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Battlefields (Temp Name)

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Battlefields


Latest Version
The somewhat anticipated version 0.2 is here!

It took me a while I know, but there were quite a few bugs to work out

And I am glad to say that unlike the first version I am confident that there are no problems with this one.

There are a bunch of new features so here are somethings I added that you might want to look out for:
  • Experience Bars - Units will now gain experience and go up level to a maximum of 10,000
  • Weapon and Armour Types - Units will now affect other units differently, attack wise based on custom weapon and armour types
  • Larger Map - The map is more than twice are big
  • Vehicles - Tanks, but you only control them when you have a unit garrisoned inside (every unit has a garrison ability), vehicles are disabled once they drop below 45% health
  • Bounty - Units will now give resources when killed to keep the game going a bit longer, this also means you need to try and kill without taking casualties as if you do take casualties they get more units.
  • Keep and eye out for the Bear

The map has been attached at the bottom of this post.

or if you don't have time or just don't want to try out the map you can read about it and offer any advice that you might have :)


Concept

Well this is a Modern Warfrare map, and what I wanted to do here is practically force people to use they're heads and strategize... now of course you don't have to but I've provided the tools to do just that.

Currently the map is not as large as it will be in the end, but that's because I didn't want to spend ages making a huge map and then never get it done. So I've made the map smaller at first with not as many units or modes or such. however I do plan on adding quite a few things as you can see in Coming Soon, and I will continue to expand it until I'm satisfied witht he diversity of unit, abilities, and terrain.



Units

This information is not currently accurate, but will be updated soon

For now there are 6 basic units, later I plan on adding tanks and other vehicles, but NO AIR. Air units are the epitomy of anti-strategy, they pretty much make planned strategies useless.

Mana is replaces with Supplies


Regular
Role: Rapid-fire Infantry
Equipment: Automatic Rifle, and Medium Steel Armour.
Statistics:
Health: 520
Damage: 6 - 90
Fire Speed: 1 shot/sec
Range: 1200
Cost: 10
Abilities: None


Rifleman
Role: Basic Infantry
Equipment: Slow-Firing Pulse Rifle, and Medium Steel Armour.
Statistics:
Health: 630
Damage: 12 - 282
Fire Speed: 0.36 shots/sec
Range: 1350
Cost: 12
Abilities:
Aim: The Rifleman takes an extra couple of seconds to aim his shot. Adds 80 bonus damage but reduces Fire Speed to 0.25 shots/sec


Combat Support Service Infantry (CSS Infantry)
Role: Medic
Equipment: Semi-Automatic Rifle, and Light Steel Armour.
Statistics:
Health: 410
Damage: 7 - 87
Fire Speed: 1 shot/sec
Range: 1150
Cost: 8
Abilities:
Barricade: Constructs a Barricade. Barricades provide cover to adjacent units. Costs 10 supplies.
First Aid: The CSS Infantry heals and disinfects a target unit. Heals 50 hitpoints and cures poison. Costs 5 supplies.
Repair: The CSS Infantry repairs a target unit. Costs 2 supplies.


Grenadier
Role: Artillery
Equipment: Rocket-Powered Grenade Launcher, and Thick Steel Armour.
Statistics:
Health: 650
Damage: 163 - 299
Fire Speed: 0.33 shots/sec
Range: 1250
Cost: 17
Abilities: None


Demolitionist
Role: Strategic Support
Equipment: Semi-Automatic Rifle, and Light Steel Armour.
Statistics:
Health: 410
Damage: 7 - 87
Fire Speed: 1 shot/sec
Range: 1150
Cost: 11
Abilities:
Land Mine: Lays a Land Mine at a target location. The land mine is triggered when an enemy approaches. Cost 5 supplies.
Gas Bomb: Lays a Poisonous Gas Bomb at a target location. The Bomb slowly leaks poisons intot he surrounding area. It is very dangerous and is often known to infect friendly troops, including those who lay the bomb. Costs 8 Supplies.
Minesweeper: Reveals nearby enemy mines.


Sniper Team
Role: Long-Ranged Support Infantry
Equipment: High-Powered Precision Rifle, Binoculars and Light Steel Armour.
Statistics:
Health: 400
Damage: 81 - 411
Fire Speed: 0.14 shots/sec
Range: 2500
Cost: 18
Abilities:
Reveal: The Spotter uses his Binoculars to reveal a nearby location.
Critical Strike: Gives the Sniper a 20% chance of hitting a Cital Area and doing 5x normal damage.


