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@MyPad , read the date definition again, and please explain which part exactly is confusing, but maybe we can work it out:
conclude on 30th December 2017 GMT (day is included)
-> I can still work on 30th december in GMT time, YEY!
-> When it gets 31th december in GMT time, I can't work anymore, NEY!
Not sure there will be again a same extension, maybe this time with a small % malus for ones who need an extra week. But we will announce this tomorrow, try to finish it! I guess one more day, so including 31 as final date would not help everyone anyways, or, for those who need more time?
Would love to include the 31th, Christmas is way too busy. Although I could easily use more time, mostly due to the a birthday on the 30th and the obvious for the 31th (as I find myself being the one to create a texture for the model as well, besides the icons - this contest does a great job at showing both the joys and frustration about teamwork, more so over a period where a lot of events make communication hard). Still don't really want to go overboard with extension given that we already had one, so though time is short, a very late night for the should make things a lot more possible.
Anyhow, time for some WIP's to prove that work is actually being done with this icon process - even if it perhaps spoils the surprise
Set BPaint_SpellId = (Load BPaint_KEY_SPELL_ID of BPaint_UnitId from PBomb_Hash)
Set BPaint_GoblinCount[BPaint_SpellId] = (BPaint_GoblinCount[BPaint_SpellId] - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BPaint_GoblinCount[BPaint_SpellId] Equal to 0
Then - Actions
-------- goblin was the last squad member; deallocate --------
-------- --------
-------- decreasing number of active puddles for this color --------
Custom script: set udg_SPaint_UnitId = GetHandleId(udg_BPaint_Caster[udg_BPaint_SpellId])
Hashtable - Save ((Load PBomb_KEY_ACTIVE_COLOR_COUNT[BPaint_CurrentColor[BPaint_SpellId]] of SPaint_UnitId from PBomb_Hash) - 1) as PBomb_KEY_ACTIVE_COLOR_COUNT[BPaint_CurrentColor[BPaint_SpellId]] of SPaint_UnitId in PBomb_Hash
-------- --------
Set BPaint_RecycledStack[BPaint_RecycledSize] = BPaint_SpellId
Set BPaint_RecycledSize = (BPaint_RecycledSize + 1)
Set BPaint_NodeNext[BPaint_NodePrev[BPaint_SpellId]] = BPaint_NodeNext[BPaint_SpellId]
Set BPaint_NodePrev[BPaint_NodeNext[BPaint_SpellId]] = BPaint_NodePrev[BPaint_SpellId]
-------- --------
Set BPaint_SpellCount = (BPaint_SpellCount - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BPaint_SpellCount Equal to 0
Then - Actions
Trigger - Turn off BPaint_TRIGGER_DEATH
Else - Actions
-------- do nothing --------
Else - Actions
-------- there are still other goblins alive in its squad; do nothing --------
-------- --------
-------- manually removing child keys because other child keys still might be in use --------
-------- dying unit is not a Paint Goblin; do nothing --------
BPaint Index
Events
Conditions
Actions
-------- BPaint Index --------
-------- this trigger will create a puddle on the dying goblin's location --------
-------- --------
-------- --------
Custom script: set udg_BPaint_PuddleUnit = GetRecycledDummyAnyAngle(GetUnitX(udg_BPaint_TempUnit), GetUnitY(udg_BPaint_TempUnit) ,0.00)
Animation - Change BPaint_PuddleUnit's size to (BPaint_SFX_PUDDLE_SIZE%, 100.00%, 100.00%) of its original size
Special Effect - Create a special effect attached to the BPaint_SFX_PUDDLE_AP of BPaint_PuddleUnit using BPaint_SFX_PUDDLE
-------- --------
Unit Group - Add BPaint_PuddleUnit to BPaint_PuddleGroup
Set BPaint_GroupCount = (BPaint_GroupCount + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BPaint_GroupCount Equal to 1
Then - Actions
Trigger - Turn on BPaint_TRIGGER_LOOP_POOL
Else - Actions
-------- do nothing --------
-------- --------
Custom script: set udg_BPaint_PuddleX = GetUnitX(udg_BPaint_PuddleUnit)
Custom script: set udg_BPaint_PuddleY = GetUnitY(udg_BPaint_PuddleUnit)
-------- --------
Custom script: set udg_BPaint_UnitId = GetHandleId(udg_BPaint_PuddleUnit)
Hashtable - Save Handle Of(Owner of BPaint_TempUnit) as BPaint_KEY_OWNER of BPaint_UnitId in PBomb_Hash
Hashtable - Save BPaint_AbilityLvl[BPaint_SpellId] as BPaint_KEY_ABILITY_LEVEL of BPaint_UnitId in PBomb_Hash
Hashtable - Save BPaint_PuddleX as BPaint_KEY_PUDDLE_X of BPaint_UnitId in PBomb_Hash
