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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.


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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 12
Joined
Oct 16, 2008
Messages
514
I get your point about the updates, but what about when all the trigger-related work is done, for the final version? (I'm talking about non-targetable doodads like plants and flowers, which are a major part of the movie's atmosphere).

At that point, maybe. Though i might wanna improve it abit more after 1.0, ya know.

EDIT: New version (0.26d) is out!
 
Last edited:
Level 27
Joined
Jul 6, 2008
Messages
11,325
Great update! It gave a lot of new ideas for me to suggest and I love how the gameplay was immproved.
I like that thing with those upgrades like that electrical fence! This might turn out to be fun to customize your army like you want.
What about these upgrades:
-Demolitions training: gives your privates grenades that can be auto-castable and damage all trees and enemies in AoE and gives napalm grenades and C4s (No comments, just AoE damage for time and timed explosive) to flamers and rocket infantry. Talking about rocket infantry, you forgot to change it's tooltip!
-Survival training: gives a boost to your infantry, maybe gives some kind of special ability too.
-Orbital drop: allows your ISV to drop a group of infantry in target area.
-Big Bertha. Yes, I suggest to make it unlockable.
-Bioscanners. Allows your radars to detect and ping on the map all avatars. This ability costs resources, tough.

Well maybe I'll come up with something more usefull, balanced and awesome later.
 
Level 12
Joined
Oct 16, 2008
Messages
514
Great update! It gave a lot of new ideas for me to suggest and I love how the gameplay was immproved.
I like that thing with those upgrades like that electrical fence! This might turn out to be fun to customize your army like you want.
What about these upgrades:
-Demolitions training: gives your privates grenades that can be auto-castable and damage all trees and enemies in AoE and gives napalm grenades and C4s (No comments, just AoE damage for time and timed explosive) to flamers and rocket infantry. Talking about rocket infantry, you forgot to change it's tooltip!
-Survival training: gives a boost to your infantry, maybe gives some kind of special ability too.
-Orbital drop: allows your ISV to drop a group of infantry in target area.
-Big Bertha. Yes, I suggest to make it unlockable.
-Bioscanners. Allows your radars to detect and ping on the map all avatars. This ability costs resources, tough.

Well maybe I'll come up with something more usefull, balanced and awesome later.

Wow, feedback already :) !
Glad you like that new system Unobtanium Upgrades particularly, and thanks for the upgrade suggestions, since you figured out we need some ;)
Your ideas sound nice already, some of them will most likely be implemented.
A follow-up version should come soon to fix the little glitches that i'm sure will appear somehow.

Oh and i'm especially happy that you clearly understood the customizing purpose of the special upgrade system :)
 
Level 27
Joined
Jul 6, 2008
Messages
11,325
By the way, or it's just me or you immplemented some kind of AI? I swear that Eywa thing sent earthquakes on me!

And talking about earthquakes, those were really painful and destroyed half of my base! Maybe there should be some kind of customization to make your buildings recieve less damage from ability attacks?
Or at least make all defences (walls and towers) have some kind of ability like that.
 
Level 12
Joined
Oct 16, 2008
Messages
514
By the way, or it's just me or you immplemented some kind of AI? I swear that Eywa thing sent earthquakes on me!

And talking about earthquakes, those were really painful and destroyed half of my base! Maybe there should be some kind of customization to make your buildings recieve less damage from ability attacks?
Or at least make all defences (walls and towers) have some kind of ability like that.

There is absolutely no AI involved, the computers just act instinctively. This is why Hometrees whill launch Bird Patrol when attacked, and Eywa will keep using Pandoraquake if you put a comp in the player slot aswell.

The theoretical counter to pandoraquake (since it deals high damage, but rather slowly) is putting some Workers (or better yet, their AMP suit versions, Slash Cutters) on patrol with auto-repair activated.
And there will be an upgrade for building resistance somehow, yes :)
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
Ah, the cutscene is much improved.

RDA:
* IMPORTANT: HQ, Airbases and War factories aren't in the "build" menu: the RDA are massively screwed.
* I frankly have difficulty telling the difference between Privates and Rocket Launchers (rename them to something like Rocket Troopers, and find a way to differentiate them further, as the fact that one has a bigger gun isn't going to be enough).


