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Diablo III

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Level 14
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Jun 13, 2007
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Grass... Rocks surrounded by stuff like shrubs or more grass... Pillars... Ruins... More rocks... Stuff like that.


Yes, I think I will remove the current rock spam and make more smooth cliffs like in Diablo 3. It would also allow me to make more variation without having to do all the height changing. It would also not mess up the physics.

Problem is that I lack the stuff to do so, there are so some really HQ stuff out there I could use, perhaps decrease it's quality and use it then. I was thinking perhaps this one http://www.hiveworkshop.com/forums/skins-552/lords_rock-61055/?prev=t=31&r=20&d=list&page=2 but its tiles melt in awfully with eachother.
 
Level 8
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Alright guys. You can now download the alpha build and play through the whole dungeon (featuring an awesome boss fight!).
I guess this will be pretty hard for newbies but perhaps you manage to get through ;)

Note that especially the item stuff is far from finished yet and thus don't wonder if you pick up some weird named things.

Check the first post for downloading the map.
 
Level 6
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Alright guys. You can now download the alpha build and play through the whole dungeon (featuring an awesome boss fight!).
I guess this will be pretty hard for newbies but perhaps you manage to get through ;)

Note that especially the item stuff is far from finished yet and thus don't wonder if you pick up some weird named things.

Check the first post for downloading the map.

At last! Yay!!
 
Level 19
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Tested the alpha and I must say it is awesome. Awesome mechanics such as the avoidable arrows, being able to push enemies down the ally. I died just after the bridge.

However, what I found kinda annoying is that during multiple instances I wasn't able to properly cast spells since I kept losing selection on my hero. I'm not sure if you've got plans to adress this but I believe it is kinda vital that you'll never be able to lose control of your hero during the game.

Something else I'd like you to do, for convenience sake, is to change the hotkeys to Q,W,E,R similar to CloudWolf's hotkey layout. I've always found it very nice and it makes my job casting abilities a lot easier since all the abilities are in the same order. Just feels more natural.

That's all for now. I'll probably post some more suggestions later.
 
Level 8
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Thanks for your quick feedback.
About the hotkey layout. During my Wc3 "career" I adapted to a certain layout I use in most games now and I applied it to this map as well.
However I get your point and if others would prefer a "QWER"-Layout as well I gonna change that.

I wonder how you manage to lose selection so often to be honest as I've never really encountered huge problems with that. Well I could make it a fixed selection which however would mean you wouldn't be able to select creeps to check out there stats etc.
So I dunno about that :/
 
Level 19
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Thanks for your quick feedback.
About the hotkey layout. During my Wc3 "career" I adapted to a certain layout I use in most games now and I applied it to this map as well.
However I get your point and if others would prefer a "QWER"-Layout as well I gonna change that.

I wonder how you manage to lose selection so often to be honest as I've never really encountered huge problems with that. Well I could make it a fixed selection which however would mean you wouldn't be able to select creeps to check out there stats etc.
So I dunno about that :/

Well, it is mostly because I have a clicking habit. I always click and click and sometimes I click too often. It might just be a problem on my end. However, it would make sense to make your hero un-selectable since it is implemented in Diablo 1-2.
 
Level 5
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May 15, 2009
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sooooo. i tested it..and i must say...its very cool...bit i sayed again...^^
...i agree with all other...QWER-Keys are very easylyer to control the spells...(PS: the hotkey for the charge of the barbarian is K not C :) )
...already the terrain is better and better...and i have see it on my map...that when you must click and click and in every time in a fight...the terrain is not so importent...and so the terrain is good...^^
 
Level 8
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Hmm I would really like you to tell me the fps you got by entering /fps ingame.
When they're too low (<30) the camera messes up. I think because it doesn't update the camera position frequently enough and thus more and more frames are played with a different camera positioning. That's causing the "shaking".

Well I still need to lower performance cost as it seems but I dunno much to do about it.

One thing I'd like to change though. Currently we use quite some invisible platforms for the bridges and destructables take away a lot performance.
So could someone create me a bigger version of the invisible platform model? So that its mesh covers a greater area and I need less of them.

Edit: I'll also post this in the requests sub-forum.
 
Level 14
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Na_Dann_Ma_GoGo, my MAXIMUM fps is 30, as far as I know(processor, graphic card, RAM... no idea what's causing this). So yeah, makes me kinda sad I can't test this awesome map. :(

Does the Diablo 3 warcraft map lag aswell btw?
 
Level 8
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Well the difference between our camera stuff is that you don't reapply the cameras height the way I do. I have it so, that it keeps a constant distance to the hero while for your map, the camera distance varies quite a lot.

And I must adjust that 60 times per second. If the frames drop too low you'll see like half frames with the camera position it would normally have and half with the corrected one.
 
Level 19
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Well the difference between our camera stuff is that you don't reapply the cameras height the way I do. I have it so, that it keeps a constant distance to the hero while for your map, the camera distance varies quite a lot.

And I must adjust that 60 times per second. If the frames drop too low you'll see like half frames with the camera position it would normally have and half with the corrected one.

Actually, our camera readjusted the height to the hero every so milliseconds.
 
Level 8
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Yes it is protected but I thought you actually played the map to be able to talk about it...

Anyways released alpha 1.0a version that uses less destructables and has smaller map boundaries as we didn't use all that place anyways yet.
So I hope it increases performance at least slightly.
I did not change the camera stuff yet.
 
