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Battleground

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This map is mostly practice. One of the main things I've been working on is terraining. I have a much larger project in mind. This idea popped into my head a few days ago, and I've been working on it since. There's no way to win, yet. It's a basic battle between two teams of warriors. You get powerups which enhance your abilities. Every level, your attack speed and movement speed increase slightly. At level 5(max) you get an additional hitpoint, you start with five and do 1 damage.

Enjoy, and please give constructive critisism. :)

Keywords:
Warrior, Warriors, Battle, ground, battleground, powerups
Contents

Battleground (Map)

Reviews
10:06, 31st May 2009 by bounty hunter2: See Septimuses post, Rejected. Use our Map Development forum for further development of your map, this is nowhere near approval.

Moderator

M

Moderator

10:06, 31st May 2009 by bounty hunter2:
See Septimuses post, Rejected.

Use our Map Development forum for further development of your map, this is nowhere near approval.
 
Level 31
Joined
May 3, 2008
Messages
3,155
There's no way to win, yet.

Hero Arena map require a proper victory/defeat condition.

This map is mostly practice.

Map section are for complete work, if you want feedback please use the forums. Forums are not for decoration.

I have a much larger project in mind.

Read more tutorial about map making, here is a few link to a tutorial that would help you.

http://www.hiveworkshop.com/forums/...what-to-do-and-what-should-be-avoided-119252/
http://www.hiveworkshop.com/forums/...he-importance-of-efficiency-in-coding-120105/
http://www.hiveworkshop.com/forums/...s-278/the-importance-of-a-description-127031/
http://www.hiveworkshop.com/forums/tutorial-submission-283/polishing-a-map-wip-114031/
http://www.hiveworkshop.com/forums/...complete-list-of-things-that-leak-wip-126761/

1) Description - Description at this site isn't organize, it could have been done a lot better instead of writing 1 single paragraph of it.

The same goes to the map, it should have information of how the game to be play as well.

I see a crediting for warrior model, what about the rest of the item model? You need to credit everybody and not just some of them.

2) Terrain - Terrain was certainly lacking, there is hardly any destructible/doodad usage and tile variation been used. The terrain was way too smooth as well, try add more height varient to it and more destructible/doodad type to it such as shrub and flowers.

The only destructible/doodad I seen in this map was tree and rocks.

3) Scripting/Triggering - For this part, you really did a bad job. The trigger was ineffective and full of memory leak.

I would just mention 1 of the trigger that contain leak.

  • Untitled Trigger 001
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Item - Create Speed Powerup at (Random point in (Playable map area))
      • Item - Create Healing Powerup at (Random point in (Playable map area))
At this point, you create 2 location leak at every 5 seconds. This would resulted into the game lagging during the mid/late game.

It was suppose to set this way.

  • Untitled Trigger 001
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Set Point = (Random point in (Playable map area))
      • Item - Create Speed Powerup at Point
      • Custom script: call RemoveLocation(udg_Point)
      • Set Point = (Random point in (Playable map area))
      • Item - Create Healing Powerup at Point
      • Custom script: call RemoveLocation(udg_Point)
Surely you can set it this way, but it would make both item spawn at the same place together.

  • Untitled Trigger 001
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Set Point = (Random point in (Playable map area))
      • Item - Create Speed Powerup at Point
      • Item - Create Healing Powerup at Point
      • Custom script: call RemoveLocation(udg_Point)
4) Balance - For such a simple map, it was rather easy to balance it and yet there is a sign of inbalance being show.

The summon unit have a extremely short expiration timer, making it nearly impossible to reach his enemy in time in order to attack it.

To top up with, with 1 hp for the summoned unit. The summoned unit would be killed long before it could even deal 1 damage to his foes.

Replayability - The replayability was very low and it was almost none, it does not contain any multiboard to indicate the kill amount, limited amount of item to boost the heroes, no ability and the uninteresting terrain would make user completely feel dull about it.

This map lack of proper polishing and does not contain proper crediting for some material. Thus it was 1/5 (Unacceptable).

