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Caveman Arena

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Level 7
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Aug 5, 2005
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218
So I've been working on this map off-and-on for a bit, and now I've decided to see what the so-called professionals think of it. What began as some stone throwing ability I made while practicing JASS evolved into an entire map. It's not a huge map, but has enough content to keep you entertained.

cavemanfinished.jpg
(Map Preview)

Story
The player takes the viewpoint of a Caveman who is abducted by aliens to fight in a deathmatch-style arena battle against several foreign Caveman tribes. But many twists have been added, making for an interesting fight. The Cavemen are granted super strength and can hurl boulders (and eventually other objects) as far as they can see. There are also various monsters where the Cavemen can choose to fight each other for goal points or fight creeps for items/experience/ammo.
Once a winning team achieves the required number of points (set at the beginning by player 1) the battle ends, and the Janitor is ordered to escort the Cavemen to the next arena, but the Cavemen have plans of their own.

SS1.jpg


Janitor
The Janitor is the only alien you'll see in this map. His job is to sweep up all the scattered items throughout the arena with his galactic mop and the items that get swept up are teleported to either the bottom-left corner or the top-right corner of the map in neat piles. He adds a bit of personality into the map, as you may notice, he gets pissed off and shoots wildly at you with his dreaded laser gun if you happen to accidentally hit him with something you threw. It's not hard to dodge however. If you're good, you can taunt the Janitor into shooting at you then step aside and let one of your enemies get shot.

SS2.jpg


As continued from the story, after the player vs player battle ends, the winning team is pitted up against the Janitor himself. Now he'll shoot at you whether he's pissed or not. Better take cover and use guerilla tactics to outsmart him because his mop will block nearly all rocks you throw at him. With teamwork it should be easy to hit him from the side and behind. Or you can make good use of the Boomerang ability which launches a veering projectile so that you can hit him from the side even when he's facing you.

Hero Abilities
Kick - melee range attack which launches an enemy Caveman far back and deals damage to him and any target he collides with, including walls.
Boomerang - Fashions a boomerang out of 1 stone and 2 steel shards and throws it. The boomerang will travel to the target location then return to the Caveman; if it makes it back to you, you will be refunded the materials used to make it. Deals moderate damage to enemies it hits.
Throw Frenzy - Throws 2+(skill level) objects in rapid succession at the targeted location.

SS3.jpg
SS7.jpg


Projectiles
The Cavemen start the game with Stones - the basic projectile.
Steel Shards - these are dropped by creeps including Minibots and Steel Giants. They deal 50% more damage than Stones.
Smoldering Rocks - These are much less common, for they drop from Smoldering Giants which are the toughest creep. They are larger objects and have a greater hit radius than Stones and Steel Shards, thus dealing more damage because it usually gets more damage ticks in (which also makes it more likely to get blocked, see Items).

Items
Upon the death of creeps an array of items will be dropped. These include weapons which give significantly more melee damage and increase thrown damage as well as add some kind of special passive effect. Shields add armor and give a chance to block thrown objects depending on the quality of the shield. Special items serve other purposes, such as frost armor effect, increased speed, increased Kick skill level, reduced knockback, and there is even a laser gun of the same power as the Janitor's, but it has only 5 charges.
Each Caveman can only carry 1 weapon, 1 shield, and 1 special item. The other inventory slots are reserved for Steel Shards, Smoldering Rocks, and healing potions. Stones are counted by the player's Gold slot. Items with no max capacity (Stones, Steel Shards, Smoldering Rocks, Healing Potions) will be picked up automatically when a Caveman walks near them.

SS11.jpg


Recipes and Stats
There are two kinds of shops and two copies of each about the map. One sells stats upgrades like Pudge Wars. These upgrades include:
Increase Crit Chance
Increase Firepower
Increase Stamina
Increase Experience
The same shop also sells ammo and a laser gun if you have enough money, which is represented by your lumber resource slot.
The other shop sells recipes. Some create offhand weapons allowing you to dual wield instead of use a shield. Some offer powerful effects. None of them drop on the field though. For example, the Sharpening Stone which is cheap to create "Charges up for 6 seconds, increasing thrown damage by 4% per 1 second for the next object thrown, up to a maximum of 24%. Resets after an object is thrown." This item takes up the special item slot. It will also alert you when it's fully sharpened.

