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Combat Zone 3.6

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Combat Zone is some kind of Battlefield for Warcraft III. It has a very good, almost lagg-free physic engine, and uses only arrow keys and hotkeys. The physics contain knockback, acceleration, sliding, ground friction, air friction, uplift, gravity, collision damage and bouncing. An AI is included, for Aiming Rockets and for extra AI bots which can be added ingame (-addbot 0 will make a bot follow player 0, red). The map uses Warcraft only for hotkeys and for placing the models, movement and so on is completely scripted and optimized as much as possible. Currently the map is some kind of demonstration, not a real map, it has no victory conditions, but makes fun nontheless. There are different vehicles like planes (Me 109, F22, A10, B17, B2 Stealth, MIG-29), helicopters (Cobra, Orca), ground vehicles (Hellhound, Hammerhead, Tank, MLRS, Jeep, Titan) with all different characteristics. Want to fly into the enemy with your plane and use your ejector seat milliseconds before impact and then open your parachute? Or unleash the force of a nuclear bomb? Nail your enemies with Machine Guns? Start a futuristic war with Plasma and Photon Guns? Burn your opponent with a Flame Thrower? Use a Smoke Grenade and overrun him? Teleport next to him? Evade his missiles with missile flares and then chase him to death between large city buildings with a jet? Be creative.

And still, the map has very small delay, compared to the average delay in maps using arrow keys.

VERY much thanks to all creators of models I used, this map without imports wouldn't be what it is now. I hope the way I gave credit to modelers on the loading screen is enough.

Have fun with it, and give feedback to me!


This map is unprotected, for everyone who want to take a look at the engine. If you want to create a mod, notify me.

Keywords:
Combat Zone, Battlefield, Modern, Flight Simulator, Tanks, Planes
Contents

Combat Zone 3.6 (Map)

Reviews
18:57, 10th Jan 2009 Rui: As I always say, modern warfare is not my type, but this one is a must-try. The desync bug is a downside, but it is still worth a shot. See my full review here. With a rating of 7/10 (3,5), this map is Approved!
Level 5
Joined
May 1, 2008
Messages
150
"and it can happen that your soldier isnt recreated"
I yust had that bug when the gravity gun killed my soldier.
u should put in a command which activates that script. "suicede command"

also u could add these commands:
-easy (for noobs) -normal -hard (for pros)
which would change the gravity colldmg fog and things like that.
 
Level 10
Joined
May 26, 2005
Messages
194
yes, its a possibility... perhaps i will add that

now, here are the changes for version 3.4:

- System/Performance improved
- New Vehicle: Colonial Raptor, has a plasma bomb and double machine gun, gravitation effect is only 10% of the standard (controlled like a plane)
- Artillery Shot splits and then reaches the target in 7 parts
- Rocket Hail ability for MLRS, 4 unaimed rockets at cost of 2 mana points
- Some smaller changes like the city terrain and things i dont remember
- Fixed 3 bugs which caused "Loop Thread aborted!" (Getting off a plane on the roof of a city building, a Jumper-related bug, zero and negative gravity bug)
 
Level 5
Joined
Dec 16, 2007
Messages
160
Yes!!!

Very Very Very good improvements!

Would it be possible to make the Tank and its artillery separated? I mean, Make a new vehicle thats completely non-missile artillery based? Like a towed howitzer? With Frag, Napalm and HE rounds?

I liked the new Colonial Raptor VERY much. Very good addition, It took me a while to find it though.

Very good bug fixes. My friends enjoy a 0 gravity game.

Very good fix to the city terrain, It was hard trying to get to the Hellhound. And i also notice you layed it out like a parking lot. Planning any new vehicles?

Alright, Thats a certain 5/5 for this map, if there was a better score, I've give it better.
 
Level 1
Joined
Feb 25, 2008
Messages
2
One of the best maps I've EVER played!!! It just needs a little more work before its perfect.
Oh and I tried that tank thing again and nothing happened...
 
Level 5
Joined
Dec 16, 2007
Messages
160
Whoops!

One of the best maps I've EVER played!!! It just needs a little more work before its perfect.
Oh and I tried that tank thing again and nothing happened...

Never mind that tank thing, It was LC, it crashed on me.