Note : Replayability is not the reason why I rate it 1/5.
 
Level 3
Joined
May 3, 2008
Messages
30
Hero Arena map require a proper victory/defeat condition.



Map section are for complete work, if you want feedback please use the forums. Forums are not for decoration.



Read more tutorial about map making, here is a few link to a tutorial that would help you.

http://www.hiveworkshop.com/forums/...what-to-do-and-what-should-be-avoided-119252/
http://www.hiveworkshop.com/forums/...he-importance-of-efficiency-in-coding-120105/
http://www.hiveworkshop.com/forums/...s-278/the-importance-of-a-description-127031/
http://www.hiveworkshop.com/forums/tutorial-submission-283/polishing-a-map-wip-114031/
http://www.hiveworkshop.com/forums/...complete-list-of-things-that-leak-wip-126761/

1) Description - Description at this site isn't organize, it could have been done a lot better instead of writing 1 single paragraph of it.

The same goes to the map, it should have information of how the game to be play as well.

I see a crediting for warrior model, what about the rest of the item model? You need to credit everybody and not just some of them.

2) Terrain - Terrain was certainly lacking, there is hardly any destructible/doodad usage and tile variation been used. The terrain was way too smooth as well, try add more height varient to it and more destructible/doodad type to it such as shrub and flowers.

The only destructible/doodad I seen in this map was tree and rocks.

3) Scripting/Triggering - For this part, you really did a bad job. The trigger was ineffective and full of memory leak.

I would just mention 1 of the trigger that contain leak.

  • Untitled Trigger 001
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Item - Create Speed Powerup at (Random point in (Playable map area))
      • Item - Create Healing Powerup at (Random point in (Playable map area))
At this point, you create 2 location leak at every 5 seconds. This would resulted into the game lagging during the mid/late game.

It was suppose to set this way.

  • Untitled Trigger 001
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Set Point = (Random point in (Playable map area))
      • Item - Create Speed Powerup at Point
      • Custom script: call RemoveLocation(udg_Point)
      • Set Point = (Random point in (Playable map area))
      • Item - Create Healing Powerup at Point
      • Custom script: call RemoveLocation(udg_Point)
Surely you can set it this way, but it would make both item spawn at the same place together.

  • Untitled Trigger 001
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Set Point = (Random point in (Playable map area))
      • Item - Create Speed Powerup at Point
      • Item - Create Healing Powerup at Point
      • Custom script: call RemoveLocation(udg_Point)
4) Balance - For such a simple map, it was rather easy to balance it and yet there is a sign of inbalance being show.

The summon unit have a extremely short expiration timer, making it nearly impossible to reach his enemy in time in order to attack it.

To top up with, with 1 hp for the summoned unit. The summoned unit would be killed long before it could even deal 1 damage to his foes.

Replayability - The replayability was very low and it was almost none, it does not contain any multiboard to indicate the kill amount, limited amount of item to boost the heroes, no ability and the uninteresting terrain would make user completely feel dull about it.

This map lack of proper polishing and does not contain proper crediting for some material. Thus it was 1/5 (Unacceptable).

Note : Replayability is not the reason why I rate it 1/5.

Wow. Thank you so much for such a helpful comment, I'll be sure to use your advice. I'll be sure to use the forums next time, too.

There's one thing, though. I did credit everyone. Horn made the warrior, and Matarael made the items. Maybe you just needed to scroll down in the quest menu.
 
Level 31
Joined
May 3, 2008
Messages
3,155
Wow. Thank you so much for such a helpful comment, I'll be sure to use your advice. I'll be sure to use the forums next time, too.

You're welcome. Rest assured that my rating was based on the quality/flaws of the work and not my own taste, so your resources would definitely improve if you just follow it.

And if you fix this map, do not re-upload it. Use the update button at upper right of the map thread.

There's one thing, though. I did credit everyone. Horn made the warrior, and Matarael made the items. Maybe you just needed to scroll down in the quest menu.

Did't notice it cause I scroll it too fast.
 
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