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[Altered Melee] blood and magic

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that is just a minor oversight and it should be easy to fix. i could look at it tomorrow but i need a day off from the work after spending a day trying to fix the unit creation system but dont worry. i will get back to work soon. i expect to be able to resume the work tomorrow and i already know how to fix it but, it have to be done for every trigger and that takes some time. i hope to get a fixed map uploaded by this time tomorrow.
 
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i finished the fixes earlier today but because of the forum rules i had to wait 24 hours from my last post in the topic in order to post. here is the map, just test it out and if you find any more bugs just tell me and i will fix them right away.(or as fast as i can.) have you noticed that mana orbs gets randomly placed around the map?
 

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I'm still working (after workdays) about panel game. Some screenshot of creating process=) I'll test latest map tommorow. Oh..mana orbs? I'm missing it! Will see))
 

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Level 21
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nice interface. one thing i am missing at the moment is a fury icon. i will add more items later when i figure out how to create them. i will try to add more stuff in this week`s saturday update but i will fix any bugs you find right away.(or as fast as i figure out how to fix them.)
 
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Ok, here icons for Fury - with and without cost. And gnome without cost, beacause i've seen that it's still uncorrect in the map.
 

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BM - just notice blood and magic for me. R - research, without cost. I had some bug, when in all my warcraft barraks icon was changed on my icon from B&M cause name "barraks" coincided. So now I added BM for escape it. You can rename it as you want.


Optimized and finished lower part of interface.
 

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Update Interface and music testing.
In the game a player need choice aliance race.

// update size map, light balance and changed inventory slotcover.
 

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Now I'm added to your main map my interface panel. It's finally complete.
In this map I also added empty icons speciall for this interface. Correct DISBTN icons for command buttons. Also added food icon (bloodforge from original BM)

P\s There is music theme Realm of Tides

// notice Update. Now interface more correct. Fixed loadscreen.

// WOW! I found easy solution (thank's to XGM.ru source) with foundation.
Look at this map and screen. It's too easy to import picture like terrain into the area that you need.
open and look map sample - there is already has triger and picture. Size in triger need about 150.
 

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Web mountans music and picture foundation for import
 

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  • found_norm1.tga
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Here sample map with foundation. We need for the trigger demo1. It's simple but when I copy it in the new map - it's not working and I cannot understand why!((

Now I see. Just need for correct Z coordinate in first trigger action.
 

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it looks good but it needs to be the right size in comparison with the units. finding the right size requires a lot of testing. because i cant start the game from the editor but need to have it running at all times or else i need to reboot each time i want it started lots of testing is extra work for me. if however you find the right size i can add it to the map. i hope to get the wyrm released by saturday.
 
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At laast! I've did it. Was problem only with Z coordinate. It's just a draft. But you can see three foundations near the location. Some relief was lowered by me for experiment. Now matter yet.
Soon I'll try do it with right size. But white squares are need not more. It can be deleted.



P/S Can you remove white squares and buildings? After that I'll replace found pictures on the areas for buildings
 

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here is a new version featuring the wyrm. i tested your foundation system but it doesnt work so i returned to the last version i worked on and added everything there. you are welcome to try to get it to work. i tried to create them in the foundation regions and 1 didnt appear while the other would spawn on the same place each time. could be a game limitation though.
 

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  • bam web mountains10.w3x
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Working with menu and coursour.

P\S full music pack from B&M
 

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I find funny this map but there is some differences with bam.
first there is no limit in golems while in bam after something like 100 golems or perhaps 200 it became impossible to produce golems because else the difference between a player clicking faster for producing golems and an other clicking slower would have been too much great.
Second the units cast spells far slower and heal can not be spammed at extremely hight speed on an unit taking all the hits (it is probably good for balance) and they are auto casting.

Third the armor is no longer following the same system (it is hard to make armors follow the old system there is an ability for reducing damage in points but it is not affected by piercing of the magi and is not increasable against particular attacks like the armor which shielded against evil attacks).

Fourth the experience is no longer earn able by spamming heal or repair on an unit full of life (probably an good idea for stopping players to make all upgrades too much easily).

fifth the upgrades are made in an destructible building and not in the research menu with a loading which is not interruptible.(it is sure it have its advantages)

So most of the differences are not bad.
good luck with the project but put an unit limit please or the ai when it will be made will own all players by spamming golems faster than anything.
 
