• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Avatar 0.59





James Cameron's A V A T A R,
the warcraft 3 map, by Dj0z.


This map reuses the universe from the movie and the Xbox360 game, to make something unique.
Some things may vary from the original movie/game, for the sake of gameplay and/or technical reasons.
Only the introduction is predefined, how it ends will depend on how good you fight.


Story
(/!\ SPOILERS WARNING)


Pandora: In the Alpha Centauri star system, a moon called Pandora is home to an overscaled flora, fauna, and the Na'vi people.
They're a race of sentient, civilized humanoids, way less technologically advanced than humans. The fact that they live in constant harmony with nature probably kept them away from this need.

Eywa is Pandora incarnate. The Na'vi believe that Eywa's actions keep all life on Pandora in a perfect equilibrium.

R.D.A.: The human R.D.A. (Resources Development Administration) has sent a large deployment on this planet to gather the precious room-temperature supraconductor mineral called Unobtanium. It's the key to solve the energy crisis that mankind found itself in.
Because of the extremely dangerous nature of the pandorian environment, operations are under heavy military protection.

Avatar: Planning to use diplomacy in order to obtain peaceful cooperation from the Na'vi, the R.D.A. has genetically engineered hybrids of Human and Na'vi races, called the Avatars. Their external appearance is mostly Na'vi.





Roles
Gameplay changes COMPLETELY from one role to another. Play as:

  • One of the four Human R.D.A. Corporations (Corps):
    Benefiting from their advanced technology, the Corps can build large and heavily defended bases providing protection from the deadly environment of Pandora.

    By using their different types of factories and their spaceships, they are able to build up powerful forces with world-shattering firepower.

    They apply organized military strategies, so their soldiers, mechas, vehicles, aircrafts, but also stationary weaponry and long-range artillery can eliminate any opposition, including Eywa itself.


    corpbasenewbarracks.jpg

    mantisbeachnorth.jpg

    horizoninberthaoutpost.jpg

    outpostnewmodels.jpg

    Dragonvstitanoriders.jpg

  • One of the four Avatars:
    Taking advantage of both their human and na'vi advantages, the Avatars follow their instincts to guide them on Pandora.

    Making use of plants, animals, and everything they can find including human weapons, they train their survival skills to the level where this hostile planet becomes a paradise for them.

    Gathering forces from the whole environment, including the Na'vi, they eventually unite the planet in the righteous war against the human invader.


    avatarknowledgeanimalsandtip.jpg

    avaridingikranhuntingtitano2.jpg

    88.jpg

    avaclanleadertreebarkhighlighted.jpg

    89.jpg


  • Eywa, the omnipresent overmind of the planet:
    A true living entity worshipped as a deity by the Na'vi protects Pandora.

    As the reckless Corps pillage, kill, and destroy, Eywa gets stronger and uses its planetary powers to stop them, before everything is ruined forever.


    AMPsthrunderstormedinswamp.jpg

    avadefeywasmoke.jpg

    globalassaulttitanoselected.jpg






Features

  • A ton of carefully selected and exploited imports (models, icons, music etc...) provide an astounding gaming experience.

  • Alot of custom systems using vJASS, JASS, hashtables and GUI:

  • Units have alot of custom abilities and effects.

  • Advanced unit-item interactions:
    -Some units will drop their weapon (e.g. Flamethrower for Firebats) upon death, or when Disarmed by a special action;
    -You can pick up items on the ground to use them directly (like Avatars using dropped Rocket Launchers) or to change job (like Workers becoming Privates by grabbing SubMachineGuns);

    -You can mass-train workers into soldiers instantly in two clicks, with whatever type of weapon you want;
    -Soldiers can drop their weapons to become Workers, if you want to repair/build something for example;


  • Inventory systems:
    -The items a unit can use are restricted by the unit's type;
    -A unit cannot have weird amounts of some items, depending on where they are held: for example an Avatar has 2 hands, so it cannot have 2 lances + 1 shield at once.


  • Exclusive custom projectile system for many units:
    -For example: 30mm Autocannon users can miss depending on distance to target, and in that case their bullets can deal collateral damage.
    -Projectiles like bullets can also Ministun certain types of enemies, and score Headshots on independent types of enemies.
    -Projectiles like Missiles can knockback enemies where they land, deal mixed damage (siege + molecular, at once), etc...
    -Some units can shoot multiple individual projectiles at once, not based off warcraft's lame multishot ability, not 1 projectile with a model that looks like multiple projectiles either.
    For example, a Scorpion assault copter shooting two 30mm bullets plus two micromissiles, all behaving differently, yet all shot at the same time.