Avatar:
* A weird bug sometimes affects Banshees: I built one and told it to attack a ground until, it told me it could only hit air. Then I persuaded a wild banshee and told it to attack, both were now capable of hitting ground units.
* The building tootip for the totem still reads Ikran and Ikran Makto (this is just my opinion, but I think Ikran sounded better than Banshee).
* Quests could really use an update announcement system, to at least tell you which quest was updated and what the reward is.


Eywa:
* Dense Armor icon is still in all the spellbooks.


Other: There's a fish doodad on the ground, to the east of the hometree on the northern shore of the central lake.

And I just learned one can write some veeeeery strange things without enough sleep.
 
Level 27
Joined
Jul 6, 2008
Messages
11,325
Indeed, builders should have factory, HQ and refinery to build too otherwise they're screwed if all their Slash cutters are destroyed...

Talking about upgrades again, what about a nuke? Yes, you it for upgrade credit once and can't have any more, but the weapon itself is very powerful...
 
Level 12
Joined
Oct 16, 2008
Messages
514
Ah, the cutscene is much improved.

RDA:
* IMPORTANT: HQ, Airbases and War factories aren't in the "build" menu: the RDA are massively screwed.
* I frankly have difficulty telling the difference between Privates and Rocket Launchers (rename them to something like Rocket Troopers, and find a way to differentiate them further, as the fact that one has a bigger gun isn't going to be enough).


Avatar:
* A weird bug sometimes affects Banshees: I built one and told it to attack a ground until, it told me it could only hit air. Then I persuaded a wild banshee and told it to attack, both were now capable of hitting ground units.
* The building tootip for the totem still reads Ikran and Ikran Makto (this is just my opinion, but I think Ikran sounded better than Banshee).
* Quests could really use an update announcement system, to at least tell you which quest was updated and what the reward is.


Eywa:
* Dense Armor icon is still in all the spellbooks.


Other: There's a fish doodad on the ground, to the east of the hometree on the northern shore of the central lake.

And I just learned one can write some veeeeery strange things without enough sleep.

*About IMPORTANT: No, don't you worry, Workers build Metal foundry, and Metal foundry can make the advanced builders: Slash Cutters :)
*It's pretty hard indeed to tell the difference, but i was lacking models when i made em. This will be fixed as soon as i find one.

Avatar
*Uh okay o_O I think i know where it comes from, i'll fix that.
*I perdonally like the word Ikran more aswell :p Banefull did that change but i'll undo it i guess :p
*Well the new multiboard system re-opens the multiboard for you every time anything about your quests changes. If that ain't enough (while i'm saying this, i realize you could have not minimized it, in which case you could hardly tell) i guess i can add a sound, and a generic message, screen effect or something?

Eywa
*That is because of the way spellbooks work. If there's not at least one passive, or one spell costing no mana in there, you can't open it at all if you don't have enough mana to cast anything from that spellbook.
So that passive serves as a guarantee that you can open it. I'll remove it from all spellbooks but one, when all spellbooks have something allowing you to open them.

Other: Finally someone can tell me precisely where that odd doodad is :) now i can hunt down that fish.

Indeed, builders should have factory, HQ and refinery to build too otherwise they're screwed if all their Slash cutters are destroyed...

Talking about upgrades again, what about a nuke? Yes, you it for upgrade credit once and can't have any more, but the weapon itself is very powerful...

For the first matter, see answer above.

For nukes, lore-wise, the RDA has signed a treaty with Earth governements, that forbids the use of weapons of mass destruction (so that RDA stays under control).
So i don't know if i'm gonna add actual nuclear bombs/missiles, but things like orbital strikes and/or ballistic missiles might be authorized via unobtanium credits.
 
Level 27
Joined
Jul 6, 2008
Messages
11,325
I smell dead fish. If we're having a talk about odd things, after you have removed the AMPs from factories, you should fix the location of Hell trucks and tanks...
Well actually the idea with one pasive ability in one spellpack is not bad. You can actually come up with quite useful abilities.
hey, what about a special ISV upgrade that allows it to drop a slash cutters?
And about the new quest recieved, you can make somem kind of sound notification just like in Warcraft 3 campaing when you get a new objective.

Damn Hivelag. Well okay, I'll write more suggestions while the server will get better:
-Towers. Yes, towers. You can make those automated, then why not also give them an upgrade that leaves then unautomated but gives heavier weapontry?
-Change the rocketeer icon to something more fiting, there are lots of good human models in warcrraft, a unit icon as missle voley looks bad.
-tranquilizers. Yes, I suggest adding snipers than can be taught to use tranquilizers (Sleep or stun) and hide. You know, some kind of scout/ hight dmage/low hp unit.
 