SS8.jpg


Creeps
Creeps are an important aspect of the game, adding pve elements to a pvp map. They grant experience which is needed to compete. All creeps drop something useful and have a chance to drop an equip item like a sword or shield or special item.
Minibots - Attack in large groups. Drops 1 Steel Shard.
Leeches - Powerful life steal attack. Drops 3 healing potions.
Stone Giant - Drops 6 Stones.
Steel Giant - Drops 6 Steel Shards.
Smoldering Giant - Drops 3 Smoldering Rocks.

SS4.jpg


Terrain
I am not an expert terrainer and I think my terrain could use a real touch-up. If you would like to help me with that, pm me. Anyway, here's what I have.

SS9.jpg


The buttons you see on the sides are launchers, when a Caveman steps on it he gets slung over the center to the opposite launcher. Minibots fly out of the center as projectiles, and infernals are summoned near the center as well. The rest of the creeps spawn in the corners and wander about the map. In the screenshot you can see two of the shops, the other two are above.

SS10.jpg


Here you can see some trees which are easily knocked down by thrown objects. On the right is a spawn gate, and the rune on the left is where creeps spawn in the corner.

Misc
The 2D physics engine slows thrown objects down gradually until they stop. During collisions, the faster the object is moving the more damage it deals.
Upon death, a Caveman will revive 10 seconds later at his starting gate. However he will have no ammo and must find some in order to fight. A good idea is to run to the corner where the Janitor has placed a nice stockpile of ammo and there's usually other gear thrown in there too.
You gain money which is called Shiny Objects, represented by you lumber resource slot, by killing things. You also slowly gain Shiny Objects over time. These can be used to purchase upgraded stats, ammo, or recipes.

Credits
All of the custom skins and models were found on this site, and the artists can be found in the map's quest log.
Credit for the Caveman skin goes to CaveMan_Joe
The Alien skin was made by Dan van Ohllus.
Bulwark of Zeal - -SkatinG_CoW-
Partial Forcefield - Daelin
Ancient Shield - Horn
Hammer - jatter2
Spiked Shield - N00bystance
Crystal Sword - Mc !
Power Maul - The Curse
The map was designed and created by Los_Tacos of Clan TTG, with testing help from other Clan TTG members such as Trigger_This.
All of the custom icons were made by Los_Tacos.

Progress
I could always add more content but I think it has enough. I'd like to hear your opinions and feedback based on what you've read, or if you want you can download the map (it's unprotected) and play it single player with computers (the AI isn't very good but it's enough for testing purposes) or you could host it on B.net. You'd be doing me a favor by hosting it.

If any self-proclaimed master would like to work on this with me that would be fine also, pm me. I think this concept has a lot of potential to be a great competitive map and I already have some ideas for updates. Perhaps I could add different Caveman classes that the player can choose, each with their own specialty. If this map is received well I might also make an rpg-style sequel where the Cavemen have defeated the Janitor and must fight their way off the alien space ship and get home.

If you have any ideas/feedback/questions/criticism/flames please post here. Thanks for reading.

More screenshots.

SS5.jpg
SS6.jpg


Small update 04/25/08
1.06:
Added shops near each spawn point.
Heavy Stompers now require a Hammer instead of a Power Maul.
Added a lot more floating text, using Unreal Tournament achievements such as First Blood, Multi Kill and Killing Spree (which only count when you kill another player), each of those mentioned add 1 point to the team's score.

I found this update necessary because some people didn't seem to know there were shops, but now if they see them right at the spawn point (kind of like pudge wars) they'll probably look at them. It's also a safer point to buy stuff.
 

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Level 6
Joined
Jan 15, 2005
Messages
188
This map is full of win. One of the new members on my list of "Fun mini-games to play". It does seem like a mix between a Dodgeball + Master Crafter's, but in my opinion it is still very unique and very fun. Definitely something worth downloading.