Hashtable - Save BPaint_PuddleY as BPaint_KEY_PUDDLE_Y of BPaint_UnitId in PBomb_Hash
Hashtable - Save (BPaint_PUDDLE_DURATION + (BPaint_PUDDLE_DURATION_PER_LVL x (Real(BPaint_AbilityLvl[BPaint_SpellId])))) as BPaint_KEY_PUDDLE_DURATION of BPaint_UnitId in PBomb_Hash
Hashtable - Save (BPaint_AOE + (BPaint_AOE_PER_LEVEL x (Real(BPaint_AbilityLvl[BPaint_SpellId])))) as BPaint_KEY_PUDDLE_RADIUS of BPaint_UnitId in PBomb_Hash
Hashtable - Save Handle Of(Last created special effect) as BPaint_KEY_PUDDLE_SFX of BPaint_UnitId in PBomb_Hash
BPaint Loop
Events
Conditions
Actions
-------- BPaint Loop --------
-------- this trigger will periodically check if a blue goblin is near the blue puddle --------
-------- if there is a blue paint goblin near the paint puddle, the puddle will disappear and apply the bonus to the goblin --------
-------- --------
-------- --------
Unit Group - Pick every unit in BPaint_PuddleGroup and do (Actions)
Loop - Actions
Set BPaint_PuddleUnit = (Picked unit)
Custom script: set udg_BPaint_UnitId = GetHandleId(udg_BPaint_PuddleUnit)
-------- --------
-------- checking if the puddle reached the end of its life span --------
Set BPaint_Counter = (Load BPaint_KEY_PUDDLE_DURATION of BPaint_UnitId from PBomb_Hash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BPaint_Counter Less than or equal to 0.00
Then - Actions
-------- puddle reached the end of its lifespan; deallocate --------
Special Effect - Destroy (Load BPaint_KEY_PUDDLE_SFX of BPaint_UnitId in PBomb_Hash)
An extra day would help me as well. I'll be all day away today and idk if when I return it will still be 30 or already 31 acording to the timezone for the contest.
The final entry must be posted before the deadline in this thread using a demo/test map. The post should be a little presentation of the hero, and must link to all submitted components of the hero (link to Model, Icons, Spell in the resource section).
The test map's name should be "<team> + <hero name>" and it must have decent testing conditions. Which means the user can test various aspects and behavior of the spell/code under certain conditions without too much of effort. For example cliffs/water/trees might be provided already in a spell demonstration, or chat commands might be given as well.
We decided to create Mr.Goblin because the idea of a tiny, rampaging Goblin with an orange beard, huge grin, and a humongous paint brush was too good to pass. Mr.Goblin was originally not a part of our team, but we figured to ask him to join us because who no better to draw the art of Mr.Goblin other than himself obviously, the Hero would be a goblin because of his avatar, and his name. The artist aspect came in because Mr.Goblin's godlike talent of 2D art.
Paint Bomb
Throws a can of paint at the target location. The color of the paint will determine what happens once the can hits the ground.
Red - After a short delay, nearby enemy units will take damage. (Preview) Yellow - A pool of yellow paint will be created, slowing enemy units that walk over it. After a short delay, the slow will snare the unit. (Preview) Blue - Creates a squad of Blue Paint Goblins. Whenever a Blue Paint Goblin dies, they will leave behind a pool of blue paint. Any friendly Blue Paint Goblin that walks over this pool will receive bonus stats. (Preview)
Switch Paint
Switches over to the next color in the color palette. (Preview)
... ^what's meant here is that the hero is explained a bit in theme regards. For this hero it's pretty obvious, but could you explain shortly that you created the hero based on Mr.Goblin and took avatar or maybe name as association, because it's a goblin image or what ever. I would like to get the association for all heroes and the used theme.
Added this to entry rule:
The entry must contain a short explanation of the theme, naming the created hive member and it's theme association.
ouch.... I did the texture for the model, the concept-art for it, helped with the brainstorming of the spells, etc. The reason why Killcide made us co-author and the reason we did the same for all the related ressources it's because the making of this entry was a team effort.....period. so all the team should get the praise.
Yeh, it should have demo map attached, shortly present the hero with user and theme association, and just link then to all team submissions in sections.