  • Riding System:
    -You can make your Avatar mount an Animal. it will carry your Avatar around but they remain separate units able to perform actions individually.
    For example while your ridden Toruk unit is chasing an aircraft, you can attack something else with your hero Avatar by throwing glaives, you can use your items, Persuade a unit, as if you were on the ground.


  • Custom Dollars (gold) and materials (wood) gathering systems:
    -Build metal extractors for materials, then forget about them, they'll keep providing you with materials while you focus on the action. You can also space-drop some from your I.S.V. spaceship (more info about this abit below).
    -Dollars (gold) is mainly obtained by exploiting Unobtanium Deposits not very fast with some workers, or dramatically faster when you manufacture dedicated vehicles that can just rip it off the ground and deliver it directly. You can also use space drops for this resource.


  • Quests for both sides, especially for Avatars, who have an RPG gameplay.


  • Mecha system (A.M.P. suits): Put your human soldiers and heroes in robots.
    Each type of foot unit gets its own corresponding type of AMP (a Firebat will get a robot with a flamethrower, a Rocket Trooper will get another type of robot, that shoots rockets, etc...)


  • Spaceship drops system: obtain more personnel or resources from your I.S.V. very fast, anywhere you or any ally have built a Space Pad at.



  • Custom camera system:
    -Use any zoom from "almost touching the ground" to "orbital height", abit like in Supreme Commander the actual game (except units don't become just colored icons).
    -Rotate the camera in all 4 cardinal directions fast and easily by just hitting keyboard shortcuts (toggleable).


  • Avatars special stats:
    -Understanding of Flora/Fauna/Na'vi/Humans: Obtained via killing, using Discover/Interact or performing special actions, they unlock new possibilites in their respective domains.
    For example you can play an Avatar focusing on harassing Humans. You'll increase your Understanding in that domain by doing so, and unlock new possibilities like Breaking AMP weapons or Sabotaging Corp buildings.
    Another example: you can focus on Understanding Animals and become able to Persuade increasingly strong beasts, in larger amounts, and get better items from them.

    -Charisma: obtained by killing units yourself, will increase your Persuasion capability.


  • Living and dynamic environment:
    -Trees regrow from their stumps when cut down, these stumps can be destroyed forever by R.D.A. workers;
    -Trees can cause special effects, like clouds of acid or mist disabling ranged attacks...
    -Animals respawn from their natural habitat, which can be destroyed forever;
    -Animals have specific behaviours depending on their types, they can be captured by avatars or controlled by Eywa.


  • and much more...





Credits




* Spells
Paladon for Knockback system, Lightning Strike.


* Models:
rober artua for AMP suit.
General_Frank for Hell truck, Security Leader, Unobtanium loaded dollar SFX, Field medic, Commander, Morale aura, Horizon.
Mr.Bob for Headquarters, Metal extractor, Vehicle factory, Radar, Airbase, Tech Center, Dragon.
shamanyouranus for Metal foundry.
Satax for Armor bay.
Epsilon for AMP Suit - Leader.
ikillforeyou for Tank, Space Drop Pod.
jk2pach for Private, I.S.V Venture Star.
Illidan(Evil)X for Container, GDI MLRS, Prism Tower.
Kitabatake for Big Bertha.
communist_orc for A.D.B.
Sellenisko for Thanator.
Kofi Banan for Samson, M113APC.
Teaspoon for Metal Fence.
Ergius for SilverOre, StoneSmall, StoneBig
General Tekno for turbotower.
anarchianbedlam for Puma, Prowler, Mil Grunt ( + Rao Dao Zao, + ike_ike), Halcyon (+ The_mechanic).
Mc ! for Goliath.
Pyramidhe@d for Sutherland.
Elenai for Zone Trooper ( + Talon the mage), Navi.
DonDustin for Robomole.
Hawkwing for Titanothere, Titanothere Makto (+Cavman +Kimberly).
Special thanks: Misha for Avatar.
Ket for WorkBot.
M0rbid for Alien Drone.
Mechanical Man for Barracks.


(Environment)
Lord-T-Rex for Puffball tree.
takakenji for Conic tree, Arathi rock.
Herio-san for Flat elvin rock.