Captain
Role: Heavily Armoured Officer
Equipment: Automatic Rifle, and Thick Steel Armour.
Statistics:
Health: 610
Damage: 10 - 298
Fire Speed: 1.11 shots/sec
Range: 1500
Cost: 16
Maximum: 3 Officers
Abilities:
Aura of Command: The Captain exudes and Aura of Command over the battlefield. He grants a 15% damage bonus to nearby units.



Coming Soon

There are a quite a few things I plan to add, and quite a few more things I probably should add but I just haven't thought of yet, but here are the ones I've got so far:

So I'm very glad for any suggestions anyone might have. :smile:

And there are a few things that I already have planned for the next version
  • More abilities
  • Custom Cursor
  • Custom Weapon and Armour Type Icons
  • Larger Map
  • More Players
  • Team Mode
  • Parachutes: Troops will parachute in instead of simply appearing
  • Garrisonable Structures

Here are a few screenshots
I will post more tommorrow... if I have time.

so if you have an idea please speak up :smile:
 

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Level 15
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The concept is... rather creative, and I like it. I'll try it out myself and see if it delivers. Until then, keep up the good work!

Edit: Well, we have a problem. I feel the need to address this even though it has relatively NOTHING to do with the gameplay: the map is unprotected. Now I'm not sure if you don't mind this or not, but I would look in the Tools section for a protecting tool so you don't get people copying off this map.
 
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I know it's not protected, this is the first Beta I don't mind people looking into it it might help me fix any faults, I did not protect it though largely because there is no working mac protector.

However when I come out with a slightly later version i will start protecting it using the Map Optimizer, which means I have to go onto my intel and instal warcraft on the Windows OS, and a whole bunch of other things.

But all in all yes I will be protecting it... later.
 
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Alright, good. Well, I played the map, and let me tell you... it's fun. That's all I could say. No visible glitches, but you should remove the Grenadier's missle arc, since well... it looks weird.

This would be alot more interesting if it had options for a team game.

I have an idea... why not you make it so that when you kill something, your "hero" (the thing that you use to buy units) levels up. And make it so that you start with a few units in the beginning, and, depending on what units you use to kill what (or any other sort of condition) you'll gain a new unit type corresponding to that condition.
 
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Well I found the Grenadier's arc to be suitable, don't you think it would arc even when it's being fired from this high powered launcher?

Hmm that's a good idea though simply killing might not b the best conditions... I'll try and think of some.

Ah yes team games, a good idea, though I think I might disable shared vision to increase the strategy, I'd explain more what I mean but I gtg...
 
Level 12
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Hmm... interesting, I shall test this.

P.S. I am a mac user as well, and have tried to boot up in windows to try protection and vJASS, but it was a pain (took hours for me to give up), and I'd recommend you try getting someone else to protect for you.

Errors:

I couldn't go up the path in pic 1

There was a floating rock in the beautiful terrain in pic 2
 

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Level 11
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Hmm... interesting, I shall test this.

P.S. I am a mac user as well, and have tried to boot up in windows to try protection and vJASS, but it was a pain (took hours for me to give up), and I'd recommend you try getting someone else to protect for you.

Errors:

I couldn't go up the path in pic 1

There was a floating rock in the beautiful terrain in pic 2

Oh yes thank you for telling me I forgot to remove the pathing blockers when I added that path.
As for the second one yes I know it's floating I was hoping nobody would notice, cause I can't seem to figure out how to raise/lower doodads, people have said pageup/pagedown, but for me that just increases/decreases the Z axis (meaning makes it taller/shoirter)

Hmm maybe if I ask around I can find a mac protection thingy, I mean there has to be atleast one.

I'll try and put those corrections into the next version, which I am expanding the terrain in, with a small pond, a larger plateau, maybe a meteor crater, and possibly a small abondoned village/fort, which I found some good models for.


so asome you made this because i had the same idea to make a batlefield :p now i dont have to make it :p nice work

Thanks :smile:



I'm kind of wanting to make the units more expensive and more powerful and such and make it more of a Special Ops type thing, which would keep with the strategy but also make it mor einvolving and easier to control.

Also possibly make all the units able to go up level, not get more abilities and such, just get stronger

What do you guys think?
 
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Command+Page up/page down

Try that. And you have to hold it.


