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[AoS] Invasion in Duskwood

Discussion in 'Map Development' started by Luorax, Aug 30, 2011.

  1. EloTheMan

    EloTheMan

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    I really like where this is going, most wc3 maps lack some vital parts in their pvp combat system. And the new health bar system looks awesome. :D

    Subscribing.
     
  2. Luorax

    Luorax

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    Great news guys: judash137 joined our team as a modeller! The best thing is that I wanted a simple SFX creator and now I've got an OP modeler who's capable of making any sort of modelling and animating! Honestly, just check out J's works:

    http://www.hiveworkshop.com/forums/members/judash137/albums/

    I'm so glad I finally found a proper modeller.
     
  3. Drunken_Jackal

    Drunken_Jackal

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    Congrats you got him :)

    I saw his sfx before, theyre awesome.
     
  4. Luorax

    Luorax

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    Sending the current map did the job pretty well :)

    I feel like I had just got a jackpot.
     
  5. Fjury

    Fjury

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    Hey, this looks really neat.
    In case of you still need someone to make icons, I could probably lend a hand. :)
     
  6. Druu

    Druu

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    That has to be a long ride to add a new hero or new item. I raise you my hat for this system, it's well designed.

    But there is a game that's being played exactly like yours and I know you based yourself on this game for this map.

    It's sad to say, but Warcraft 3 is totally out compared to a game that's been designed for this type of fights.

    I really like all the work on this map as much as I liked the few spells I've seen on your screenshots.

    Good luck on this project.

    Spread the love <3 !
     
  7. Luorax

    Luorax

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    Well, it's really not that long procedure; last time I made a bunch of items (~10), took me like an hour to create all the required object editor stuff and the code for them.

    It's made in vJASS; vJASS has the advantage of modularity. It'd take millions of hour to setup such a huge map and make things work properly, but my map has lots of systems designed for specifically for it; for example, even tho' slow stacking is kind of a complicated procedure (and the fact the map has "Haste" as well just makes things even more complicated), adding a timed, indexed slow to a targeted unit is a simple function call. vJASS is superior compared to GUI and JASS, I'm so glad I took the opportunity and learnt it years before <3

    Thanks for the positive feedback guys, I'm so glad you like our little project. The development is going well so far, especially now that I have a modeler and propably an icon creator/2D artist too.
     
    Last edited: Feb 8, 2012
  8. Luorax

    Luorax

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    Well, I think I should introduce our last member, Fjury; he's making any 2D art related stuff for us, mostly icons; however making the loading screen and map preview pictures will be his task too.

    With him the team is full - we don't need n+1 people for the same role where only one can do it on his own, with the required ambition.
     
    Last edited: Feb 9, 2012
  9. Health bars really are the shit. It reminds me of LoL (not saying its better, just reminds)

    I'd not care lot bout the lore, but an AoS like this, with those health bars. Yes please!
     
  10. Luorax

    Luorax

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    A little progress update:
    • 8 new items have been added a minute ago.
    • I think the main systems are 100% done. All the stats are working perfectly, the Spell/Item/AuraStruct libraries have been rewritten succesfully. I'm not planning on adding anything else to the core, unless it's really necessary.
    • Fjury is working on the icons already, plus, thanks to J, I've finished ~5 spells.
    • The epic creep is still yet to be made. We had a few ideas, however the models didn't have the required animations and we don't want to implement another model. The map is 5,9Mbytes already (~5,1-5,2 after optimization), the remaining space is supposed to be used for icons, effects and maybe a few hero models.
     
  11. Gwy

    Gwy

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    do you plan to implement AI?
    Many great AOS-maps (DoE, AotZ, AoM etc.) arent hosted any more, cause you cant find 10 Players on bnet. AI would help to make this map a success, but would be probably difficult to code. Any plans?
     
  12. Luorax

    Luorax

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    I'm thinking of coding an AI, true. Not sure how much RAM it would cost, there are dozens of periodic things going on in the background already. I think I'll contact the DotA AI team and see what I or we can do together.

    The first release won't have AI, that's for sure. This map is mainly made because I couldn't find a decent WC3 AoS that I was satisfied with (but I stil lwant to play WC3 AoS with my friends on LAN parties, and LoL doesn't have a LAN version). Last summer I came up with the idea of making the AoS of my own - well, you're watching its thread :)
     
  13. Luorax

    Luorax

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    Just to bump the thread a little bit, I'd like to mention that 5 models and our 20 heroes are 100% finished effect and code-wise; and I'd like to take the opportunity and say thanks to Champara_Bros, who helped me out with dozens of effect.

    I think it's safe to say that in 1-2 months (2 months is the worst scenarion in my opinion), the first release, the 1.0 version can come out. Well, we shall see.
     
  14. tobyfat50

    tobyfat50

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    Facepalm!
    I know I'm a genius!
     
  15. EloTheMan

    EloTheMan

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    Is it possible for us to try out the completed heroes in a test map? Just to try them out on some random minions and stuff :)
     
  16. Luorax

    Luorax

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    I have something else in store for you guys :) Just wait - I have to get those models and icons first.
     
  17. Chaosy

    Chaosy

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    looks loveley keep working
     
  18. Drunken_Jackal

    Drunken_Jackal

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    What is it? Just a clue...
     
  19. random.guy27

    random.guy27

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    Any updates?
     
  20. Luorax

    Luorax

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    A few icons and models and all the 20 heroes will be succesfully done! I have made 4 hero concepts however, which will be made after that. Plus, I've sent 15 items to my friend to name them and give them a description.
     
    Last edited: Mar 8, 2012