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i have tried to make it as close to the real game as possible. healing units at full health cant be done in warcraft 3 but otherwise i would have made it possible. i have tried my best to make the armor system as close to blood and magic as possible. i could certainly improve the mana regeneration to allow faster spellcasting. i want to add a research menu but i dont know how. (that is why i placed the research in the buildings.) the unit limit was likely due to dos memory limitations. terrain effects is present and working but because of the size of the map it takes times to add it to all areas of the map.
 
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For the research system there is a way (but it is not so easy)
You just make an hero per player which is immortal and unmovable without attack at an unaccessible point and you give him all the research.
the player will be able to make him research by pressing F1 and choosing which unit he want to unlock in the hero menu
 
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that music pack is missing some music. the music from the capital in nuts and bolts is missing and also from the second level of howl of vengeance. if the final level have separate music it is missing that as well. i will start working on adding the nymph this week and upload it saturday.
 
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Here I'am. So find bug: transform ability to nymph stay on golem always - when he near or far away form structure...What about foundation? for what white squares? I think it can be removed.

About research. I think if all researches will in one unit it will be complicated for player. Beacause in original game there are about 11 (and +goblin\wizard\garpy from Redfang company). So the unit have 12 buttons...
 
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i will fix that bug in time for saturday`s update.(i know how to fix it.) i cant ask on the forum for help anymore and i need help with creating a research menu. you could post on the forums though since you arent blacklisted. (my topics is moved to places where they are completely useless.)
 
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i had completely forgotten about this topic. i have been on circus shows daily for more than a week(sometimes twice a day) but now the circus have left so i can get back to work on this map in time for next weekend. the nymph bug will be fixed but i dont know how to create a blood and magic style research menu.
 
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here is the fixed version where the basal golem forgets the nymph transformation ability when leaving. i also added the missing abilities that all units have but i dont have the slightest idea how to create the lure ability.
 

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It's very strange, but obelisks can move sometimes - if click right mouse on another obelisk or structure (but seldom)
And what do you mean - about completed? Are you wannot continue it?
 
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i will take a look at it. it is however uncertain if i can post here again as the moderators have decided that i shall be banned. i looked at the map and didnt find the bug you found so you have to explain how you created it. this could be my last message here though as people are determined to ban me. i should still be able to read what you post however but i wont be able to respond when i am banned.
 
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Here - great icon pack from BM -
artifacts (without DISBTN)

units --blue with man cost+ special DISBTN with manacost
-- red colour without mana cost+ special DISBTN without mana cost

structures (+special DISBTN)

Big Interface update
Complete panel
special coursour
special command buttons

Enjoy!
 

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  • Blood&Magic interface.rar
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  • BloodMagicScreen1.jpg
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  • BloodMagicScreen2.jpg
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i gave up on fixing some of the bugs in the map because i did not know how to fix them. i recently found a solution to some of the bugs and as such i decided to work on this map again. i also noticed a few things i had overlooked like the speed of some of the units. i recently got tired of my other project which took a lot of my time so in the mean time i will work on this. the icons seem interesting. here is the latest version. i hope to resume the weekly updates. what is new here is that i have fixed the text when followers are created to display to only the owner but, i have not tested it and it has been so long that i need to learn where i put everything.
 

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i did some work this week but i took a long walk on saturday(32000 steps to be exact) and i was too tired after that to publish it. i have added some new cheat codes and fixed some bugs. now blood forges can be taken over by basal golems through the use of a spell but, it does take time to cast which should be enough to stop it. the owner will get a message when the take over begins. some issues still remains but as soon as i find a solution i will fix it. this is the latest version. if you find any bugs i have not noticed please let me know and i will update it by next weekend.
 

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to compensate for last week`s delay i am releasing this week`s update early. basal golems will now transform into obelisks on their own. it is not perfect yet because it will some times transform even when given a move order but i will keep working on it.(it is likely a conflicting trigger somewhere). the starting basal golems have 10 mana for some reason but because my editor is damaged i can not fix it myself(the terrain editing function no longer works). i have compensated by setting starting mana lower. i can fix it once i go back to my main pc but i have lost control over it twice because of hacking and as such i have decided to leave it off for a few days.
 

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Hi! At last get the comp. New system transformation of obelisks need to fix some delay. Basal golems transform immedeatly and it's bad if you want to use unit transfrom. Teleport does not work on basal golems for the same reason. So I dont like trigger type "replace the unit" - so many bugs...maybe transformation based only on bear form, withou replacing
 
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it is just bear form without replacing the unit. the main problem i have found is to intercept a lack of orders and then make it cast bear form. i will ask around on the forum about that. until i find a solution you are welcome to add graphics to the map. in what trigger is replace unit used? please report whatever bugs you found and i will look at them.
 
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