(Attachments/Effects)
Champara Bros for Rocket Launcher.
Talon the mage for bullet projectiles.
RightField for RuneGem.
JetFangInferno for Radar SFX.
WILL THE ALMIGHTY for Ancient Explosion SFX, Flamethrower missile.
Em! for first aid SFX.
Death_Minion_ for Gas.
sk8er754 for deku shield.
Leeroy for LeeGun.
HappyTauren for HTPlantie.
varsaigen for Shukaku's spear.
Fingolfin for Fuel Rod.
Tranquil for LightningsMultiple.
Pyritie for WaterUber.
Scythy Dervish for QuestionMark (+ KAHIERA).
sPy for Eywa's attack.


* Unit skins:
67chrome for Ikran and Ikran makto.
Denu for Toruk.


* Icons:
MortAr- for Avatar Special Menu.
Naro for Avatar Bonuses Menu.
oh_snap for AMP Suit - Leader.
ikillforeyou for Tank.
General_Frank for SpaceOrcCommander3G, Field medic, Hell Truck, Security Leader.
Elainiel for Deforestation.
-JonNny for Medikit.
RED BARON for BluePlanet.
kola for Deceiving Lights.
Hellx-Magnus for PlagueNova.
lelyanra for Loner, LargePack.
Forgotten_Warlord for Quest.
TTFTCUTS for DispersionAmmo.
The_Silent for MotorSaw2, Blink v2, SpeedUp, MotorBoost.
SkriK for Ferocity, Nature.
-BerZeKeR- for Entangle.
4eNNightmare for Drive an AMP Suit.
CRAZYRUSSIAN for Special Menu, Attack Ground Once.
Stanley for Wrath of Pandora.
PeeKay for Afterburn.
Pyramidhe@d for Firebat.
NFWar for Rocket Trooper.
zombie2279 for Ammodump2.
AlienArsonist for Earth.
bigapple90 for bluegloves.


* Misc
The people who made the movie and the game, making this map possible.





Main mapper and base idea: Dj0z (clan blue @Azeroth/US east; clan DJE @Northrend/Europe)
Terraining: Banefull (US east), Burning_Iegion (US east).

Special thanks:
(US east) blood_elf546, Warriorwithin88, Banefull;
(Europe) FistOfMind, Nemesis[TPPT], Helm.Of.Pain, Baltazor, clan DJE @Northrend/Europe;
and everyone else who helped by betatesting, giving feedback and such things.









Map auto-hosted by "TealHaze " @Europe, US East and US West!
Do " /whois tealhaze " to know if a hosting is up, and the current gn, then join!

For more about the map: Dj0zmaps.goodforum.net
(Protected map)

*Last words:
Feedback and suggestions are greatly appreciated. Post here, PM me, or post at my forum.


avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar
avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar avatar

Keywords:
Avatar,James,Cameron,Pandora,Na'vi,Navi, Jake,Sully,Movie,Unobtanium,Avatars, Homeland,Agony,Epic,Nature,Modern,War,Warfare,Custom,RPG
Contents

Avatar 0.59 (Map)

Level 28
Joined
Apr 6, 2010
Messages
3,106
* I assure you, workers don't get unobtainium. Right clicking on it gets a Move To response, rather than Gather. Then they just sit there. It works with Hell Trucks though (the floating rocks should floating a little lower, to look like they're riding on/floating a little above the truck, but that's just me).
* RDA has no upgrades.
* What Na'vi unit is the Dryad supposed to represent?
* More hotkeys: B should be for barracks (I'm guessing it was caserne?), and A for Airbase.
* You also left in Aerospatiale (shuttle?).
* Weird pathing bug for Bertha: while under construction the red tiles show up, but when built it looks like you can build on top of it (but you can't, worker goes to the site, waits for a while and then says he can't build there).
* What's "coll" for? It seems to show up at the same time as "miss" for an attacking unit, but that's it.

As for the terrain, put in at least a humongous cliff (like the one the banshees live on) or one of the Hallelujah mountains.
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,106
As for the Na'vi:

* The Tree of Soul's Sentinel should be unlimited range, the creeps give you sufficient vision (except for the landing point)
* Spiked Carapace still has Crypt Lord in the description.
* "Discovering" your hammocks gets you experience. Wha...?
** Ditto the Animal Respawners (which you can attack, I'm guessing you can't see them in the final version)
** A lot of units get the response "Animals are strong here...", be they Hometrees or Unobtainium.
 