Lady Hive
By Team Alliance
(a.k.a @Misha@Hayate and @Chaosy )
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Apheraz Lucent, the Lady Hive
well.. making Apheraz was kind of my idea, among a few other that we discussed, including the Moose but i managed to convince the team to go along with the model i was building. @Apheraz Lucent is a dear person and a very, very nice texture/icon artist. especially with the sorceress texture and wrap, which i have found amusing enough to go with a same theme, borrowing a bit from the war3 lich and building upon it. I also have her a very big brush and a color palette, so she can go ahead with her artistic ways even on the fields of a digital battle =P
Artistic Mind:
(also called 'brush swoosh' by me and Hayate :b)
Apheraz inspires all targets in an area, making their fantasies run rampant. Their own creations are unleashed on them. The creations last for 12/14/16 seconds unless killed. The creations will only deal damage to the origin.
EDIT: updated with a tweaked map that Chaosy provided.
ENTRY DESCRIPTION :
[Character]
So our team, with all respect to @Direfury, created him as a hero with a concept of him as a dark knight, representing how he would be depicted with his values and as a person. As a Warcraft hero, he utilize the power to bend darkness power into his command. With a mace, magical book and his dark clothing to reflect his powerful capability, and a magical ability to retract life force from his opponent.
[SPELL]
CHANNELING
Direfury breaks the bond of soul inside the opponent slowly, dealing damage over time and if their health is below 30%, doubles the damage, else drain their mana equals to their health lost. Lasts 5 seconds.
Damage dealt is 25/50/100 damage per second.
SD Config
Events
Map initialization
Conditions
Actions
-------- Ability --------
Set SD_Ability = Soul Distraction
-------- Ability Order - make sure to match the object editor --------
Set SD_Order = animatedead
-------- Bond break model --------
Set SD_SapModel = Objects\Spawnmodels\Undead\UCancelDeath\UCancelDeath.mdl
-------- Bond break attachment --------
Set SD_AttachPoint = origin
-------- Channel time - make sure to set it equal to Follow Through Time in the ability --------
Set SD_ChannelTime[1] = 5.00
Set SD_ChannelTime[2] = 5.00
Set SD_ChannelTime[3] = 5.00
-------- Damage per second --------
Set SD_DamageCharge[1] = 25.00
Set SD_DamageCharge[2] = 50.00
Set SD_DamageCharge[3] = 100.00
-------- The checkpoint of low and high HP for effect bonus area (in percentage) --------
Set SD_LowHPZone[1] = 30.00
Set SD_LowHPZone[2] = 30.00
Set SD_LowHPZone[3] = 30.00
-------- You can alter the extra effect of High/Low health at the "Effect" triggers --------
-------- END CONFIG --------
Set SD_TimeOut = 0.03
Trigger - Add to SD_Channel <gen> the event (Every SD_TimeOut seconds of game time)
ADVANCED PART :
SD Effect High
Events
Conditions
Actions
-------- DO NOT USE WAITS HERE! --------
-------- Use SD_Caster[SD_Loop] to refer to caster --------
-------- Use SD_Target[SD_Loop] to refer to target of the ability --------
-------- Use SD_Level[SD_Loop] to refer to ability level --------
Unit - Set mana of SD_Target[SD_Loop] to ((Mana of SD_Target[SD_Loop]) - (SD_DamageCharge[SD_Level[SD_Loop]] x SD_TimeOut))
SD Effect Low
Events
Conditions
Actions
-------- DO NOT USE WAITS HERE! --------
-------- Use SD_Caster[SD_Loop] to refer to caster --------
-------- Use SD_Target[SD_Loop] to refer to target of the ability --------
-------- Use SD_Level[SD_Loop] to refer to ability level --------
Unit - Cause SD_Caster[SD_Loop] to damage SD_Target[SD_Loop], dealing (SD_DamageCharge[SD_Level[SD_Loop]] x SD_TimeOut) damage of attack type Spells and damage type Normal
SD Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to SD_Ability
Actions
Set SD_Index = (SD_Index + 1)
Set SD_Caster[SD_Index] = (Triggering unit)
Set SD_Target[SD_Index] = (Target unit of ability being cast)
Set SD_Level[SD_Index] = (Level of SD_Ability for SD_Caster[SD_Index])
Set SD_Time[SD_Index] = 0.00
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SD_Index Equal to 1
Then - Actions
Trigger - Turn on SD Channel <gen>
Else - Actions
SD Channel
Events
Conditions
Actions
For each (Integer SD_Loop) from 1 to SD_Index, do (Actions)
Loop - Actions
Unit - Cause SD_Caster[SD_Loop] to damage SD_Target[SD_Loop], dealing (SD_DamageCharge[SD_Level[SD_Loop]] x SD_TimeOut) damage of attack type Spells and damage type Normal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Life of SD_Target[SD_Loop]) Greater than or equal to SD_LowHPZone[SD_Level[SD_Loop]]
Then - Actions
Trigger - Run SD Effect High <gen> (checking conditions)
Else - Actions
Trigger - Run SD Effect Low <gen> (checking conditions)
Special Effect - Create a special effect attached to the SD_AttachPoint of SD_Target[SD_Loop] using SD_SapModel
Special Effect - Destroy (Last created special effect)
Set SD_Time[SD_Loop] = (SD_Time[SD_Loop] + SD_TimeOut)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(SD_Caster[SD_Loop] is alive) Equal to False
(SD_Target[SD_Loop] is alive) Equal to False
SD_Time[SD_Loop] Greater than or equal to SD_ChannelTime[SD_Level[SD_Loop]]
(Current order of SD_Caster[SD_Loop]) Not equal to (Order(SD_Order))
Then - Actions
Set SD_Caster[SD_Loop] = SD_Caster[SD_Index]
Set SD_Target[SD_Loop] = SD_Target[SD_Index]
Set SD_Level[SD_Loop] = SD_Level[SD_Index]
Set SD_Time[SD_Loop] = SD_Time[SD_Index]
Set SD_Index = (SD_Index - 1)
Set SD_Loop = (SD_Loop - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Stuff Done: mesh, all mandatory animations, most additional animations, first effects.