Thanks for nerfing the Gravity gun, Its not like a weapon to pull planes out the sky! and also, I have found that the Colonial Raptor can escape the gravity gun much easier than all other vehicles.

Would it be possible to make classes with different guns?(Make one with a seeking rocket launcher. So it can take the supremacy off of air vehicles and balance out the game better.)

My suggestions for classes are:
Sniper, It has a scope view to sniper out players, but does VERY little damage to armored vehicles. Has smoke grenades.
Forward Observer, can "Paint" vehicles for AI air strikes/AI artillery bombardments. Very weak machine gun. Has smoke grenades.
Minigunner, Has a personell minigun to take out other infantry and give other vehicles covering fire for dealing with even heavier vehicles. Has No Grenades, But he has the heaviest armor available for an infantry.
AT specialist/Anti-Tank Gunner, Can take out vehicles and aircraft with missiles, VERY hard to use against infantry. Has land mines.
Standard, What you have now as a soldier, except with a Frag grenade. (ONLY class with a frag grenade)
Infiltrator, Has a small SMG, Has C4, Should blend into the ground a little bit, and/or run faster.

The reason i want AI controlled strikes is because, Its way too hard to coordinate allies to make airstrikes or artillery bombardments.

Heres some more suggestions for classes:
Mortar Specialist: Has a personel assault cannon that can fire directly or indirectly, not as hard to use againist infantry as the Anti-Tank gunner but still hard. Cannot target Air well, Has smoke grenades.
Engineer: Has repair vehicles better than any other class, He can build fortifications such as sandbags or a few mountable machine guns, has a pistol and no grenades.
Infantry Commander: Has two other NPC squadmates, he can order them to get in vehicles and fly/drive with him. He has a LMG, his squadmates has assault rifles, He has HE grenades, Squadmates has FRAG grenades.

Would it be possible to add an UH-60 helicopter to the map that can carry more than 1 player?
It would be a pain to do, I cant imagine how hard this map is to edit, but, you haven't even gotten near the 4 MB limit, albeit that your at 1.71MB but, it might be possible to add on another few systems with all the systems you already have in the map.

Amazing!!! How do you keep your filesize so low with all these impressive systems in the map! and all these custom models!!!

Good luck on the making this map.

Your map = Wunderbar!

As a final request for this posting, Would you add on the ability to shoot unguided rockets from a helicopter? I mean, the rocket hail is HARD to aim in the MLRS, and it has very little anti-air capability, so If you add that ability into a helicopter, that would be VERY useful, because you can controll where the rocket goes somewhat, instead of it flying randomly in the air, And also, only certain combat helicopters have guided missiles, but most have rockets!!!

Maybe you could use the NOD flame tank instead of the Hellhound in the game, Ill get the link in the next post.
 
Last edited:
Level 5
Joined
May 1, 2008
Messages
150
u should add mana to Colonial Raptor and its plasma bomb should cost mana cos its too imba:D or bigger cooldown.
And if u could add something like this: if a player leaves a vechicle it automaticly explodes after 30sec so vechiles would always respawn.
also I really like the new spell of the gravity gun it looks pretty cool. (Its like a blackhole .D )
 
Level 5
Joined
Dec 16, 2007
Messages
160
Nazgul....

Nazgul.... We need new version of this, this map is the best FPS map i've ever seen in the genre. :grin:

Please, Please, Please, Please, PLEASE update it! We NEED this map.
 
Level 6
Joined
Jun 15, 2008
Messages
175
Great map.
A little preview:
Textures: 10 - The quality and quantity!
Gameplay:10 - Explains it's self when played.
Game-style:10
Idea:10 maybe 9.
Triggers: 10 - Excellent use of Jass!
Terrain/Doodads 10.

Maybe you could add some more "Combat Zones", battlegrounds. Would be nice to see the battles differ from an other.
Sincerely Foopad
 
Level 2
Joined
Aug 4, 2008
Messages
7
I write here first time. (on hiveworkshop) Nazgul/Bob666 i feel really pleased to play your game, first time game like this made me interested. You have invention and you're gifted mapmaker, i have problems with hosting ( :( ) and i can't host your game to play with friends. But I still enjoy flying stealth bomber without any players ;) Your map is great, if I weren't new user i would give 5
 
Level 2
Joined
Aug 4, 2008
Messages
7
Titan is good but the best for me is stealth bomber :D i hate flying this two old planes (this from plane base near colony (i forgot)), they have weak engine and they can't turn fast.
 