Last edited:
Level 12
Joined
Oct 16, 2008
Messages
514
* I assure you, workers don't get unobtainium. Right clicking on it gets a Move To response, rather than Gather. Then they just sit there. It works with Hell Trucks though (the floating rocks should floating a little lower, to look like they're riding on/floating a little above the truck, but that's just me).
* RDA has no upgrades.
* What Na'vi unit is the Dryad supposed to represent?
* More hotkeys: B should be for barracks (I'm guessing it was caserne?), and A for Airbase.
* You also left in Aerospatiale (shuttle?).
* Weird pathing bug for Bertha: while under construction the red tiles show up, but when built it looks like you can build on top of it (but you can't, worker goes to the site, waits for a while and then says he can't build there).
* What's "coll" for? It seems to show up at the same time as "miss" for an attacking unit, but that's it.

As for the terrain, put in at least a humongous cliff (like the one the banshees live on) or one of the Hallelujah mountains.

Well let me re-check this right now just to make sure, because that unobtanium gathering thing is pretty important as i said earlier.

About the rest i can already tell some things:
-Both RDA and Avatars will have a custom upgrading system, based on retrieved Unobtaniums for RDA, and recruited Na'vi clans for Avatars;
-For dryads,
Main post said:
This map imports into warcraft nearly the whole universe of the movie, and some parts of the actual game aswell.
Some things may vary, in the interest of simplicity, gameplay, fun, or for technical reasons.
and in that case its for gameplay, plus i don't have a mounted direhorse model so you could say it's that, sorta. Gives Avatars a decent counter to air units (who have large armortype, making archers and lancers pretty useless against them) and a ranged siege unit.
-For the hotkeys, i tried giving "A" to airbase but the game just wouldn't make it work so i changed it.
-Aerospatiale is part of the full name of Samsons as it stands in the movie.
-For bertha, i didn't know about that, i will look into it.
-"coll" stands for "collateral damage" which was too long to make it a floating text (would spam), so yes, it may only happen when the custom bullet system made the shooter miss.
-For terrain, this will be done.
*is gone testing*

___________________

EDIT: Okay you were right, i had accidentaly disabled it somehow, i'm fixing this asap. Thank you (and +Rep) for the bug report. Ah wait, must spread some more rep first...

___________________
Now about your other post (by the way, i suggest you use the edit button instead of dble posting, to avoid a neg-rep from a mod):
As for the Na'vi:

* The Tree of Soul's Sentinel should be unlimited range, the creeps give you sufficient vision (except for the landing point)
* Spiked Carapace still has Crypt Lord in the description.
* "Discovering" your hammocks gets you experience. Wha...?
** Ditto the Animal Respawners (which you can attack, I'm guessing you can't see them in the final version)
** A lot of units get the response "Animals are strong here...", be they Hometrees or Unobtainium.

-Sentinel has unlimited range, you simply need sight of the tree you wish to target. Also, it has a travelling time from Tree of Souls to the target tree.
-Will fix the spiked carapace glitch.
-Discover and Interact will have alot of different responses and effects (one per unit-type...), i just haven't bothered to code them all yet lol :D but it will be done progressively towards 1.0.
--Animal respawners will no longer be seeable and attackable in final version, but there will still be things you can destroy or do to stop the respawns.

EDIT: Unobtanium bug fixed, updated to 0.18.
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,106
I stand corrected for the Samsons.

Thought I'd split off for RDA and Na'vi, but you're right, there's no need.


* Archers have mana but no spells
* Dryads have Entangle unresearch-able (in a later version, maybe?)
* What kind of randomising is involved for the Persuasion spell? There were times where I had to try it three or four times to get the unit to join me after a long channeling, and others where it joined me right away (both at Charisma 20).
* Nitpicking here, but I'm pretty sure I've seen a Night Elf mounted archer model on this site.
 
Level 12
Joined
Oct 16, 2008
Messages
514
-Well archers had a heal back at the time, but i removed it in the meantime. I might give them another ability later on. In my maps i usually see no problem with giving manapools to all units that would be supposed to have any sort of "energy" (you could call it stamina).
That way, for things like mana drain and stuff (not saying there will be such a spell, that's just an example), there is never a problem, i hope you get my point...

-The dryads' entangle works (you can tell when enemies become rooted), it's just a special passive spell based off Orb of Slow. If you've ever played the nerubian weaver in dota you'll see what i mean. Basically these abilities can be chance-based, can have a manacost, and can have a cooldown that shows through the greyed out icon.
They work, but the icon will always stay greyed out. Probably so that the player knows that he cant use them like normal spells, by clicking it and selecting a target.
Note that you need to order the attack for the effect to go off (will not work when the idle unit automatically responds to an aggression).