And I like the level up thing. You could do this by making point value increase when you kill a unit and when you damage a unit it will add the point value to the damage of the attack, and for health you can make tombs of health.
 
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I like Supermj's idea. It's not that hard... you just need to make an integer array titled- actually, I'll try to make it myself and attach a map to my post.

Edit: Well, I tried, but I can't get it to work for more than one unit, so, it's useless.
 
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@ I_brg_doom

never heard of it, and like you may have noticed Battlefields is just a temperary name I'd much rather use a different one.


ah well Deadnerzhul it seems to me that it would be just so much easier to make them have experience bars, so what if you can't cast spells with more that one unit at a time, it's not like there are any spells so far that you would actually do that with, except maybe aim
 
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Correction: easy for you, but not for me. I was able to make a system, where, if a unit gets 10 kills, he gets a damage boost (with an item ability dummy spell). The only problem is, I don't know how to make it MUI. I just started to get into some of the more advanced GUI stuff, and I'm still trying to understand the way arrays work.
 
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Well,
I did some testing out on your map and I Have to say, I enjoyed it.
+Terrain is really nice
+Nice abilities that make sense
+Barricades made me smile

Some things I may had been confused about or are needing to be fixed.
-No Extra Funding?
-Enemies can easily camp spawn areas if they know where you start at
-Reserves abilities didn't seem to work for slot 2.

Anyways,
Great map keep up the great work!
-Calvin
 
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Thanks for the thoughts Darken :smile:

and I have to say I noticed that the reserves didnt work for the 2nd and 3rd players but I forgot :sad: anyways it just cause I forgot to put in triggers for them, thanks for reminding me.

Well the thing about funding is that I intended it all the be spent at the beginning that way there would no longer be a spawn point and the extra funding would just be your reserves.

Though do you think I should make it so you get more later, cause if I did that would fit in well with the other Idea to make your base like level up and be able to build different units later on...

:smile:

EDIT:

Okay I tried to add the other players into the trigger but for some reason it isn't working. Here is the trigger, if anyone knows how to fix it I would appreciate it :)

  • Reserve Page
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Reserve Page
    • Actions
      • If ((Owner of (Casting unit)) Equal to Player 1 (Red)) then do (Selection - Select Base of Operations (Reserves) 0001 <gen> for Player 1 (Red)) else do (Do nothing)
      • If ((Owner of (Casting unit)) Equal to Player 2 (Blue)) then do (Selection - Select Base of Operations (Reserves) 0036 <gen> for Player 1 (Red)) else do (Do nothing)
      • If ((Owner of (Casting unit)) Equal to Player 3 (Teal)) then do (Selection - Select Base of Operations (Reserves) 0039 <gen> for Player 1 (Red)) else do (Do nothing)
 
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Thanks for the thoughts Darken :smile:

and I have to say I noticed that the reserves didnt work for the 2nd and 3rd players but I forgot :sad: anyways it just cause I forgot to put in triggers for them, thanks for reminding me.

Well the thing about funding is that I intended it all the be spent at the beginning that way there would no longer be a spawn point and the extra funding would just be your reserves.

Though do you think I should make it so you get more later, cause if I did that would fit in well with the other Idea to make your base like level up and be able to build different units later on...

:smile:

EDIT:

Okay I tried to add the other players into the trigger but for some reason it isn't working. Here is the trigger, if anyone knows how to fix it I would appreciate it :)

  • Reserve Page
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Reserve Page
    • Actions
      • If ((Owner of (Casting unit)) Equal to Player 1 (Red)) then do (Selection - Select Base of Operations (Reserves) 0001 <gen> for Player 1 (Red)) else do (Do nothing)
      • If ((Owner of (Casting unit)) Equal to Player 2 (Blue)) then do (Selection - Select Base of Operations (Reserves) 0036 <gen> for Player 1 (Red)) else do (Do nothing)
      • If ((Owner of (Casting unit)) Equal to Player 3 (Teal)) then do (Selection - Select Base of Operations (Reserves) 0039 <gen> for Player 1 (Red)) else do (Do nothing)

I'd suggest making it into 3 separate triggers and seeing if that works first, sometimes weird things like that happens.
Also, I was expecting more funding because The battles end so, Abruptly, and are very fast paced.
I have a suggestion, making all attacks artillery? I Think thats the one. If so, the gun fires will go straight, and hit any unit it comes across. A.k.a. the Barricades will actually be used like barricades taking damage.
Anyways, just my suggestion, if you want to leave it as it is, add a -restart so players can play over and over without starting over. =]
-Calvin
 
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ah yes I was intending to increase the health/armour of units a to make it longer, cause a few people have mentioned that, I'll see what I can do.