Level 2
Joined
Aug 4, 2008
Messages
7
My idea is to add some vehicles (and hide them somewhere) from starcraft ;) maybe Terran Goliath and Protoss Scout (the basic protoss plane) I would be really gratefull to fly with protoss scout :D Bob666, don't stop you are really gifted person.

I have tested it with my friend yesterday and it was really good fun. Sometimes it made my laguh, sometimes it made my think about my next tactics ;) if you play with people you have to think about next ideas fast, because if you repeat one too often it doesn't succeess. This is awesome map. I Really look forward to seeing next versions with more vehicles and a little bit bigger city ;)
 
Level 18
Joined
Aug 3, 2008
Messages
1,935
wow, this is purly amazing.

my fav airplane was the stealth. That nuclear bomb is like , WOW

edit :

omg, the bots are so annoying.
is there a way i can change the JAss code so that it can spawn a soilder instead of airplanes?
everytime the airplanes whop my ass.

In your next update, please try and add ground bots.
i wish i could help you but im a noob at JASS
 
Last edited:
Level 5
Joined
Dec 16, 2007
Messages
160
Hopefully Bob666 works on it,

Hes on Northerend server, and his username is bob666, Hes from germany, so hes 7 hours ahead (Central time), 6 hours ahead (Eastern time)
 
Level 2
Joined
Aug 4, 2008
Messages
7
7 hours ahead from USA? I am from Europe, Poland, we're the same time.

I have tested this game with friends, it is really good map for duels or air-acrobacy contest, just only thing you need to play is just imagination ;)
 
Level 1
Joined
Mar 13, 2008
Messages
5
Hi :) I realy want to thank you keeping this map unprotected. I've learned alot of reading your scripts.. I just wonder about one thing.. How do you use the block system ? Like when he walks into the tree, he cannot go through it but stand on it if his on the right Z location. Would it be like this in some case :
Pick every unit within Location(Y,X) and do actions:
If current flying heigth of picked unit equal to (example 45) then
set walkfree=true
else
set walkfree=false

Could that be kind of such system ?
Problem is still to make it mui though..
 
Level 10
Joined
May 26, 2005
Messages
194
theres a function which gives me the terrain height, ive added an enumeration for doodads there, so the terrain height is groundZ + doodadZ

then, if the Z is higher than the fly height, speedX and speedY are set to 0 and converted into damage

if the fly height is higher than z, then everything is ok

gravitation accelerates the unit in z-direction, so before i get to the check described above, i check the old position, if z is lower than unit fly height... if it is, then gravitation will have no effect
(at least that is what i did once, dont exactly remember how it is done now)



and, version 3.6 is uploaded

dont know, the artillery tank already was implemented in earlier versions, right?
but the changes are:
SetUnitX() and SetUnitY() instead of SetUnitPosition() for projectiles
they are quite hard to handle, because they dont move the unit, they only move the model, so i can place the unit somewhere in the corner and move the model around, + its faster

and because the projectiles all are placed in the corner, the collision needs less performance (it just checks nearby units, projectiles dont matter now at all)

so all in all, a performance update
 
Level 1
Joined
Mar 13, 2008
Messages
5
Ah, thats great.. Allthough. What about flying ? That function making them fly depends their Zfacing. 360 and 0 is the same.. How do you resist that ?:bored:
 
Level 10
Joined
May 26, 2005
Messages
194
i always keep it between 180 and -180 afaik^^
so everytime i change it i check if it flipped over one of those values and then change it

and it depends on their z-facing, yes... however, cos(0) is the same as cos(360) (if you had a degree-cos-function, in wc3 its *bj_DEGTORAD)
 
Level 1
Joined
Mar 13, 2008
Messages
5
Hmm. I was downloading that dummy.mdx model.. But it still only shows theese angles : 90 degrees to 0 degrees to 270 degrees. It means it just going a half round.. Know the reason ?
 