Level 12
Joined
Oct 16, 2008
Messages
514
I smell dead fish. If we're having a talk about odd things, after you have removed the AMPs from factories, you should fix the location of Hell trucks and tanks...
Well actually the idea with one pasive ability in one spellpack is not bad. You can actually come up with quite useful abilities.
hey, what about a special ISV upgrade that allows it to drop a slash cutters?
And about the new quest recieved, you can make somem kind of sound notification just like in Warcraft 3 campaing when you get a new objective.

Damn Hivelag. Well okay, I'll write more suggestions while the server will get better:
-Towers. Yes, towers. You can make those automated, then why not also give them an upgrade that leaves then unautomated but gives heavier weapontry?
-Change the rocketeer icon to something more fiting, there are lots of good human models in warcrraft, a unit icon as missle voley looks bad.
-tranquilizers. Yes, I suggest adding snipers than can be taught to use tranquilizers (Sleep or stun) and hide. You know, some kind of scout/ hight dmage/low hp unit.

Oh you mean icon positions of Trucks and Tanks. Just makes sense.
For ISV drops, i'm trying to keep it pretty basic. Slash cutters, well, i don't know. Could work, but i need more thinking about this.

-Towers: there will be such upgrades, but i don't think they will require letting them un-automated.
-Well i'm using almost all cannon/missile icons already... If there's anything nicer remaining feel free to tell.
-tranquilizers: Snipers are planned too, and they will indeed be able to use special kinds of bullets, thanks for this particular type suggestion :)
 
Level 27
Joined
Jul 6, 2008
Messages
11,325
Yes, I already mentioned that rocketeer has same description as private. Oh, are you gonna add some kind of new additions to radar? Now it's kinda useless. You should make some kind of "erly warning system", that would ,when activated on a radar, ping if some kind of threats are neear to your radar.
 
Level 12
Joined
Oct 16, 2008
Messages
514
You know, I saw a rocket launcher space orc model once, so if you already have orcs as heavy troopers...

EDIT: here it is.

(Sorry, didn't see the description was already mentioned.)

Well i tried that model but attaching a better rocket launcher attachment to the marine model turned out better. Thanks for proposing still :)

Yes, I already mentioned that rocketeer has same description as private. Oh, are you gonna add some kind of new additions to radar? Now it's kinda useless. You should make some kind of "erly warning system", that would ,when activated on a radar, ping if some kind of threats are neear to your radar.

Fixed description.
I will do something like that for Radars, you're right about them being of limited use atm.
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
Well, there's a missile-launcher Space Marine model somewhere...

Oh, wait, latest version out. Sorry!

EDIT:

RDA:
* The Tech Center has no upgrades, they're all in the HQ building.
** Also the selection circle is awfully big for its size.
* Logistic and Infantry upgrades both have the same tooltip (claiming the upgrade is for Repair Bots).
* Drive AMP tooltip says you get the suits at the factory.
* New rocket models are better, maybe make them a tad bigger/different colored?

Ey'wa:
* Trying to control a Toruk brings the message that you can't control transports or bunkers.

Avatars:
* I'm not sure why, but using Interact (sometimes) seems to stop working on certain trees at some point, possibly having something to do with your Understanding of Flora level (that is to say, using interact doesn't even give you the "you failed to craft an item from this tree" message).
* Using Interact on multiple Hometrees (that is, after the first one) doesn't get you a message, but it does give you a redundant "Na'vi units unlocked" message.
* Two weird ones concerning the Toruk Makto:
** When giving the Toruk (not the avatar) a move order, the avatar doesn't turn to face wherever the Toruk needs to go, so he might end up flying backwards. Also, giving the avatar multiple move commands (hold down shift and right-click repeatedly) causes him to fly only to the first one and spaz out, no longer moving. Giving the Toruk multiple moves isn't a problem though, but it leads to the above "flying backwards" thing. The same happens if both the Avatar and the Toruk are selected while giving orders.
** A very, very strange one concerning items: any time the avatar is ordered to pick one up (which he can only do if very close to it, like right above it), he will immediately head for what appears to be the exact center of the map, in the swamp. This happens whether you picked up the item or not. Also, you can only drop items right underneath yourself, otherwise the aforementioned spazout occurs.
* Something weird that's been on my mind for a while: when using Interact or Discover on an animal, they will often run away from you, even if they were attacking the avatar. Is that a bug or a feature?