I think you are thinking of Seige Attacks, if what you say is true and it will hit the barricade instead then I will definetely change them all to that... though on the other hand I was planning on modifing the attack types to make an rps strategy...
 
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Level 8
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Yea, I Think its that.
There was a map I played, "Ohama Beach" Its here in the map section, it deals with dodging bullets as you move up the beach, something like that would be cool. =]
But yes, if you do plan for no extra funding, a -restart command at the end would be awesome.
Cheers, and great work!
-Calvin
 
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Okay well I'll take a look at that when i get a chance, though you may also be thinking of the attack type not damage type, or whatever the hell they are called...

But in the meantime here are some screenshots of the Terrain, new and old
 

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Level 11
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New Version

The somewhat anticipated version 0.2 is here!

It took me a while I know, but there were quite a few bugs to work out

And I am glad to say that unlike the first version I am confident that there are no problems with this one.

There are a bunch of new features so here are somethings I added that you might want to look out for:
  • Experience Bars - Units will now gain experience and go up level to a maximum of 10,000
  • Weapon and Armour Types - Units will now affect other units differently, attack wise based on custom weapon and armour types
  • Larger Map - The map is more than twice are big
  • Vehicles - Tanks, but you only control them when you have a unit garrisoned inside (every unit has a garrison ability), vehicles are disabled once they drop below 45% health
  • Bounty - Units will now give resources when killed to keep the game going a bit longer, this also means you need to try and kill without taking casualties as if you do take casualties they get more units.

And there are a few things that I already have planned for the next version
  • More abilities
  • Custom Cursor
  • Custom Weapon and Armour Type Icons
  • Larger Map
  • More Players
  • Team Mode

I have also modified the original post to conform with these updates

So without further adeu, here it is:
 

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Level 8
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Bugs list for ya man.
Didn't play to long but yea, Great job on the new features.

Stuck Snipers,
At the beginning as player 2, My snipers I got, were Stuck.
http://i81.photobucket.com/albums/j227/Darkenneko_003/Wc3 Images/SniperStuck.jpg

Invulnerable Vehicles,
Well, after a Vehicle gets that low on health... than what...?
It stays there Forever and ever as enemies camp those vehicles and they can't be destroyed.
http://i81.photobucket.com/albums/j227/Darkenneko_003/Wc3 Images/InvulnerableVehicles.jpg

I Do have some things you could consider.

Timed Repair,
If a vehicle isn't repaired after a certain amount of time, it dies
The people inside lose 50% of hp and are released.

Make freaking infantry weaker,
You see that load of tanks in Picture 2?
I attacked that with 20 infantry, built some mines, and barricades quick, and beat them.
It was hard, didn't have to many left, 3/4 of them dead, but it was well worth the victory, [It was a desperation attack.]

Anyways Great map!
-Calvin
 
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1. Ah yes I'll examine the start locations a bit closer to remove those bugs

2. You can unDisable it by repairing, but yes I have noticed that problem. I believe I will use the timed repair, I'll simply give it a Buff called burning or damaged and slowly make it lose health

2. well that sounds like good srategy to me, but there are other factors to be considered.

Were you using Riflemen?
Riflemen and Explosive do bonus damage to tanks (1.5x and 2x respectively)
Dragons are the weaker variety of tanks they are meant for longer range and usually should be accompanied by others.
were your units high level?

If not for these I would find that hard to believe as most units do between 10 - 20% damage to Tanks

besides all those casualties means he could just buy more tanks.

But I will boost the tanks a bit



I'm really glad that you were able to play on Battle.net which I have yet to do since I can't host :sad:
 
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Its alright,
I Knew I Could repair it, but if its somewhere in a enemy base or something its hard to get to.

I'm not exactly sure what I used as I Don't remember, I know I had a commander with, a Technician, a sniper team, and a sapper. the rest were just infantry of some kind.

Anyways, Great Map, Keep up the Good Work!
 
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No Problem, =D
I Enjoyed the game, Oh, I have another suggestion.
Vehicles such as the "Jeep" which looks more like a half track, should hold more people.
2 People per vehicle isn't Too much. Will defiantly make more people use the Jeep for transportation.

Great Game Man!
-Calvin
 
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