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Cokemonkey11
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  • nah we only talked about a post i made on the forums about sounding and searching for people interested, send me a PM with a pastebin whenever u can
    Hey cokemonkey ;) hows going ^^ after you posted the review i confess that i was a bit harsh on the reply about the motivation, so im sorry, im going to remaster all three maps a little bit to make them more interesting on Triggers. adding mroe features and update some models. Your review was very useful, so don't think that i thought your review was provocative, you did a hell of a good observation. Keep it up ;)

    PS: do you colaborate on voice acting?

    Cheers!
    cokemonkey11.

    I can understand that discussing with DSG can sometimes be frustrating, but I have
    gone over your conversation in this thread and do find that you have something of a too
    aggressive attitude for my liking, there is no necessity in spitting fire at dry grass.

    Just stay neutral with your arguments and don't attack a person personally, that's all.
    you can see it on my photo albums C3: Sneak of Zul'Sarthar, the terrain WIP ^^ my actual terrian is 90% done, then i will move for voice and trigger progress
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    Can you not use the (unit, string) method for now?
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    What method?
    Just add the event firing thingy ;) I can't use it without event firing. I think static variables are okay
    OMG. Your VM got some bombardments!!

    Btw, are you going to add this:

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    Anywayz, I hope this can fires event called EVENT_UNIT_BLOCK_DAMAGE which is fired at delay function, has event responses such as GetBlockingUnit() , GetBlockedUnit() , GetBlockedDamageAmount() , etc. So that I can use this in my illusion snippet. This can shorten my code a lot
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    ???
    Well, I admit I wasn't a fan of your hero. If I considered it in the context of a hero designed for melee gameplay, that could change. I just check WC3 spells for fancy eyecandy these days :D

    Anyway, some random thoughts I had about your hero:
    - Arcane Arrow seems to remain permanently, even though it says it lasts 7 seconds? This is when I do nothing.
    - Forestwalk is a neat concept.
    - Holy Sigil is a nice touch as well.
    - Sigil of Dexterity just felt weird, visually.

    Don't take it too seriously, I'm just picky.
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    It still isn't reasonable because the movement speed boost doesn't aid in your hero's intended design "surround and kill heroes" - running faster isn't enough to surround in this game.
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    One hero cannot surround. The self movement speed boost is to finish the Hero off with Power Strike because, unlike storm bolt, it is not ranged.

    The reason it reduces armour is because I wanted people to weigh up whether to use it at the start and reduce his armour making the surround kill faster or use it to finish him off. When you think about it, the stun in storm bolt is not useful when it finishes off a hero because then it's used for the pure damage.


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    If you intend to call your hero a "hero killer" by giving him two offensive abilities, that would be a red flag that those abilities might be problematic.
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    I'm still having trouble understanding your points here.


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    Not really
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    How very factual.


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    Marginally higher, unless you became a master programmer overnight. Interesting designs are possible without complicated scripting (!) I just gave you examples of what *I* personally might do.
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    Here is the problem, you keep contradicting yourself. What you want is a highly complicated hero who flawlessly performs his blatantly obvious role. Which is a very bad example of Hero design.


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    The design might be reasonable and balanced in wc3
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    This is what we were to make. A balanced and reasonable fifth addition to one of the four races. Not something that an expert programmer could take 3 weeks of a month to turn into a master hero with your weird delusion of perfection.
    I'm not getting worked up about it, I'm just trying to find the reasoning behind your comments.

    Right, for starters I get the feeling you don't understand the meta-game of Warcraft. Warcraft is an RTS which means that your heroes abilities and choices can change the game drastically. For example, Movespeed boosts are very powerful; when I can spend 75 gold to get a movespeed boost from my shop I could also just use my hero's ability and save that 75 gold.


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    (2) trying to balance two sources of damage around providing the means to kill a hero is a major red flag.
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    I don't understand this.

    I can see how you're changes what improve him in a certain way, but that way would be OP. This isn't DOTA, your suggestions would be highly unstable in the actual game and subject to some serious abuse.


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    I am not a master of hero design and I don't even claim to be good at design.
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    I don't have time to teach you hero design from scratch, sorry.
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    ^^


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    After writing all of this I encourage you to take a step back. I am criticizing your implementation quality about a thousand times more than your design quality. Your design is subpar, but you received rank 9/12 for many other reasons.
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    This is the problem, you keep slating the implementation quality, by saying he has no synergy. Your only problem with the implementation is that he is not mega-efficient at it and he is meant to be the way, if I took your changes into account how would you rate him? That answer would probably help.

    Also, how is his design subpar? What is wrong with the design itself?
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    However, the design of Warcraft III tends to emphasize racial themes over diversity: each race has a radically different distribution of hero types, regeneration mechanics, macro, and unit composition. Tier systems and unit roles are consistent enough across races, but there are still outliers—Spell Breakers and Faerie Dragons do not have identical roles in gameplay, nor do Banshees and Sorceresses have very much in common at all, outside of the "secondary caster" descriptor. The Undead and Night Elves have answers to Tauren and Knight units, but not equivalents. The Undead have exactly one siege unit, while each other race has two. Need I go on?
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    I don't really see your point. Sure, the races aren't identical, and of course there are intentionally gaps left unfilled in each race's design options. This creates stress in matchups, which I don't claim to know is a good or bad thing.
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    You do claim to know, though, because you have stated a belief that the game is improved by adding a very different hero role to an existing race, instead of merely providing an alternate to existing ones. I actually deliberately avoided the concept of an "assassin" hero for the Humans because, even if such a thing can be balanced, I would not be up to the task.