Other:
* I must say I don't care much for having both names, it just looks strange.

* Just an idea here, but could there be an alternate Na'vi quest allowing you to bypass the whole Understanding in Na'vi thing? By this I mean get Understanding Fauna points, persuade a Toruk, and use Interact on the Hometree while riding it to instantly become the leader.
* Now that there's a working "ride animal" trigger (with a few bugs, but still), can it be expanded to riding Thanators and Banshees?
** And while we're at it, maybe give Na'vi spearmen the ability to mount banshees?
** And Na'vi cavalry! (Okay, that would require adding horses to the map, but wouldn't it be awesome?)
 
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Level 12
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Oct 16, 2008
Messages
514
EDIT:

RDA:
* The Tech Center has no upgrades, they're all in the HQ building.
** Also the selection circle is awfully big for its size.
* Logistic and Infantry upgrades both have the same tooltip (claiming the upgrade is for Repair Bots).
* Drive AMP tooltip says you get the suits at the factory.
* New rocket models are better, maybe make them a tad bigger/different colored?

Ey'wa:
* Trying to control a Toruk brings the message that you can't control transports or bunkers.

Avatars:
* I'm not sure why, but using Interact (sometimes) seems to stop working on certain trees at some point, possibly having something to do with your Understanding of Flora level (that is to say, using interact doesn't even give you the "you failed to craft an item from this tree" message).
* Using Interact on multiple Hometrees (that is, after the first one) doesn't get you a message, but it does give you a redundant "Na'vi units unlocked" message.
* Two weird ones concerning the Toruk Makto:
** When giving the Toruk (not the avatar) a move order, the avatar doesn't turn to face wherever the Toruk needs to go, so he might end up flying backwards. Also, giving the avatar multiple move commands (hold down shift and right-click repeatedly) causes him to fly only to the first one and spaz out, no longer moving. Giving the Toruk multiple moves isn't a problem though, but it leads to the above "flying backwards" thing. The same happens if both the Avatar and the Toruk are selected while giving orders.
** A very, very strange one concerning items: any time the avatar is ordered to pick one up (which he can only do if very close to it, like right above it), he will immediately head for what appears to be the exact center of the map, in the swamp. This happens whether you picked up the item or not. Also, you can only drop items right underneath yourself, otherwise the aforementioned spazout occurs.
* Something weird that's been on my mind for a while: when using Interact or Discover on an animal, they will often run away from you, even if they were attacking the avatar. Is that a bug or a feature?


Other:
* I must say I don't care much for having both names, it just looks strange.

* Just an idea here, but could there be an alternate Na'vi quest allowing you to bypass the whole Understanding in Na'vi thing? By this I mean get Understanding Fauna points, persuade a Toruk, and use Interact on the Hometree while riding it to instantly become the leader.
* Now that there's a working "ride animal" trigger (with a few bugs, but still), can it be expanded to riding Thanators and Banshees?
** And while we're at it, maybe give Na'vi spearmen the ability to mount banshees?
** And Na'vi cavalry! (Okay, that would require adding horses to the map, but wouldn't it be awesome?)

RDA:
*They will be added later, for now it just serves as the last requirement for heavy vehicles.
**Right, ill correct selection circle.
*Ah? I'll fix these too, hadn't noticed.
*Okay i'll update the Drive AMP tooltip.
*Hmm i'll try making em slightly darker, but i think the weapon difference is pretty big already :O

Eywa:
*I knew about this one, but i thought again and realized Toruks should probably not be controllable that easily. Sure the message the game pops out is weird though, but there are more hurrying fixes to do.

Avatars:
*Hmmm can you remember what type(s) of tree?
*Okay i'll fix Hometree message (me or Banefull, since he modified that)
*Toruk makto:
**Well the driving system needs some polishing, and it will get it.
**Mkay o_O first time i hear about that one. I think a debug session will be needed for this problem and the above together, but it should be fixable.
*It's a war3 glitch. It seems like even when the spell does absolutely no harm to the target, the AI will consider the unit as aggressed, simply because an enemy casted it.
That, plus the fact that animals have the ability "Wander" which makes them move around randomly (i might customize that later on). It has the side effect of making animals run away when attacked.
There are probably a couple spells that overcome this bug but i found none so far. And if i found one as a "starter" dummy spell for the triggered effect, it would need to be capable of targeting all targets (doodads, buildings, invulnerables, etc) so that is not likely to happen.

