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Swarm

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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What is this?
A hero defense / survival map where creautres love to show their crazy abilities..
What is different in this map?
Survivors are unique in their roles (abilities, weapons) as well as advanced creatures do more than just some simple melee attacks. Ammo is also limited; so you don’t just wait behind a barricade, shooting, until you or your enemies die. Gameplay is believed to be more dynamic than that.
What can enemies do?
While classic zombies do nothing other than basic mele attacks; Ghouls can paralyze, Forgotten Ones can walk, climb over walls and obstacles; bats can fly (as usual), Stalkers can charge to survivors; Glowing Ones can blast survivors, knocking them away; Abominations can cause diseases, Fiends can ensnare Survivors, rendering them unable to move; and mighty Dreadlords can bind and drag survivors to themselves.
What can YOU do?
You can pick one of the 4 unique heroes, work cooperatively with your team mates, live or die together. Engineer can craft items for example. He can build turrets, some wise traps that will confuse the enemy; or create ammo from raw materiels. Heavy Impact Specialist can Artilery Strike at long range as well as being able to Slam ground; dealing with enemies by knocking them back. While Marine can improve his battle capabilities to extraordinary levels, controlling X22-K Prototype will be a totally different experience. (Duh, sounds like some lame product advertisement)
Inspirations
Afterlife (Ammunition and Reload System Idea)
Resident Evil Tribute (City Geometry)
Fallout Universe (Concept, names etc..)
Credits
- Marine, minigun, assault rifle and their effect models are by Talon the Mage,
- External weapon sounds are taken (and modified) from www.fpsbanana.com database but I haven't been able to keep track of exact owners of the sound files, regretfully..
- Loading screen image is downloaded from: twistedmatrix.com/users/glyph/povray/images.html
- Wood, Iron and Steel models by Ergius,
- Cotton (bag) model by !!GORO!!,
- Iron and Steel icons are downloaded from: www.wc3sear.ch
- Ammo Box model by Thrikodius,
- Sensor Module and Assault Rifle icons by Zombie,
- Medkit icon by JonNny,
- Water Flask model, Engineer and HW Guy icons by General Frank,
- Marine icon by Ampharos_222,
- Turret model and icon by olofmoleman,
- Heavy Turret model by Kofi_Banan,
- Battery, Engine, Psycho, Enginnering and Electron Rifle icons by The_Silent,
- Stimpak icons by Hybred,
- Play and Pause icons by Mobilize,
- Prototype model and icon by GhostThruster,
- Minigun icon by ikillforeyou,
- 7.62mm icon by Thorneon,
- Scope icon by AlienArsonist,
- Explosion and Rad Explosion effects by WILL THE ALMIGHTY,
- Barracks and Refinery models by Mechanical Man,
- Steel Factory model by shamanyouranus,
- Power Generator, Iron Mine and Garrison models by Mr.Bob,
- Thanks to Pharaoh_ for being a lifesaver =)
- Thanks to AyeKantSpel for name suggestion of "High Impact Specialist" and helping me create new ideas =)


Changelog:
- Fixed some location leaks (thanks to Mumbis),
- Removed some unused data from map (reduced file size by 200kbs),
- Modified Cloak; it is now a target ability with modified stats,
- Fixed the issue with Med-X speed bonus duration,
- Changed hp of barricade and the production interval.
(This also gives a balance to barricade repairing)

Known Bugs:
- Random buff icons with "Tooltip missing" text appear on units.
(This normally happen when there are empty buff strings in the map. Don't know why it occurs in this case..)
- Basic Crafting and Sprint has the same Order ID (berserk) which causes conflict between them.
- Sometimes at the end (Level 75) some of the creeps get stuck and game doesn't end properly. Developer commands can be used at the point if such sitiation arises. Or players can explore the surrounding area and kill remaninig creeps.


Keywords:
Swarm, Zombie, Survival, Infected, Coop, Marine, Defense, Hero
Contents

Swarm (Map)

Reviews
12:31, 8th Sep 2011 Vengeancekael: Status: Rejected Not a lot of terrain tile variation, add some undead titles and grass, etc. A lot of memory leaks: Leaks tutorial The terrain is also too plain, add more heights. Private message me once...
Level 9
Joined
Jul 23, 2008
Messages
261
I think you should set up a credit list here aswell..
Also, your triggers leak! :)
DW, i'll tell you how to fix it in a second...