Stuff to do: (I will go crazy, trying to fix a single custom animation that is breaking the model), so fix 1 anim, fix effects
, finishing magos details.
I am realizing the folly of trying to create one icon to show both hero, and 3 very different effects at the same time.. Anyway this icon should be final for hero icon, even if more light than usual for wc3:
Screenshot: Uploaded to Hive as well where it can be found as icon.
Before the preview, I will show the final WIP on the icon of the spider. (I did not work on the icon, but I felt like adding the WIP of @Darkfang when creating the icon.)
Darkfang, Part I
Darkfang, Part II
Now, for the preview you might or might not have waited for:
Darkfang, the Fel Spider is played as an aggressive pusher and a highly mobile anti-magic caster, being capable of planting hive seeds into a targeted location. From the seeds, the hive is thusly created with anti-magic properties attuned to the enemies of Darkfang, draining them of their magical energy. The haughty fool who dares even lay a blow shall suffer at the hand of the spiderlings, each which deal a fraction of Darkfang's power, but can be devastating when combined.
Darkfang is feared by most creatures, not because of her intimidating build, but because of her ever-presence in the battlefield, capable of absorbing the magic essence (called life essence in the spell) stored within a targeted hive. Because of this, her ability to ravage magic within a certain area is deadly enough in itself, but when coupled up with the ability to shift into liquid form and to regain mana from inflicting damage, (both of which are now disabled), Darkfang is more than a match for anyone, even Spiritbreaker.
Choice:
The Scourge team initially consisted of @MyPad only. Then, @Darkfang joined as an icon contestant and got partnered up with @MyPad to create a hive member hero. From there, the initial idea and final product is the Fel Spider, Darkfang.
I wanted to portray Darkfang the Fel Spider as the reincarnation of the Overmind from Starcraft, being capable of commanding hive minds to do his (I wanted Darkfang the Spider to be male) bidding, and being a more cunning Hero. However, after talking with @Darkfang, I decided to depict is as closely as possible (how @Darkfang wanted it). From there, I finalized what would become the main spell. (It was the third spell at that time).
Just for Fun
You can recite this ancient chant to summon the Spider:
An ginkakahadlok na lawa,
Nakaon hin bisan ano la,
An ngatanan ha makikit-an mo,
Imo kakaonon, wa'y tagya,
An imo gahum naabat han sangkataw-han,
Bisan tawo o hayop ada,
Ginkakarawat an kinabuhi bisan hin-o man,
Ginbubutang ha waray katimhan na bodega.
Antis waray pa nagamit an sundang,
An sundang na napatay hin imo kaluwasan,
Unta, malutas, ngan ig-bayaan.
Hatchery (or Saccular Genesis)
This is the main spell. It plants a hive seed which will create a hive (with a fade-in mechanism) and a certain amount of spiderlings. The hive drains the mana of every enemy unit that gets close to it, and when selecting the hive (SelectionCircle by @Aniki), a selection circle will appear, displaying the range of which the spiderlings will attack a target unit. When selecting Darkfang, the hives that have been planted will be highlighted with a special effect, which only appears to the player or allies.
Ravage Magic
Made as a quick sub-spell, the spell moves Darkfang to a targeted hive, consuming the stored energies within that hive and killing that hive, which will also damage nearby enemy units.
The final entry must be posted before the deadline in this thread using a demo/test map. The post should be a little presentation of the hero, and must link to all submitted components of the hero (link to Model, Icons, Spell in the resource section). The entry must contain a short explanation of the theme, naming the created hive member and it's theme association.
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