Other:
*Mkay...

*Lore-wise it totally makes sense, but i am not sure about the balance of it. It would be like getting the best of 2 quest domains at the cost of one (the animal one).
*Yes it will be extended to those, and maybe titanotheres aswell.
**Yep, but hunters too. SO i was asking myself whethere they should both result in Ikran Makto or if i should find a skin with a bow for mounted Hunter.
**Yep again :).
 
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The Pandoran trees (that you can get spears from). (And speaking of which, it could probably use a better name than just "Pandoran tree".)

Ah i see now :) well it happened to someone else, and i asked control share and saw for myself (it was on a puffball tree).
I then used Discover on the tree and re-tried and it worked... So it's probably just a variable glitch, i will reinforce the system's safety and it should do.
Also yea, trees will get names from the movie/game as much as possible, to fix that :) .
 
Level 1
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Jun 2, 2010
Messages
5
I believe in the imagination. What I cannot see is infinitely more important than what I can see.
-Duane Michals
Rating 7/10
 

CyberDuelX16

C

CyberDuelX16

Eh, so hard to find someone to play this with, haven't even been able to test & review!
 
Level 12
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Messages
514
About the Toruk Makto: Maybe you could make capturing one the last Fauna quest, and Interacting with a Hometree while riding it the last Na'vi quest?
Riding the Toruk should be the last Animal quest, yea, but i'm not sure if the Avatars should have to do all quests of both domain before they can get navi armies.
Gameplay-wise it would be imbalanced: Avatars would be a whole lot stronger when they succeed that, but way weaker before they do.
 

CyberDuelX16

C

CyberDuelX16

Those Mammoth thigns are insanely overpowered...5 killed my base...and i had about 30 suits with base defenses
 
Level 12
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Messages
514
Those Mammoth thigns are insanely overpowered...5 killed my base...and i had about 30 suits with base defenses
I see.
I can clearly imagine what happened. Those "Mammoths"(Titanotheres) are bulletproof (they take super low damage from these), and currently, all base defenses and AMP suits shoot, well, bullets...

This will be fixed in next version, with new base defenses (that shoot missiles and other things), and specific AMP suit types for all classes of foot soldiers.

So when you'll give that rocket launcher an AMP suit, he'll become way more powerful but still launch rockets instead of shooting 30mm autocannon (making him useless against Titanotheres and other bullet-resistant things).

Hmmm, so you really have to make that anti-animal defence as I said to prevent animal attacks unless na'vi will destroy the defencive system.
Except when controlled by Avatars or Eywa, animals do not really attack Corp bases as of now. Actually, all large animals spawn far enough from the Corp base (landing point) to pose zero threat. Only ikrans and a couple viperwolves happen to wander around, and bullets are way enough to take care of these.
The real problem comes when Avatars mass them and launch assaults. The system you suggested wouldn't be able to help in such cases.

But as said above, it will be fixed soon. We are currently working hard on next version, it will come with nice cosmetic improvements alongside the balancing :) .
 
Level 28
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As I see it, the problem is that the Na'vi are too weak pre-Toruk, and too strong after obtaining it.

Therefore, my suggestion is that you give the Hometrees some towers, as well as giving the Avatar control of the dryad and Ikran Makto standing next to the base, to close the gap somewhat.
Then, every time an avatar persuades a Toruk, give an RDA player a Dragon gunship (presumably, it'll be a superunit that can take on the Toruk), so the RDA can fight back.


EDIT: I suspect this is a fluke that isn't redoable, but I once had an AMP that returned the lumber it was carrying. Very strange.
EDIT to the above, fifteen minutes later: It just happened again, but I think I figured it out. Apparently ordering a slash cutter to attack a tree that's in the fog of war will cause to harvest rather than attack the tree, and do so at a much lower damage rate (the damage bar goes down by slivers as opposed to thirds or fourths). So the cutter deposits his 200 lumber to the the closest building, goes back to the tree (which is usually still standing, due to reduced damage), but this time actually attacks it, cutting it down in a few swipes and going on to the next one.