-Instinctive Persuasion has (Charisma/40) chance to capture the target, each channeled second. With max (20) charisma, that's 50% chance per second during 5 seconds, but if you're very unlucky yes it can fail.

-I will look for that archer, but i'll have a hard time finding the six-legged horse :/ where are modelers when you need them lol... Guess i'll use a normal one for now.
 
Level 3
Joined
Feb 23, 2010
Messages
46
I played this map once. But i really liked it:) Nice idea. But maybe you should update the screenshots for the new version. There is the old model of the Avatars...
Vote: 4/5 :D
 
Level 12
Joined
Oct 16, 2008
Messages
514
I played this map once. But i really liked it:) Nice idea. But maybe you should update the screenshots for the new version. There is the old model of the Avatars...
Vote: 4/5 :D

Uh right, i guess i should take screenies more often. Thanks!

Also, the Avatar's music is nice but repetitive, please add some variety to their soundtrack (what's the piece called, by the way?).
That is planned, ill make a music system, and import other epic Avatar music bits.
The soundtrack is called "Pure Spirits of the Forest".
 
Level 28
Joined
Apr 6, 2010
Messages
3,106
Remove the cpu from after (Animals).

What does/will using Discover/Interact on a Thanator get you?

Please give RDA infantry units voices, it's hard to keep track of where they are, especially without the "unit created" sound.

A cosmetic suggestion: since the workers are presumably using explosives to clear the stumps, perhaps give the Remove Tree ability an explosion effect?
 
Last edited:
Level 12
Joined
Oct 16, 2008
Messages
514
Remove the cpu from after (Animals).

What does/will using Discover/Interact on a Thanator get you?

Please give RDA infantry units voices, it's hard to keep track of where they are, especially without the "unit created" sound.

A cosmetic suggestion: since the workers are presumably using explosives to clear the stumps, perhaps give the Remove Tree ability an explosion effect?
Animals need to have a player, for diplomacy and stuff. Or did you mean i should make it a player instead of a cpu?..

Discover on a Thanator will probably teach you a new battle move, for Interact i don't know yet, maybe you plant its head into the ground, or break its leg or something, lol.

For infantry uh, tell me which unit could have a fitting voiceset, and ill use it. (Don't say "rifleman" they sound silly).

For "Remove dead trees" i was thinking of some chemical actually: acid, dessicant, maybe even some wood-eating insects, ya know. Also Explosion could look like something is attacking the base, worrying your allies.
 
Level 28
Joined
Apr 6, 2010
Messages
3,106
No, no, I mean when you mouse over an animal, the player's name shows up as "Animals (cpu)", remove the cpu part from the name. (This is also the case with the other players, but since they'll always be played by humans it's not a problem.) However, now that you mention it, having the animals as a player could be interesting (but how you'd go about to make it balanced and prevent an early end-of-movie Zerg rush I don't know).

Voicewise, Grunt for Heavies, maybe Sorceress or Runner for medics. For Privates, I guess either Footman or Bandit. Viperwolf also lacks a soundset.


Edit:

Mist bulb says it has 4 parts, but only has 2 charges.

Discovering the Titanothere repeatedly implies that Battle Rage constantly improves.

I have yet to try this in multiplayer, so this is a theoretical question: is the tree spirit the only way to get ressources as Na'vi? Seems rather slow in comparison to the deforest-happy humans...

Will Avatars have an upgrade to carry more items?

Only a 90 food limit?
 
Last edited:
Level 12
Joined
Oct 16, 2008
Messages
514
Aah that, okay ill remove the "cpu" part ingame.
The rush possibility is the reason why Animals are a cpu and most likely will stay that way, yup.

Thank you for the voices ill try em out and pick the best. I thought viperwolf had one though but maybe its just the model. I think you know better than me since i don't pay attention to unit voicesets usually.

Misty bulb has 4 parts thrown, each time you use one of its charges.
In other words each throw will create 4 small circular clouds linked together, resulting in a 1-charge-worth mist.
If text is confusing about that i guess ill just make it pretend theres only 1 area of mist created, of non-circular shape.

Discover on titanother is glitched, it is not suppsoed to re-unlock the same thing over and over. I'll fix that.

Actually by the time you unlock Na'vi units, your "tree spirit" has usually stored like 2k materials at least, which is more than enough to get a whole Na'vi army. And all it took was 1 tree.
As of now it's the only way but ill add more, through recruited Na'vi villages.

