- Joined
- Jun 9, 2007
- Messages
- 2,493
Long wait... anything new?![]()
Cloudwolf will soon release a new ver, check the forums
(216 ratings)
Long wait... anything new?![]()
This map is really awesome! I played it for some time ago, it was one of the first versions i played, and now i wanted to downlaod the newest version to see the changes. I really want to say, good improvements dudes! This map is getting better and better. Also i saw your 'Im famous' thread and i really have to say that this map is maybe the most epic map ever made for wc3. Good luck with further improvements and i hope this will get even bigger than it currently is. Maybe you could begin earning money on this map. Make a donation button on your website!
Anyways good luck with the project. 6/5 from me.
This map is really awesome! I played it for some time ago, it was one of the first versions i played, and now i wanted to downlaod the newest version to see the changes. I really want to say, good improvements dudes! This map is getting better and better. Also i saw your 'Im famous' thread and i really have to say that this map is maybe the most epic map ever made for wc3. Good luck with further improvements and i hope this will get even bigger than it currently is. Maybe you could begin earning money on this map. Make a donation button on your website!
Anyways good luck with the project. 6/5 from me.
This map is really awesome! I played it for some time ago, it was one of the first versions i played, and now i wanted to downlaod the newest version to see the changes. I really want to say, good improvements dudes! This map is getting better and better. Also i saw your 'Im famous' thread and i really have to say that this map is maybe the most epic map ever made for wc3. Good luck with further improvements and i hope this will get even bigger than it currently is. Maybe you could begin earning money on this map. Make a donation button on your website!
Anyways good luck with the project. 6/5 from me.
Thanks for the thumbs up but I we'll not accept any donations. We aren't allowed to earn money of a game.
You arent allowed to marketise (or what ever the word is) maps created with World Editor. When you open editor this one pops out first..
But its still making money via the map - imo.
NEW CLASS iv been working on my own campain and ran across a new Character class in Diablo 3
Dont belive me? Follow the link below
http://diablowiki.com/index.php/Monk_(Diablo_III)
NEW CLASS iv been working on my own campain and ran across a new Character class in Diablo 3
Dont belive me? Follow the link below
http://diablowiki.com/index.php/Monk_(Diablo_III)
NEW CLASS iv been working on my own campain and ran across a new Character class in Diablo 3
Dont belive me? Follow the link below
http://diablowiki.com/index.php/Monk_(Diablo_III)
OMFG, HAHAHahahahahahahahahahahaha
You just made my day lol x) You know Blizzard posted this on Diablo3.com months ago![]()
Hey there..
I dont know if you are still working on this map.. but i guess you still are.
Ive played it a long time ago and decided to check how it is right now.
Everything looks nice man.. good job really!
But i found this one little thingie.. in the start-up screen as well as in the loading screen there is this little typo.
It says ... defeat boses. Shouldnt that be bosses?![]()
Anyways.. might be dumb to notify u on this.. but still i couldnt resist. Good map, but little things like that can make it look bad.
For the rest .. awesome work man. Keep it up!
Peace
YeaI noticed that the other day, It's been fixed for v1.19
Thanks for the report!
I doubt that's a good idea. I don't think that it's just the visibility but also the simple existence of every dest/doodad that takes away a bit performance. However doodads are more static since they can't be manipulated by triggering a lot and thus don't take that much capacity.
But if you make a system that hides every destructable (not possible for doodads (not in JASS at least)) that would require even more processing power I guess. And that also would mean you had to turn every doodad to a destructable which would be the complete wrong direction.
Swapping destructable pathing blockers with doodad pathing blockers however ain't any problem and saves quite a bit already :9
Sounds promising.