Level 21
Joined
Dec 9, 2007
Messages
3,096
Maybe he means : Bots that do anything like a player, and bots wich are not attacking just one player, maybe bots that are attacking the nearest player (or bot) with any weapons... And bots that has a little chance to miss (current bots are always hitting the player). Bots that are using any weapon, not only aiming rockets... You need a limit of bots... maybe 10...

If you make this system better and better, it may become perfect(100% good):grin:
 
Level 5
Joined
Dec 16, 2007
Messages
160
Ermmm, How about some that come from the side areas to spawn from? I mean, Itd Simulate a "Incoming rouge aircraft" And also, Id like some player controlled artillery, So you can counter attack enemy SAM CAMPERS (MLRS AA) without jepardizing aircraft.
 
Level 21
Joined
Dec 9, 2007
Messages
3,096
And you may add this thing : deployable guns, picking up different guns. Having special guns on the map that are like vehicles and can't move. After what you done with there systems, i think it will be much easyer for you to complete this ideas with guns. Examples for guns : AA, volcano cannons(gattling guns/chain guns), machine gun post, SAM post... Maybe.. Ladders on the buildings to jump near them and climb up...
 
Level 18
Joined
Aug 3, 2008
Messages
1,935
i mean bots that can, if anything, at least patrol around, and are able to fire there gun at you.

But a cool bot system theingy would be ground bots, who start from respectable player locations, and try to seek out the closest enemy. In other words have a sort of AI for the Bots , like for instance

If condition - distance between ( Bot 1 ) and (position of player 1) < 50
Action - Make ( Bot 1 ) attack player 1

something like that. but you would probably try to make it more complex than just that.
Cause it would be even better if they could take time and enter vehicles temporraily., and when their vehicles are damaged, or if they just dont want to ride a vehicle anymore , then they should leave the vehicle. :p
 
Level 1
Joined
Mar 13, 2008
Messages
5
Hi, again :) I was just wondering if you knew how to make reflection in Warcraft 3 ?

Like when he hits a wall he faces the angle of reflection. That would been awesome

I've tried like atan2(y(of caster)-y(of target), x(of caster)-x(of target) ) But that seriously doesn't work :p
 
Level 5
Joined
Dec 16, 2007
Messages
160
Never mind that tank thing, It was LC, it crashed on me.

Thanks for nerfing the Gravity gun, Its not like a weapon to pull planes out the sky! and also, I have found that the Colonial Raptor can escape the gravity gun much easier than all other vehicles.

Would it be possible to make classes with different guns?(Make one with a seeking rocket launcher. So it can take the supremacy off of air vehicles and balance out the game better.)

My suggestions for classes are:
Sniper, It has a scope view to sniper out players, but does VERY little damage to armored vehicles. Has smoke grenades.
Forward Observer, can "Paint" vehicles for AI air strikes/AI artillery bombardments. Very weak machine gun. Has smoke grenades.
Minigunner, Has a personell minigun to take out other infantry and give other vehicles covering fire for dealing with even heavier vehicles. Has No Grenades, But he has the heaviest armor available for an infantry.
AT specialist/Anti-Tank Gunner, Can take out vehicles and aircraft with missiles, VERY hard to use against infantry. Has land mines.
Standard, What you have now as a soldier, except with a Frag grenade. (ONLY class with a frag grenade)
Infiltrator, Has a small SMG, Has C4, Should blend into the ground a little bit, and/or run faster.

The reason i want AI controlled strikes is because, Its way too hard to coordinate allies to make airstrikes or artillery bombardments.

Heres some more suggestions for classes:
Mortar Specialist: Has a personel assault cannon that can fire directly or indirectly, not as hard to use againist infantry as the Anti-Tank gunner but still hard. Cannot target Air well, Has smoke grenades.
Engineer: Has repair vehicles better than any other class, He can build fortifications such as sandbags or a few mountable machine guns, has a pistol and no grenades.
Infantry Commander: Has two other NPC squadmates, he can order them to get in vehicles and fly/drive with him. He has a LMG, his squadmates has assault rifles, He has HE grenades, Squadmates has FRAG grenades.