Avatars will have their full 6 slot inventory as soon as ive coded the system to restrict the amount of items per type. You dont wanna see an avatar with 5 conic tree trunks and 1 palm tree bark smashing your base with... +700 dmg lol.

Food limit will probably be increased further later on. But i will always favoritize high quality units using custom systems (and shooting alot of bullets per second) than a senseless crowd of units causing lag and having nothing special, like in some siege maps where you can't actually manage ur units unless yo lolcocainerush on your mouse mashing buttons.


If you guys want to try the map in multiplayer but do not find hosts, let me know by whisping me in bnet (add to friendlist to always know if i'm logged), i host it pretty often, and when i don't, some friends might be doing it.
 
Level 7
Joined
Apr 3, 2009
Messages
317
Well in the map, the story starts before any war with the humans has occured, why would there be ruined areas?
For water there will be more rivers, waterfalls, lakes and stuff. Terrain has just started being reworked, all that is coming soon! But thanks for suggesting anyways.

For the ruined area(s), perhaps a Meteorite hit Pandora or something :nw:
 
Level 12
Joined
Oct 16, 2008
Messages
514
No real observations to make, but:

* Will the Toruk Makto also be there?

* Will the different hometrees provide different bonuses? I know one tree mentions Ikrans, but will each have a unique unit (ability/upgrade/whatever)?

* Do the trees really need their HP displayed?

Triple Yes :)

About the trees' hp, you may or may not have noticed that when you use Interact on them with your Avatar hero, some of them can heal you by 33% of their current HP, for example.
For this type of effects, you want to know which is the best tree to target for maximum results. Among other reasons.
 
Level 28
Joined
Apr 6, 2010
Messages
3,106
Maybe make it easier for RDA to destroy trees. Often I end up ordering them to shoot the trees instead of the actual target (But then again, that might be more in-character for the map, if the Na'vi units can't attack trees...).

Where did you get that one part of the "Pure Spirits" piece?
 
Level 9
Joined
Sep 4, 2008
Messages
603
Ok... I was just gonna give my review but... i'll be testing this one =]

EDIT: I'll not be giving a new review YET. I'll wait for a version wich contain alot of modifications. However...
-Now the terrain is very nice xD. [4.5/5]
-Nice new model for the Avatars.
-Cool,Scorpion Attack Chopper =D.

New Rating: 5/5 =]
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,106
My findings:

* For the Avatars;
** The first quest (go interact with the Na'vi hometree) isn't used, as getting too close to a hometree starts the cutscene without you needing to interact with it. However, I'm not sure about the other quests, as I always end up with Jake as my avatar.

* For the RDA;
** Hell trucks seem to deliver Unobtainium to the last Space Pad a truck were ordered to, meaning they'll pass a closer pad if not instructed to go to it.
** I think it would be helpful if, when a truck delivers a load of Unobtainium, hitting the space bar brings you to that truck, as with "unit built"-type responses.
** What happened to Quaritch's bullet spam?

* Terrain;
** Some areas are quite nice, the northern cliffs in particular, but empty.
** There are still large expanses of terrain and forest that are completely flat (mostly the center and eastern former island), just putting in a few cliffs and bumps would improve it.
** I agree with the previous commenter that the map needs more water, bring back the west river (you left a few river doodads on solid ground, like fish and seaweed) and add some smaller ones.
** Might I suggest adding a few (dead) Tree Bridges? They'd work well as the
giant tree branches seen in the movie.
 
Level 12
Joined
Oct 16, 2008
Messages
514
Ok... I was just gonna give my review but... i'll be testing this one =]

EDIT: I'll not be giving a new review YET. I'll wait for a version wich contain alot of modifications. However...
-Now the terrain is very nice xD. [4.5/5]
-Nice new model for the Avatars.
-Cool,Scorpion Attack Chopper =D.

New Rating: 5/5 =]

Thanks ^^ The terrainer is doing his job really good as you can see :) and even though terrain is now good, it is still not finished! Stay tuned!

My findings:

* For the Avatars;
** The first quest (go interact with the Na'vi hometree) isn't used, as getting too close to a hometree starts the cutscene without you needing to interact with it. However, I'm not sure about the other quests, as I always end up with Jake as my avatar.

* For the RDA;
** Hell trucks seem to deliver Unobtainium to the last Space Pad a truck were ordered to, meaning they'll pass a closer pad if not instructed to go to it.
** I think it would be helpful if, when a truck delivers a load of Unobtainium, hitting the space bar brings you to that truck, as with "unit built"-type responses.
** What happened to Quaritch's bullet spam?

