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Brambleclaw
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  • Hey, thanks for the kind words, but I'm afraid the source(s) of the problem are still at large.
    Yeah, it's very bad
    I hope I can complete your model request
    But, my computer get broke
    I'll try to fix it
    And sorry for the late reply
    Just had a thought of hiring a terrainer, since I just do trigger and Object Data. Never mind now, you will see everything when I upload my map, hopefully soon.
    well when you want and its best for you you can start terraining it hoping to get beta out this week you dont need to start for a while because demon defence will be buggy proberbly
    Reputation (+2):
    (Post) (+2)lol,we grow together my friend,i met you since we were both less than 10 rep-peoplez,anyway congrats on the blue gem
    Thanks bro, you really helped me a lot with the terraining workshop...
    :)
    I'll help you asap when i'm outta this hospital..
    :)
    Hope the doctor's suspect is false, or i'll never can do any wc3 related things anymore...
    T.T
    I haven't earned my reputation (Not gem one) if I haven't did every single thing I promised. You should also be aware that I am not going to make something crappy, just to fulfill my word. I am going for the winning entry.

    I just needed to say this, sorry if I sounded unfriendly.
    yea, sort of running out of steam for working on the campaign contest. I think I still want to continue with the Final stage map, but make it more were you just control a single unit, and were it's a non-campaign map.

    I'm not to sure about joining another contest. You can use any of the maps I gave you for whatever though ;)

    Oh, Mechanical Man asked me to test a campaign for him that actually seems kind of cool. One of the features in it is that you control groups of 6 units at once for the non-hero units. You should totally volunteer to test the campaign out for him. Because that control-multiple units with one unit thing was really nifty. Also, you seem more interested in the RTS aspect, and that's what said campaign was more heavily based in.
    Oh, chaos damage. I'd personally go for a more alignment-neutral name for something like that so it can be logically applied to a wider range of units. Or just still call it chaos. It's basically "normal" damage though, as it is completely unaffected by armor types, which sort of defeats the purpose of having damage and armor types a little bit.

    That said, for a damage type like that perhaps we could make it more like True Damage from League of Legends, were it if completely unaffected by armor and always does the amount of damage it is described as doing. Would give it a unique spin and make it more strategy-freindly. Massive armor penetration units, yeah.
    I don't really like the idea of having shadow/demonic/evil as it's own damage type though. There is almost nothing it can be good against, considering just about every unit seems either neutral to an alignment system or evil. Also, evil damage is more or less a spin off of other magic types: ie green fire, purple magic, red lightning, bloody splats, disease. Maybe you could use Fire in more of a pivitol roll in the units, as it seems to be a more neutral element. Organic fits the bill for something that is either beneficial to undead or doesn't effect them evil damage type wise, I'd use cold damage for shadows with a sort of chill from the void/space reasoning for doing so. For energy using the finger of death red lightning works.
    Well, the whole idea behind the attack types was to make them universally applicable in such a way that they would logically effect a wide range of units with more dynamic weaknesses/resistances, and yes they are more magical and weapon based. Fortunately weapons play the biggest roll in defining a character class though.
    For a point of reference SC1 had the armor types small, medium, and large. The attack types were concosive (100% vs. small, 50% vs. medium, 25% vs. large), normal (100% vs. everything) and explosive (50% vs. small, 75% vs. medium, 100% vs. large). Basically, infantry was small and vehicles and starships were large. the vulture, firebat, and ghost were the only units that did concussive damage, most missiles and explosives did explosive damage. Of course, with listing the weaknesses and resistances unit-by-unit the system is more similar to SC2, but I'm just saying. The same dynamic could probably be accomplished with using sharp and energy damage.
    For listing the strengths/resistances of Undead, I've generally gone with Weak vs. Fire & Energy, strong vs. Cold, Immune vs. Organic.

    I'd imagine the Mt. Giant would be something like weak vs. blunt, strong vs. fire cold sharp, immune vs. energy, organic. Status: immune.

    For lightly armored units I generally have them weak vs. sharp, for heavily armored units strong vs. sharp and weak vs. blunt. I have ghosts completely immune to sharp, blunt, and organic. Basically all elementals and undead are immune vs. organic.
    Sharp = slashing and piercing. Anything sharp.
    Blunt = bludgeoning, force, pressure
    Energy = electricity, holy, magic, arcane
    Fire = fire, acid
    Cold = ice, shadow, anything really cold
    Organic = bleeding, poison, disease, suffocation, radiation, parasites, anything else undead and elementals are immune to.
    Weeelll, the 6 damage types I've been using are Sharp, Blunt, Energy, Fire, Cold, and Organic.