Would it be possible to add an UH-60 helicopter to the map that can carry more than 1 player?
It would be a pain to do, I cant imagine how hard this map is to edit, but, you haven't even gotten near the 4 MB limit, albeit that your at 1.71MB but, it might be possible to add on another few systems with all the systems you already have in the map.

Amazing!!! How do you keep your filesize so low with all these impressive systems in the map! and all these custom models!!!

Good luck on the making this map.

Your map = Wunderbar!

As a final request for this posting, Would you add on the ability to shoot unguided rockets from a helicopter? I mean, the rocket hail is HARD to aim in the MLRS, and it has very little anti-air capability, so If you add that ability into a helicopter, that would be VERY useful, because you can controll where the rocket goes somewhat, instead of it flying randomly in the air, And also, only certain combat helicopters have guided missiles, but most have rockets!!!

Maybe you could use the NOD flame tank instead of the Hellhound in the game, Ill get the link in the next post.

thanks for the Implementing of the artillery idea, I quote this because its a refresher, This list of soldiers should still be implemented, (Stinger soilders preferable (Stinger AKA FIM-92A))

And i still like the idea that i said about the helicopters having unguided rockets. <----- Should be the next update atleast

I hope you work on this map MORE!

1 more thing!

ARTILLERY ISSUE:
The range needs to be settable, I've had WAY too many complaints of flight being weird when switching the gravity to match the range i needed.

ARTILLERY REQUESTS:
Changeable range settings.
Changeable fire modes, Instead of just "Raid artillery fire, Artillery shot (scatter), Nuclear shell.) My idea for this is a mana pool that acts as ammo, and different shells in different firing modes take up different amounts of ammo, While there is 2 firing mode i know about, (You may call this howitzer a PzH 2000, your own nation's modern howitzer.) Single fire, And burst (Single can fire 1 shell every 10 seconds, or the burst fire can fire 3 shells every 9 seconds. (in the PzH).)
IDEA FOR AMMO TYPES:
Napalm (Effective against infantry, Does nothing to everything else)
Fragmentation (Effective agaist infantry AND small vehicles, Less effective then napalm agaist infantry.)
HE (High Explosive), (These rounds are good agaist fortifications, and vehicles, Not so much againist infantry.)
Nuclear, (These rounds kill everything, And leaving vegitation radiation poisoned)
AirShot, (This is a howitzers ONLY defense agaist aircraft, This round is designed as an explosive shotgun aimed at the sky, If one shell hits, the damage is devastating)


NOTE: The infantry is meant to be implpemented before you but in the howitzer requests, So that infantry has more emphasis, making the howitzer all the more deadly, BUT the REAL UPDATE I WANT, IS the range changing. Maybe a satalite view camera to review the shot.
 
Last edited:
Level 10
Joined
May 26, 2005
Messages
194
hm, dont know if i will start working on CZ again... the current version was just one lying around for a month now (but i think it was already uploaded then)

however, i plan to work more on SupCom: Clutch - The Hive Workshop - A Warcraft III Modding Site than this map

but thanks for all your positive feedback, i will mind it and perhaps add those changes in some days or weeks
 
Level 21
Joined
Dec 9, 2007
Messages
3,096
A bigger town, more buildings, citizens wandering around and running when attacked!
Airports upon buildings, simple ladders, lifts, to ENTER in buildings, with a nearer camera, everything can be advanced to the limit if the owner wants.
The building models are empty from inside, so you can use destructibles and doodads to make some corridors & rooms. If you're watching from inside the building to outside, you will not see the walls, so : make sniper posts ^_^
Pickable weapons, every weapon with his own attack type and attack cooldown, ammo system! You should better use a multiboard for kills and deaths and more things. With this multiboard you can replace the lumber(for example) with bullets/shells for the ammo system !
I can give you very nice ideas ^_^
 
Level 18
Joined
Aug 3, 2008
Messages
1,935
holy crap , this map doesn't need all that EXTRA crap yet.

what it needs are the bots.

All that extra stuff is a waste of time, even though it may make the map slightly better.
Of course it needs bots to improve single player performnace ( cause most of us know the stupid laggers, and quiters that are on B . Net and how unreliable it can get )

single player would just make everybodyies day much better :p

i hope u continue on this map :D , pleazzzeee lol
 
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