* Terrain;
** Some areas are quite nice, the northern cliffs in particular, but empty.
** There are still large expanses of terrain and forest that are completely flat (mostly the center and eastern former island), just putting in a few cliffs and bumps would improve it.
** I agree with the previous commenter that the map needs more water, bring back the west river (you left a few river doodads on solid ground, like fish and seaweed) and add some smaller ones.
** Might I suggest adding a few (dead) Tree Bridges? They'd work well as the
giant tree branches seen in the movie.

)Avatars
Actually the first quest is exactly that, the RDA gave you a mission but this is not how it happens, and you end up a rebel.
Is it weirdly explained ingame?

)RDA
-Hell trucks choose a random space pad atm. This will be changed into the closest one. Hell, i might even make it the closest one including from allies.
-Never though of that, sounds nice.
-The bullet spam is still in the same hero, which is the Security Leader, not the Commander. Currently both of these may get Quaritch for a name.

)Terrain
-About the 3 first points: this is already planned :)
-Tree bridges: sounds like a great idea.
 
Level 4
Joined
Mar 3, 2010
Messages
68
Terrain

Hello everyone!
I am Banefull, the guy currently working on the terrain for this map.
To clarify a few things:
-The terrain is still being worked on; parts of the map have yet to be worked on and nothing is final yet
-There will be more water on the map soon
-The map will be divided into certain sections:
--A little over half of the map will be jungle (southwest corner)
--The top of the map will feature extensive Ikran cliffs (they will be larger than the cliffs you currently see now and will have more detail)
--the right side of the map is plains
--at the very eastern side of the map, the plains blend into an eastern seashore area
--Towards the ceneter of the map there will be a large lake with a swamp on one side (expect to see "poisonous creatures" in there)

If you have any feedback on the terrain, Please feel free to tell me what you think. You can find me as Banefull on US East and US West on Bnet.
 
Level 28
Joined
Apr 6, 2010
Messages
3,106
I was at the easternmost edge of the north cliff, and told my avatar to go at the base of the cliff. Instead of going the long way (using the ramp west of the tree), he ended up going down the part of the cliff hidden by enormous rocks.

Also, I only seem to be able to get Jake as my avatar no matter which slot I put myself as (player 5, 6, 7, or 8), so I can't do the other Avatar's initial quests, will these be dependent on the player's slot in the next version?
 
Level 4
Joined
Nov 11, 2009
Messages
136
I was at the easternmost edge of the north cliff, and told my avatar to go at the base of the cliff. Instead of going the long way (using the ramp west of the tree), he ended up going down the part of the cliff hidden by enormous rocks.

Also, I only seem to be able to get Jake as my avatar no matter which slot I put myself as (player 5, 6, 7, or 8), so I can't do the other Avatar's initial quests, will these be dependent on the player's slot in the next version?

I think that it goes by mount of avatars. if there is one there is jake, two jake and someone else, 3 etc.
 
Level 12
Joined
Oct 16, 2008
Messages
514
I was at the easternmost edge of the north cliff, and told my avatar to go at the base of the cliff. Instead of going the long way (using the ramp west of the tree), he ended up going down the part of the cliff hidden by enormous rocks.

Also, I only seem to be able to get Jake as my avatar no matter which slot I put myself as (player 5, 6, 7, or 8), so I can't do the other Avatar's initial quests, will these be dependent on the player's slot in the next version?

Okay we'll fix that rock pathing, that precision will make it easier.

About the name i think it's jsut random, but it might aswell be like Hunter9G said. It doesn't change the quests you get anyways.
Tell me if you'd like that as a feature though. In which case i could add that but not too soon.
 
Level 28
Joined
Apr 6, 2010
Messages
3,106
Oh. It's just that one of the previous updates said each Avatar now had a different quest that made him unally with the RDA, so I thought that was still in effect. My bad.

However, I think the Avatars should have Interact/Discover from the start, to build up to the "turn traitor" event.
 
Level 12
Joined
Oct 16, 2008
Messages
514
Oh. It's just that one of the previous updates said each Avatar now had a different quest that made him unally with the RDA, so I thought that was still in effect. My bad.

However, I think the Avatars should have Interact/Discover from the start, to build up to the "turn traitor" event.

Well what that meant is:
Before: at 6 mins of game time, all Avatars become enemy with the Corp. All at the same time.
Now: Each Avatar becomes a rebel individually, when he reaches the Hometree. Other Avatars are not affected until they do that themselves.