However, I'd like to suggest reducing the amount of robots at the start slightly, since stones do hardly anything and it's extremely hard to kill them. But that's about all I can think of at the moment.

Nice map, and keep up the good work,

SinisteRing
 
Level 12
Joined
Aug 10, 2004
Messages
1,141
This idea is really original
I really like the fact you added in a melee combat spell that does blowback I might have to steal it for a map of my own.

I'm going to test it on battle.net

I'll tell you what I think of it after I've played it a bit

The melee spell was hard to get off making it not necessarilly useless but it certainly had that feeling

I really liked the Boomerang spell, I liked how it bounced off walls in curves

not many people joined so I didn't get the full "THis game is insane" effect... but... it had that feeling....
I was wondering if you could force the camera onto the hero with triggers... And at each respawn is the camera fixer...
-Cuz I found myself losing track of my dude some times and getting killed...

It also felt like either the dudes weren't fast enough and the projectiles weren't big enough
-It seemed like people were dodging because the projectiles were too small and I was firing ahead of their path

Its pretty awesome though,
WOuld you mind if I use some of your trigs?
 
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Level 7
Joined
Aug 5, 2005
Messages
218
Gah, sorry I hadn't checked in in a few days. Thanks for the comments, btw.

@Formula1:
I'm not sure what you mean by melee spell blowback. Do you mean the Power Maul's aoe effect? or how you get knocked back when you throw?
-You know you can hit F1 twice to go to your hero? or put it in control group 1 and hit 1 twice.
-The smoldering rock projectiles are pretty big. Maybe you just need to get closer.
-Yes you may use my triggers, but you must give me credit in the quest log for which ones you took.
 
Level 12
Joined
Aug 10, 2004
Messages
1,141
Gah, sorry I hadn't checked in in a few days. Thanks for the comments, btw.

@Formula1:
I'm not sure what you mean by melee spell blowback. Do you mean the Power Maul's aoe effect? or how you get knocked back when you throw?
-You know you can hit F1 twice to go to your hero? or put it in control group 1 and hit 1 twice.
-The smoldering rock projectiles are pretty big. Maybe you just need to get closer.
-Yes you may use my triggers, but you must give me credit in the quest log for which ones you took.

1) I was thinking the kick... I didn't even notice the difference between using the Hammer and not... THere may have been one though.. so... I'm not going to really think about that yet...
2) Hm.... good to know...
3) Yeah... I suppose so...
4) No problem
 
Level 11
Joined
Sep 1, 2006
Messages
443
this map is truly lulz inducing, kick is fine seriously, but i REALLY think the ultimate recipe shield shouldnt give magic immunity, i mean, why can't i KICK you if your immune to magic, superhuman strength or not a kick is a kick, amirite, also someone said smoldering rocks dont work on you when you have the shield? anyways quite a fun map well worth it, and while i can never get a full game, me and my friends enjoy it quite a bit, nice map!
 
Level 7
Joined
Aug 5, 2005
Messages
218
Small update
1.06:
Added shops near each spawn point.
Heavy Stompers now require a Hammer instead of a Power Maul.
Added a lot more floating text, using Unreal Tournament achievements such as First Blood, Multi Kill and Killing Spree (which only count when you kill another player), each of those mentioned add 1 point to the team's score.

I found this update necessary because some people didn't seem to know there were shops, but now if they see them right at the spawn point (kind of like pudge wars) they'll probably look at them. It's also a safer point to buy stuff.

@Shadow_Fox
Well the Zeus's Aegis is intended to be the ultimate protection, and it's very expensive, and I didn't want to have to give it too ridiculous stats so I gave it a ridiculous effect instead.

Smoldering rocks are more likely to be blocked because, how the damage is calculated and the physics engine works, since the smoldering rock has a much larger hit radius it deals more damage "ticks" which is a fraction of a second. And for every tick there is a chance to be blocked, but also to crit. You can tell it deals multiple ticks when there are multiple blood splatter special effects upon impact.

Yeah I have trouble getting a full house too, and it's annoying when people leave mid-game. Hopefully this update will make things clearer to people and they won't leave immediately.
 
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