A few issues I have with the RDA (worker suits specifically):
** When you set a Barracks rally point on an unobtainium deposit, you should have workers built there automatically start mining once they reach the unobtainium.
** 4 food seems a lot for a gatherer unit that's no good in combat (Hell Truck), you should lower it.
** Civilian AMP suits cost food, but this doesn't show up anywhere. Make them cost 2 food so you don't get trapped.
** As the suits are workers, have them show up as such, so you can tell and select them when they're idle.
** Maybe have a floating Deforestation icon for the AMP suits as well (like the Unobtainium does), so you can tell which ones aren't doing anything and which are looking for trees to kill.
** When the Foundry's suit limit is maxed out, have production paused rather than refunded, as it's a waste of time otherwise.
** The AMPs act retardedly stupid around cliffs for some reason, not going after trees that are right in front of them.
 
Last edited:
Level 12
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Oct 16, 2008
Messages
514
As I see it, the problem is that the Na'vi are too weak pre-Toruk, and too strong after obtaining it.

Therefore, my suggestion is that you give the Hometrees some towers, as well as giving the Avatar control of the dryad and Ikran Makto standing next to the base, to close the gap somewhat.
Then, every time an avatar persuades a Toruk, give an RDA player a Dragon gunship (presumably, it'll be a superunit that can take on the Toruk), so the RDA can fight back.


EDIT: I suspect this is a fluke that isn't redoable, but I once had an AMP that returned the lumber it was carrying. Very strange.
EDIT to the above, fifteen minutes later: It just happened again, but I think I figured it out. Apparently ordering a slash cutter to attack a tree that's in the fog of war will cause to harvest rather than attack the tree, and do so at a much lower damage rate (the damage bar goes down by slivers as opposed to thirds or fourths). So the cutter deposits his 200 lumber to the the closest building, goes back to the tree (which is usually still standing, due to reduced damage), but this time actually attacks it, cutting it down in a few swipes and going on to the next one.


A few issues I have with the RDA (worker suits specifically):
** When you set a Barracks rally point on an unobtainium deposit, you should have workers built there automatically start mining once they reach the unobtainium.
** 4 food seems a lot for a gatherer unit that's no good in combat (Hell Truck), you should lower it.
** Civilian AMP suits cost food, but this doesn't show up anywhere. Make them cost 2 food so you don't get trapped.
** As the suits are workers, have them show up as such, so you can tell and select them when they're idle.
** Maybe have a floating Deforestation icon for the AMP suits as well (like the Unobtainium does), so you can tell which ones aren't doing anything and which are looking for trees to kill.
** When the Foundry's suit limit is maxed out, have production paused rather than refunded, as it's a waste of time otherwise.
** The AMPs act retardedly stupid around cliffs for some reason, not going after trees that are right in front of them.

I'm not for giving Dragons for free to Corps, but getting Toruks for Avatars will be made harder, and more limited (only 1 at once per player). That will make up for it.
Avatars will also have many more na'vi units at their disposal before being able to get Toruks, so that will fix the pre-toruk part (for those who plan to go that way).


Thanks for the insight about the deforestation gathering bug, maybe that will help me fix it.

About workers:
**That shouldn't be too hard to do.
**Hell truck were supposed to have more weaponry, but since they don't, foodcost lowering makes sense.
**Civilian AMP suits were never suppsoed to cost extra food (since the worker costs some already) so i'll fix that.
**AMP suits classified workers makes sense. Only problem is that it implies that they will flee when if attacked, like workers, but maybe i can counter that somehow aswell. i'll give it a try.
**If i put SFX on deforesting AMP suits, i gues si should do it for workers aswell. This, is assuming you meant "like the Hell Trucks when they're bringing unobtanium back to base", because i'm not sure what you meant there.
**Pausing foundry production ain't that simple, since it's based off unit production. The only time it gets paused is when your food is maxed, i don't think it will be possible.
**I have noticed that bug too, but i don't know yet why they act like that. As soon as i do i'll try and fix it.
 
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Okay no problem. It just makes sense anyways, that will allow safer deployment, of workers for example, when passing through the jungle and stuff.
FOr that you'd usually use the samson but you shouldn't be forced to use air, that's right.
Now i just need to find a model as usual :)
 
Level 12
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Why? The current model is fine...
What current model? There is no APC ingame as of now...
Oh wait nvm i see. Well the Hell truck alrdy has almost all icon slots filled, there could be problems with load order icons and stuff; also, it's too small to carr mass units as i see it, and could confuse players with multiple purposes. So i just think another vehicle would do better.
 