I've restricted what Avatars can do before that first quest to a minimum, because we don't want them to feel like staying with the RDA ya know... Also, Jake had little wish to discover nature before he met Neytiri, who told him that "them humans don't learn, don't wanna learn" and such things.
 
Level 1
Joined
May 12, 2010
Messages
4
I am confuse of the ordering of the quests....
i even dont know if I accomplished it yet or not.
suggestion: can u put some "quest complete" from finished quests?

5/5 nice map :)
 
Level 12
Joined
Oct 16, 2008
Messages
514
That's much clearer, thanks.

Then maybe limit the amount of experience they can get, or give the flora quests? Otherwise it's just the avatar slaughtering his way to the hometree, and abruptly turning over to the Na'vi because Neytiri said so. Big ol' deus ex machina right there.

Well it should remain the first thing they do, gameplay-wise i can't think of another way to get things started at the moment.
 
Level 28
Joined
Apr 6, 2010
Messages
3,106
* Little problem with the hero AMPs: The names don't match, I had Gatling get in one and his AMP's name was Col. Miles Quaritch II (and another Gatling III).
* Doesn't seem to be a sound effect for Gatling Assault.
* As for the terrain: I like the swamp area, but the whole eastern plains bugs me for some reason. Maybe you could put more bumps in it, and use Barrens terrain in that area?
* The radar's vision is frankly bizarre: it only seems to go in a cone towards the right, while the area surrounding it is still in fog of war. And even then, it doesn't go that far.
* Tooltips:
** The Gatling Assault should have an "Hits allied and enemy units" message.
** The sentry tower's tooltip says it can be automated, as far as I can tell it still requires a unit loaded to attack.
** Concerning all units that require gunners; could you include the range in the infobox?
** Airbase tooltip reads "onstruct Airbase".
 
Last edited:
Level 12
Joined
Oct 16, 2008
Messages
514
* Little problem with the hero AMPs: The names don't match, I had Gatling get in one and his AMP's name was Col. Miles Quaritch II (and another Gatling III).
* Doesn't seem to be a sound effect for Gatling Assault.
* As for the terrain: I like the swamp area, but the whole eastern plains bugs me for some reason. Maybe you could put more bumps in it, and use Barrens terrain in that area?
* The radar's vision is frankly bizarre: it only seems to go in a cone towards the right, while the area surrounding it is still in fog of war. And even then, it doesn't go that far.
* Tooltips:
** The Gatling Assault should have an "Hits allied and enemy units" message.
** The sentry tower's tooltip says it can be automated, as far as I can tell it still requires a unit loaded to attack.
** Concerning all units that require gunners; could you include the range in the infobox?
** Airbase tooltip reads "onstruct Airbase".

*Right, i do not yet use a system to record hero names for transfer into their AMP suits, but it will be done (that, or specific names for AMP suits).
*There is actually no sound effect for gatling assault. This ability has been sorta overlooked because it is going to be replaced by something better and more fitting, that also explains the tooltip.
*About the plains: uh why not. I agree that they're too large anyways. I'll talk with the terrainers.
*Radar will be made custom soon, we found out that large sight just doesn't cut it. It will have special mechanisms.
**Sentry: I didnt have time to actually make the automation system, i'm fixing this right now.
**Okay, adding ranges in infoboxes.
**Thanks for the typo report.
As usual, a very helpful review :)


@tleno: Sure! Looking forward for it (oh and the other map's name was Rival Dynasties :p )
 
Level 28
Joined
Apr 6, 2010
Messages
3,106
A new version already? That was fast.

* An issue with the Sentries: A very strange thing happens if you automate them while next to an obstacle: they will suddenly jump to the nearest available open spot (which may be a single square away, to make room for the worker who's just been unloaded; or a much greater distance, if building in uncleared forest). Now as far as I can tell, this only happens if the original worker hasn't been moved away after building (is standing closer to it than any workers sent to repair-build) and if there are obstacles surrounding it (pathing maps touch).
** Also if some workers repair-build a Sentry, one (only one, no matter how many were helping) of them automatically enters it once built. Don't know if this is worth changing or not though...
* Weird bug with the Remove trees ability: Clicking on it (to bring up the AoE circle, not necessarily removing stumps) makes trees show up on the entire map (That is, they're in color rather than fog-of-war gray). It also seems to make the area brighter if used at night (though that could be an illusion because of the trees). Also the tooltip needs its "I"s capitalized.
 
Last edited:
Top