But do you mean special effects in terms of visuals, special events or special Diablo-Mechanics?![]()
i played and wow
(2 barbarians, 1 doctor, 1 wizard)
well, would u add monk :3
by SFX, we mean blood, blood, and yet more bloodIn fact, you won't be able to see for all the blood on-screen
![]()
Every time a unit dies, a random blood sfx is picked out of a pool so its never the same one
I'll probably test again tonight at some point, so your welcome to join![]()
scope BloodEffects initializer InitTrig
globals
boolean array NO_BLOOD
endglobals
private function Conditions takes nothing returns boolean
return GetTriggerPlayer() == MINIONS and GetUnitTypeId(GetTriggerUnit())!= 'u00O'
endfunction
private function Actions takes nothing returns nothing
local unit t =GetTriggerUnit()
local integer id = GetUnitTypeId(t)
local effect sfx
local integer i=17
if NO_BLOOD[GetUnitIndex(t)] then
set i=12
endif
if id == LEMPRAY_ID or id == DEMON_ID then
if i>=13 then
call DestroyEffect(AddSpecialEffectTarget(SPLATTER_EFFECT[5],t, "origin" ))
endif
elseif id != 'u009' and id != 'u00M' then
if GetRandomInt(1,10) <= 5 and i>=13then
call DestroyEffect(AddSpecialEffectTarget(SPLATTER_EFFECT[GetRandomInt(0,4)],t, "origin" ))
else
set sfx=AddSpecialEffectTarget(BLOOD_EFFECT[GetRandomInt(0,i)],t,"origin")
call TriggerSleepAction(1)
call DestroyEffect(sfx)
set sfx=null
endif
endif
set t = null
endfunction
private function InitTrig takes nothing returns nothing
local trigger trig = CreateTrigger()
set SPLATTER_EFFECT[0] = "Objects\\Spawnmodels\\Human\\HumanLargeDeathExplode\\HumanLargeDeathExplode.mdl"
set SPLATTER_EFFECT[1] = "Objects\\Spawnmodels\\Orc\\OrcLargeDeathExplode\\OrcLargeDeathExplode.mdl"
set SPLATTER_EFFECT[2] = "Objects\\Spawnmodels\\Undead\\UndeadLargeDeathExplode\\UndeadLargeDeathExplode.mdl"
set SPLATTER_EFFECT[3] = "Objects\\Spawnmodels\\NightElf\\NightElfLargeDeathExplode\\NightElfLargeDeathExplode.mdl"
set SPLATTER_EFFECT[4] = "Objects\\Spawnmodels\\Orc\\OrcSmallDeathExplode\\OrcSmallDeathExplode.mdl"
set SPLATTER_EFFECT[5] = "Objects\\Spawnmodels\\Demon\\DemonSmallDeathExplode\\DemonSmallDeathExplode.mdl"
set BLOOD_EFFECT[0] = "Objects\\Spawnmodels\\Orc\\Orcblood\\BattrollBlood.mdl"
set BLOOD_EFFECT[1] = "Objects\\Spawnmodels\\Other\\BeastmasterBlood\\BeastmasterBlood.mdl"
set BLOOD_EFFECT[2] = "Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl"
set BLOOD_EFFECT[3] = "Objects\\Spawnmodels\\Human\\HumanBlood\\HeroBloodElfBlood.mdl"
set BLOOD_EFFECT[4] = "Objects\\Spawnmodels\\Other\\HumanBloodCinematicEffect\\HumanBloodCinematicEffect.mdl"
set BLOOD_EFFECT[5] = "Objects\\Spawnmodels\\Human\\HumanBlood\\HumanBloodKnight.mdl"
set BLOOD_EFFECT[6] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWitchDoctor.mdl"
set BLOOD_EFFECT[7] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrdBloodWyvernRider.mdl"
set BLOOD_EFFECT[8] = "Objects\\Spawnmodels\\Orc\\Orcblood\\HeroShadowHunterBlood.mdl"
set BLOOD_EFFECT[9] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWolfrider.mdl"
set BLOOD_EFFECT[10] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWitchDoctor.mdl"
set BLOOD_EFFECT[11] = "BigBleed NoSpla.mdl"
set BLOOD_EFFECT[12] = "Bleeding NoSplat.mdl"
set BLOOD_EFFECT[13] = "Objects\\Spawnmodels\\Other\\PandarenBrewmasterBlood\\PandarenBrewmasterBlood.mdl"
set BLOOD_EFFECT[14] = "SplatBleed.mdl"
set BLOOD_EFFECT[15] = "BigBleed.mdl"
set BLOOD_EFFECT[16] = "SmallBleed.mdl"
set BLOOD_EFFECT[17] = "Bleeding.mdl"
call TriggerRegisterAnyUnitEventBJ(trig,EVENT_PLAYER_UNIT_DEATH)
call TriggerAddCondition(trig,Condition(function Conditions))
call TriggerAddAction(trig,function Actions)
endfunction
endscope
Sounds familar...