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    Many of these things are intentionally reinforced, and yet Warcraft IV will almost certainly not have any of these mechanics - take a look at world of warcraft, for instance, where many themes from warcraft lore had to be toned down in a game that's largely PvE. Starcraft 2 is an even bigger indicator.
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    I did not set out to remake Warcraft III in my image; I set out to add a single hero to its existing design, in a way that would not disrupt the design choices made by the developers. Consider the design of the original StarCraft, with abilities like Dark Swarm and Stasis Field. The first StarCraft game had several powerful area-effect abilities that were used and abused in high-level play and required almost inhuman micromanagement and fast calculation speeds (including trivia knowledge, i.e. Swarm's radius doesn't actually match its art) to use effectively (not Calculus, though; I'm a mathematician and I know what Calculus is). Warcraft III has fewer of these, and a slower overall pace, but it is still not entirely free of these things.

    I hope that is a sufficient explanation for you to see my point; I do not require you to agree with it.


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    I'm not really sure what you're trying to say here. Jass natives are the common.j functions that are used to interface with wc3 native code (object editor doesn't provide natives)

    I also don't know what you're implying about a list of nevers.
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    A trigger response to EVENT_UNIT_ATTACKED can be abused by players because it applies when a unit begins its attack, not when the attack "resolves" (i.e. before damage or a "miss" is calculated and guaranteed, whether or not a missile animation delays the action). This is not a reason to never use EVENT_UNIT_ATTACKED; it is a reason to use it carefully and, perhaps, sparingly.

    For the record, I would rank myself 9th, too, on the basis of Energize alone; that thing is bad. :)
    Hello,

    Perhaps you are interested to participate in Zephyr Contest #12?
    (It's the theme polling thread, link to the contest is available there)
    Your not answering my question, you just keep repeating yourself with no justification. The Mountain King and my hero whilst similar in role go about it differently. I want you to explain to me how his abilities have no synergy, tell me exactly how they don't work together.


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    I don't have time to teach you hero design from scratch, sorry.
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    Quit with the condescension like your some kind of master of hero design, I understand hero design. I'm maybe not a expert but a statement like that from you is not welcome and makes you look highly pretentious.


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    You don't seem to understand. I'm not an official judge and therefore don't have to follow the official grading rubric. I consider my perception of the contest a higher level than the official rules themselves.
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    Actually I'm pretty sure you still need to stick with how the judges are judging the competition, your not some higher authority from them or this contest.
    I know, but to be honest I just ignored it.

    Ok, I want you to tell me what the hero's actual flaws are, describe to me how he does not work using examples and that ties into his abilities.

    As for the triggers, I leaked one group and they don't need to be able to be uploaded to the spell section. All the requirement said was two abilities had to be "trigger-enhanced".
    Hey, just want to apologize. After our discussions <span style="font-size: 9px">(still working on a response, BTW; just a few things getting in the way so it's on the 'backburner')</span> I had a hard(er) time seeing you... well, with a sense of humor. : )

    So I perceived this comment:

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    #priorities
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    as serious, and responded a bit... rashly.

    Someone pointed out you were probably being 'tongue-in-cheek', so I've edited my comment. Sorry.
    Seems pretty clear that Void is trying rather lazily to troll, rather than actually participate in a contest. He gets no respect.
    Hey, something I forgot to say in my PM-reply to your entry-upload; "Thank you, but please make sure to edit your Pastebin with a copy of your entry labelled "THW.HC7.<Username>.w3x". (It was a Rule that was discussed & changed later on, probably without you noticing. No big deal).
    Hi Coke:

    I know I've been away from keyboard in terms of WC3 modding, but I just want to let you know I haven't forgotten all your suggestion about JNGP2 information layout. Unfortunately responsabilites and real life have been hard and I do my best to improve as much as possible this JNGP mod in my very short time. I hope to have something in the near future.

    Hugs!!! and thanks again for your support.
    We have sort of a wiki already for SC2. Not hosted by me though.

    Well, simply hosting a wikimedia would mean that it everyone needs two accounts. There does exist bridging software but its usually a bit dirty. There also is a native XenForo wiki system.
    Well. A wiki would be cool, but its a bit complicated. We would need to integrate the site with a wiki system. I would like to wait with stuff like that for Hive 2 at least.
    hey, don't worry, it's not SDD's bug actually ;)

    EDIT:
    I'm not sure yet actually, because the bug is also happen when I applied another DDS, so probably the problem is on my system, yet I still can't discover my mistake D:
    I think your SDD glitched with illusion units. Check this out.
    Seems like private static method onDamage takes nothing returns boolean is executed for twice if the damage target is an illusion. Or maybe I did something wrong there? Please, help me.

    Thanks.
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