    Sharp is more or less "normal", as practically every weapon is sharp. As for the armor types, you just get to list the strengths/weaknesses of individual units in the caster-upgrade-art tooltip, so you get:

    Weak (200% DMG)
    Resist (50% DMG)
    Immune (0% DMG)
    Absorb (-50% DMG)
    Status (full duration, half duration, immune)

    Not listing a damage type in any of the caagories would indicate a creature takes normal (100% DMG) from the attack.
    status is not an attack type but the duration negative effects have. Generally, standard units is full, tough critters with roughly the same stats as the hero take half, and bosses are immune.

    I think Elite can be accomplished by just granting the unit in question more HP and higher damage, also heroes are essentially an Elite unit.
    I like a resource for army management. I'm thinking we should turn lumber into that resource XD (but name it something different). Like glory. Or honor. Or Credits. Or Gil. Or Ruppies. Or something else XD

    As for the knights vs. archers, I didn't see many mounted units so far. I know what your getting at there though, but with flat armor effects giving decent armor scores to the knights and other melee units without giving them to the archers will effectively do the same thing. Perhaps the archers could gain an ability that makes them more effective at dodging hostile projectiles as well. I think Starcraft 1 is incredibly successful with unit rolls as well, and said game only used 3 attack types and 3 armor types (mostly just 2 came into play). If we can get a custom damage system implemented we will essentially have unlimited armor types to.
    For the army I think we should do something were we liberate different areas and get access to different units as a reward. I'm thinking of doing sort of mini-areas for something like that (maybe having them all on the same map). Could have the areas be racially themed to (dwarven area, elven area, etc.). Was thinking the hero could have a pet mercenary more like Diablo, were you could use it for solo missions. Perhaps we could build up to have more RTS play as the army grows in size to. Like start a mission were you solo the evil guards and lord in the area's great hall/town hall and then move your forces in to invade the larger occupying force. idk. RTS stuff seems to be your main interest in this, so I'll leave most of that up to you.

    Maybe with each unit unlocked you could pay for a cooler, more specialized unit but are only allotted the funds to unlock like half of them.
    For the damage and armor types, idk. I kind of want the interface to stay consistent throughout the campaign so it has some sense of being the same game. For the units themselves I think you should slim down the force you have (especially melee unit wise) so the units can have blatantly obvious, non-overlapping rolls. The roll for melee units is generally just "tank". That way I could CNP some of them into the maps I'm using without to much trouble ;)
    I think you could do the force with 3-4 of the damage types I'm using (displayed via caster upgrade art) for the force, especially considering the lack of air units and buildings.

    With the size restrictions I'm probably going to have to remove a bunch of imported resources, skins seem to be the biggest files on the maps I've been working on atm. So condensing the army that way helps to ;)
    Hmm, I was thinking of having the castle as the final map. Was thinking the progression would be something like:
    First map, you get to do some fun things with the army then get betrayed.
    Second map, you break free of some shoddy dungeon and gain a few allies (maybe we could use the dungeon from the town map I did, give some sleep and invisibility spells to sneak around and overthrow some oppressive guards and an appointed leader or something).
    Intermediate maps, you run around with the hero diablo style completing a few tasks to build up your force.
    Semi-final, you go all out RTS to defeat the bulk of the enemy army in a descivie battle
    Final, you enter the castle to lead the charge and take out the major baddies with side-objectives that help your allies clear areas for good and help them spawn in certain areas.
    Ah, all right. I just figured since you added the text along the lines of "these are your units, use them well" it seemed like they were intended to be used XD

    If the units are AI controlled it hardly matters what their abilities will be, though if they can be controlled at any point I'd recommend just giving them really obvious names and basic functions. (Also, you should change the unit's soundsets to something more fitting).

    Also, it would be cool if the undead army used a lot of the units I'm putting in the castle. The projectile art you added on the crypt fiends is pretty cool, but they seem very reminiscent of wc3 undead. Also, I'd recommend changing the Talon Druid model to something like the priest or sorceress.
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