Out of my map:
JASS:scope BloodEffects initializer InitTrig globals boolean array NO_BLOOD endglobals private function Conditions takes nothing returns boolean return GetTriggerPlayer() == MINIONS and GetUnitTypeId(GetTriggerUnit())!= 'u00O' endfunction private function Actions takes nothing returns nothing local unit t =GetTriggerUnit() local integer id = GetUnitTypeId(t) local effect sfx local integer i=17 if NO_BLOOD[GetUnitIndex(t)] then set i=12 endif if id == LEMPRAY_ID or id == DEMON_ID then if i>=13 then call DestroyEffect(AddSpecialEffectTarget(SPLATTER_EFFECT[5],t, "origin" )) endif elseif id != 'u009' and id != 'u00M' then if GetRandomInt(1,10) <= 5 and i>=13then call DestroyEffect(AddSpecialEffectTarget(SPLATTER_EFFECT[GetRandomInt(0,4)],t, "origin" )) else set sfx=AddSpecialEffectTarget(BLOOD_EFFECT[GetRandomInt(0,i)],t,"origin") call TriggerSleepAction(1) call DestroyEffect(sfx) set sfx=null endif endif set t = null endfunction private function InitTrig takes nothing returns nothing local trigger trig = CreateTrigger() set SPLATTER_EFFECT[0] = "Objects\\Spawnmodels\\Human\\HumanLargeDeathExplode\\HumanLargeDeathExplode.mdl" set SPLATTER_EFFECT[1] = "Objects\\Spawnmodels\\Orc\\OrcLargeDeathExplode\\OrcLargeDeathExplode.mdl" set SPLATTER_EFFECT[2] = "Objects\\Spawnmodels\\Undead\\UndeadLargeDeathExplode\\UndeadLargeDeathExplode.mdl" set SPLATTER_EFFECT[3] = "Objects\\Spawnmodels\\NightElf\\NightElfLargeDeathExplode\\NightElfLargeDeathExplode.mdl" set SPLATTER_EFFECT[4] = "Objects\\Spawnmodels\\Orc\\OrcSmallDeathExplode\\OrcSmallDeathExplode.mdl" set SPLATTER_EFFECT[5] = "Objects\\Spawnmodels\\Demon\\DemonSmallDeathExplode\\DemonSmallDeathExplode.mdl" set BLOOD_EFFECT[0] = "Objects\\Spawnmodels\\Orc\\Orcblood\\BattrollBlood.mdl" set BLOOD_EFFECT[1] = "Objects\\Spawnmodels\\Other\\BeastmasterBlood\\BeastmasterBlood.mdl" set BLOOD_EFFECT[2] = "Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl" set BLOOD_EFFECT[3] = "Objects\\Spawnmodels\\Human\\HumanBlood\\HeroBloodElfBlood.mdl" set BLOOD_EFFECT[4] = "Objects\\Spawnmodels\\Other\\HumanBloodCinematicEffect\\HumanBloodCinematicEffect.mdl" set BLOOD_EFFECT[5] = "Objects\\Spawnmodels\\Human\\HumanBlood\\HumanBloodKnight.mdl" set BLOOD_EFFECT[6] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWitchDoctor.mdl" set BLOOD_EFFECT[7] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrdBloodWyvernRider.mdl" set BLOOD_EFFECT[8] = "Objects\\Spawnmodels\\Orc\\Orcblood\\HeroShadowHunterBlood.mdl" set BLOOD_EFFECT[9] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWolfrider.mdl" set BLOOD_EFFECT[10] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWitchDoctor.mdl" set BLOOD_EFFECT[11] = "BigBleed NoSpla.mdl" set BLOOD_EFFECT[12] = "Bleeding NoSplat.mdl" set BLOOD_EFFECT[13] = "Objects\\Spawnmodels\\Other\\PandarenBrewmasterBlood\\PandarenBrewmasterBlood.mdl" set BLOOD_EFFECT[14] = "SplatBleed.mdl" set BLOOD_EFFECT[15] = "BigBleed.mdl" set BLOOD_EFFECT[16] = "SmallBleed.mdl" set BLOOD_EFFECT[17] = "Bleeding.mdl" call TriggerRegisterAnyUnitEventBJ(trig,EVENT_PLAYER_UNIT_DEATH) call TriggerAddCondition(trig,Condition(function Conditions)) call TriggerAddAction(trig,function Actions) endfunction endscope
Yeah, gore is simple necessary for Diablo
Edit: But I dunno for these new explosions provided by Willy because those are really huge and rather fit for boss deaths since particles cannot really be decreased in size as far as I know o,,o
Why am I unable to see the latest comment?
That bug appears when someone make a post and then delete it..
It is annoying like hell when it happens <.<'
Im always like "yey, a new post" over and over until someone really writes something![]()
I prefered the older skin using Spirit Walker for the Witch Doctor.
The new one's animations are really.... robot-like, and the model itself looks weird.
Oh well.
This map = 5/5 still.
BTW: What has kept this from getting Director's cut? Is it still considered incomplete? It has awesome terrain, awesome texturing, awesome spells, awesome bosses, awesome everything. I'm a bit fuzzy on requirements for DC, but right now a modding rate of 3/5 is very... very bad.
I can explain that. The reason why the game only has a 3/5 star rate is because it was moderated in a much much older version like 1.0X so obviously it wasn't all that great.
Although we plan on getting a new moderation so we'll most likely get better scores.![]()
Meh, if you do, you will get 5/5+Director's Cut!![]()