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