EDIT:
Didn't leak as much as I thought, still, you've missed some parts ;O
example:

  • Civilian Movement Real
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set Civilians_Outside = (Units owned by Player 5 (Yellow) matching (((Unit-type of (Matching unit)) Equal to Civilian) or (((Unit-type of (Matching unit)) Equal to Civilian) or ((Unit-type of (Matching unit)) Equal to Female Civilian))))
      • Unit - Order Civilian 0052 <gen> to Move To (Center of BUILDING Barracks <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Female Civilian 0051 <gen> to Move To (Center of BUILDING Garrison <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Female Civilian 0054 <gen> to Move To (Center of BUILDING Refinery <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Civilian 0053 <gen> to Move To (Center of BUILDING Iron Mine <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Civilian 0055 <gen> to Move To (Center of BUILDING Power Generator <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Female Civilian 0049 <gen> to Move To (Center of BUILDING Power Generator <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Female Civilian 0050 <gen> to Move To (Center of BUILDING Steel Factory <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Civilian 0048 <gen> to Move To (Center of BUILDING Barracks <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Civilian 0047 <gen> to Move To (Center of BUILDING Garrison <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in Civilians_Outside) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Do nothing
      • Custom script: call DestroyGroup (udg_Civilians_Outside)

As you may see, this trigger leaks everytime it's turned on!
Need to clear the points here aswell :eek:

Anyway, I see you know how to fix it, so no need for me to post a fix.
Seems pretty tight otherwise. I'll take a look at your "known Issues" :)

EDIT:
All I can see is that some abilities has a buff called "No Buff"? But this must be on intention right?
 
Level 8
Joined
Mar 26, 2009
Messages
301
I think you should set up a credit list here aswell..
Also, your triggers leak! :)
DW, i'll tell you how to fix it in a second...

EDIT:
Didn't leak as much as I thought, still, you've missed some parts ;O
example:

  • Civilian Movement Real
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set Civilians_Outside = (Units owned by Player 5 (Yellow) matching (((Unit-type of (Matching unit)) Equal to Civilian) or (((Unit-type of (Matching unit)) Equal to Civilian) or ((Unit-type of (Matching unit)) Equal to Female Civilian))))
      • Unit - Order Civilian 0052 <gen> to Move To (Center of BUILDING Barracks <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Female Civilian 0051 <gen> to Move To (Center of BUILDING Garrison <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Female Civilian 0054 <gen> to Move To (Center of BUILDING Refinery <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Civilian 0053 <gen> to Move To (Center of BUILDING Iron Mine <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Civilian 0055 <gen> to Move To (Center of BUILDING Power Generator <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Female Civilian 0049 <gen> to Move To (Center of BUILDING Power Generator <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Female Civilian 0050 <gen> to Move To (Center of BUILDING Steel Factory <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Civilian 0048 <gen> to Move To (Center of BUILDING Barracks <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Order Civilian 0047 <gen> to Move To (Center of BUILDING Garrison <gen>)
      • Unit - Turn collision for (Last created unit) Off
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in Civilians_Outside) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Do nothing
      • Custom script: call DestroyGroup (udg_Civilians_Outside)

As you may see, this trigger leaks everytime it's turned on!
Need to clear the points here aswell :eek:

Anyway, I see you know how to fix it, so no need for me to post a fix.
Seems pretty tight otherwise. I'll take a look at your "known Issues" :)

EDIT:
All I can see is that some abilities has a buff called "No Buff"? But this must be on intention right?
Wow, that was quick response! =) Thank you. No Buff is to prevent "tooltip missing" error, although it is being one the major problems in the map is an ironic one =) I'll fix those location leaks, must've forgotten them =)
 
Level 9
Joined
Jul 23, 2008
Messages
261
@akrep_ve_su
Yeah, I got nothing to do, so i'm rollin thru all pendin maps :D
Also, I think the problem is your "No Buff" buff.
Since if a buff is blank with text/icons, it will display anyway, displaying "tooltip missing" and if there's no icon, it will show a green one :p
So change them and make em fit somehow and you "Buff" problem is gone! :)
 
Level 10
Joined
May 20, 2008
Messages
433
Forgot to mention in my other post that you should add item stacking (for most items, I don't think ammo stacking is necessary).
Could be like:
  • Event
    • Unit - Unit Acquires item
  • Conditions
    • [Item type of [Item being manipulated]] is equal to X
    • Or (any of the conditions)
      • Loop- Actions
        • [Hero manipulating item] has item-type X in slot 1
        • *Repeat above as much as necessary*
  • Actions
    • Item - Set charges of X to [[item being manipulated] + charge of X]
    • Item - Remove [item being manipulated]
That's off my head, but the simple way of doing it is this (for as long as I've used it). There are more complicated ways of doing it (the link provided allows you to pick up stack-able items even if you have a full inventory).
Just a suggestion, as its really annoying to do if you want to build a barricade and you only have 2 available slots.

Other than that, I have nothing else to report (yet).
 
Level 9
Joined
Jul 23, 2008
Messages
261
Yeah, an item combination thing is always usefull :p

EDIT:
OH, btw forgot,
akrep_ve_su, you should also remove every action called "Do Nothing".
Seen moderators partly complain on having those sometimes, since the action is useless and just uses some extra space...

/Mumbis
 
Level 8
Joined
Mar 26, 2009
Messages
301
I know; but I can't remove them from those if/then/else without the multiple actions thing. Btw I won't be implementing item stack as I told Landmine that I would. Everytime I open the map, another bug occur (even at things that I don't tinker with) Last time, imported sound files didn't play; game played the original files instead for some of the sounds. This time i opened the editor for adding an item stack trigger, now "Auto-Reload" ability crashes the game. The tooltip missing bug occured the same way -probably-; as tons of other stuff did. Seriously, I am done editing. This is probably the all the map will ever be.
 
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