Level 19
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No thanks. And unless you tell me what you think is wrong with the way it's currently handled I'd like you to stop spamming.
Edit: And if you aren't able to tell me what's wrong right now there obviously isn't anything wrong. Thus I needn't provide any code.

All we know is that the less frames we have the more it chumps. It's not much to go on beside looking at the code. You could perhaps let another coder in your project take a look at it if you don't want outsiders to see.
 
Level 49
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Apr 18, 2008
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Lol, yay. I beat the thousand pounder. :D
Though it was kinda annoying with the camera it was still, well, pretty much a mindless fight - I was just running away from him and shooting Arcane Orbs when he stopped. Also, my wizard kept auto acquiring targets which really annoyed me, and it was kinda difficult with her always running in the Pounder's direction.
 
Level 6
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No thanks. And unless you tell me what you think is wrong with the way it's currently handled I'd like you to stop spamming.
Edit: And if you aren't able to tell me what's wrong right now there obviously isn't anything wrong. Thus I needn't provide any code.

I think you got a little "piss of, this my map!". Kinda like the Cockroach guy... can't remember the name >_>
People actually want to help you, and the only thing you do is "Fu-- off! I can take myself!" and then you die... Not literally of course.

It's not like he can prove that he made it. So honestly, let him look at it. It doesn't hurt you in any way.
IF he steals your map, you can prove that you made it.

If you want any advice, which i can tell you probably won't, then listen to the feedback, and possible suggestions you get. Don't ignore them, even if they are "If you send the map, i might be able to help." It doesn't bring you any good, and might actually RIP your project in the long run.

EDIT: You can tell it's wrong if it bumps the cam up and down...
 
Level 8
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Congrats on beating him debode ;P
Was always afraid people won't make it that far.

It's truely somewhat a mindless fight though I think it can be quite enjoyable and you gotta pay attention. Would you prefer some other spells that require you to do something different than just running away from him?

And so you want no target acquisition? That's an interesting thought I gotta admit. I may check that out.

Edit:
It took Anachron 5 posts to final tell me his thoughts. I had to tell him the same thing 4 times. Why would I provide him the map if it isn't even necessary? And the issue he mentioned really isn't one. I cannot be bothered with such a behavior.
 
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Actually it looks like you care about the heroes height, but not about the camera height and position.
 
Level 8
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Now that's more of a reply I hoped for ;P
What JASS functions do I need to care about that?
I currently use:
JASS:
SetCameraTargetController(...)
// and frequently this       CAM_HERO is basically a global unit variable for the hero that shall be centered
call MoveLocation(LOC,GetUnitX(CAM_HERO[index]),GetUnitY(CAM_HERO[index]))
set cam_height=GetLocationZ(LOC)+DIST+GetUnitFlyHeight(CAM_HERO[index])
SetCameraField(CAMERA_FIELD_ZOFFSET,GetCameraField(CAMERA_FIELD_ZOFFSET)+cam_height-GetCameraTargetPositionZ(),0.00)
 
Level 8
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Well I think I do calculate that actually.
I guess my problem is that I use SetCameraTargetController which I guess constantly updates the camera distance to an amount I don't want.
I'll try out GetUnitX/Y and just set the camera target position manually frequently.

Let's see if that works better.

Edit:
It does work better. Especially when you're not moving there won't be any further shaking issue.
However when it drops to around 20fps and you're moving it does still shake.
 
Level 49
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Congrats on beating him debode ;P
Was always afraid people won't make it that far.

It's truely somewhat a mindless fight though I think it can be quite enjoyable and you gotta pay attention. Would you prefer some other spells that require you to do something different than just running away from him?

And so you want no target acquisition? That's an interesting thought I gotta admit. I may check that out.

Thanks. :)
Well, it's pretty fun indeed - just not as fun as it could be for me, since, well, you know - the camera shakes and shows what's under the cliffs and stuff. I might make you 2 times bigger, 4 times bigger and 8 times bigger Invisible Platforms if it will help, by the way. Or pretty much any other size. Though I think the main problem is the actual camera. And, well, some other spells - perhaps he could, when he enrages, use that 'charge' spell a bit less and use something like... Well, hmm - maybe he can ensnare you with something like a bone cage or summon a circle of weak monsters around you. Like he does already but only twice and not around you but all over the place. The 'adds' really help beef up the fight and make him more difficult since you have to evade all the ghouls.
About the target acquisition - well, would be better with a ranged attack instead for the Wizard - since, well, what I mostly do is Arcane Orb and run away, arcane orb and run away(And blink\time sphere when needed)... And since she just tries to rush into combat with that Pounder, Grotesque or Berserker, I risk dying very often and concentrate more on trying to run away than to actually deal any damage.
 
Level 8
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Hmm yeh perhaps a ranged attack for the wizard would be better. That would also be easier to implant than removing the acquisition entirely.

I no more need bigger invisible platforms. Someone in another thread just told me to increase their size and well yeh, that's all I had to do >_<
Didn't think about it at first ;>

I'll focus on improving the camera stuff a lot now before I do anything else so everyone can actually enjoy the map. I think I just changed something which already helps quite a lot but I keep trying to improve more.

For the TP boss fight... I'll perhaps try some of your suggestions when I finished the more important stuff.

Thanks for your feedback again.
 
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