CyberDuelX16

C

CyberDuelX16

I see.
I can clearly imagine what happened. Those "Mammoths"(Titanotheres) are bulletproof (they take super low damage from these), and currently, all base defenses and AMP suits shoot, well, bullets...

This will be fixed in next version, with new base defenses (that shoot missiles and other things), and specific AMP suit types for all classes of foot soldiers.

So when you'll give that rocket launcher an AMP suit, he'll become way more powerful but still launch rockets instead of shooting 30mm autocannon (making him useless against Titanotheres and other bullet-resistant things).

Ah ok, thanks
 

CyberDuelX16

C

CyberDuelX16

There's only one hero right now isn't there? Colonel Something Something??
 
Level 28
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Apr 6, 2010
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3,105
No, if you look at the Space Pad you'll see you have a choice of Security Leader or Commander, though they share proper names (Quaritch, Gatling, Selfridge...)
Right now they're both pretty much the same (one's better at killing small targets, the other does more general damage), but hopefully they'll be different enough in later versions to warrant different suits.
 
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* Weird bug: I ordered my hero to get a suit, but I ended up with both the hero and his suit. Trying it later resulted in just the suit.
* The wild Toruks have no interest in attacking, I destroyed a few that flew over my base with just the starter units.
* Also, shouldn't there be some kind of penalty for using the money-drop?
 
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Level 12
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Oct 16, 2008
Messages
514
Will each hero also get its own AMP suit?

Yes they will, i recently found alot of models to pull of the 1-AMP-type-per-soldier-type feature.

* Weird bug: I ordered my hero to get a suit, but I ended up with both the hero and his suit. Trying it later resulted in just the suit.
* The wild Toruks have no interest in attacking, I destroyed a few that flew over my base with just the starter units.
* Also, shouldn't there be some kind of penalty for using the money-drop?

*That bug has been reported in a game i was hosting, someone got 3 suits :/ . It recently appeared, we are trying to find the reason.
*That is true. It wasn't intended but it ended up better for balance.
I recently finished the brainstorm for animal behaviours and this will be fixed. They will all have specific types of reactions, and Toruks will attack, but they will avoid the part of the map where RDA lands aswell, probably (for balance).
*There is already a penalty for money-drop, i made it as simple as possible: the amount of gold dropped is very low. Using the space drop for gold makes you unable to drop much more interesting amounts of workers (which can be turned into troops very fast by Metal Foundry) or materials.
 
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Well first off, id like to say great job. This map, even in beta, is showing real potential. Ive played all the races and i must say youve really caught on to a great formula. Each race plays exactly how id expect it to: humans with heavy firepower and centralized base, avatars roam the wild and use the jungle to their advantage, and eywa's unseen but powerful influense. I personally didnt find the movie that great (humans were too badass to lose) but your map really knocks it out of the park

PROS: Excellent balancing, avatars could get a bit out of hand later in the game but im confident this is only a beta problem.
The resource system was quiet well done, i never found myself lacking cash unless i made poor tactical choices. Not having to worry about resources really lets you focus on the action.
All factions were fun to play, I had just as much fun steamrolling over the jungle as humans as guarilla warefare as the avatars. Constantly griefing humans as eywa was fun as well.

There were some things that require a bit more refining however. Mainly cosmetic, but this map has some serious potential. Id hate to see it squandered by tiny bugs.

CONS: 1.I dont know if this problem was exclusive to me, but the ground under the barracks would be bleach white. Probably simple model bug.
2. Na'vi desperatly need more units. This should also help stop avatars from relying too much on animals.
3. Speaking of na'vi, they could use more custom models. Plus, some human models such as the big bertha and the sentry didnt seem to fit in the Avatar world, plus the sentry was far too large often obstructing vision.
4: Pathfinding AI acted a bit funny on this map, especially regarding cliffs. With all the trees and jungle obsticals however, this might actually make the game more realistic.
5: last but not least, i personally thing it would be best if there was one hometree with 5 unobtanium under it, and all other na'vi bases would become villages with one unobtanium and capable of much lower tier of unit production.

People have brought up terrain, but i know that will be improved. Try to remember things like glowing mushroom forest and flux vortex. Once u mop these up, i think this map is gonna be one of the top 10. Keep up the good work.
 
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