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Domination

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Jun 1, 2006
Messages
253
Domination: Still in BETA.
By Ivanneth [Jack-Shepherd@USWEST]


Description
Domination is an altered melee styled map.
It has a completely customized combat system, a new resource gaining 'style', and a capturing system, where no player has to loose.
The point in it is simple; Domination.
Progress:
[I - 10% done; I - 10% not done]
Terrain: IIIIIIIIII
Triggers: IIIIIIIIII
Objects: IIIIIIIIII

... is to capture all others, so that your kingdom "owns them all".
A player is captured by having his capital going under 25% health.
After being captured, the player's color is changed, but he still controls his own units, in his new kingdom.
I find that this is really simple.


Features
  • A totally new combat system. Each unit has a different percent chance to hit, so luck is a big element in combat.
  • Newly named armor, and damage types. Nearly all have a different icon, and all have a different name and description.
  • 20 levels of upgrades. Upgrades will determine the battle greatly.
  • 3 tiers of 6 units - and 2 of one. Each tier is upgraded, but obviously costs more.
  • A totally new system with buildings. You get one of each type, and can replace them at any time - except for the Capital. Most of them are invulnerable.
  • A very simple system - this includes the combat system, resource system and buildings system. What's good about that? You don't have to have a huge brain to understand!

Miscellaneous Info
The terrain of this map was made by me, there's a few screen shots below, or by pressing here. I learned how to terrain by myself, and a few tutorials, but rather by myself. The inspiration for this map came from just about nowhere, and a spark from the game Empire.
I will be uploading the BETA version of this map soon.

Note for the link:
The only valid screenshots are the ones which use the same trees as in the screenshots below. The other trees aren't there anymore.

View attachment 11454
View attachment 11476
View attachment 11482
View attachment 11484
View attachment 11485

Credits: Models, Skins & More

TurieL: Rifleman Elite model
antihero: Rifleman Elite skin
Born²Modificate: Grass, Moss and Dirt tiles
FreiBier: Ashenvale Tree skin
[Unknown]: Grass2 model: please tell me if you made this.
squadexodus [B.NET only]: Always keeping me in good humor
TrueMalice [B.NET only]: Useful criteria, feedback, and more
Update:
Uploaded a beta version of the map. It's early beta, so don't expect too much.
 

Attachments

  • Domination BETA.w3x
    2.1 MB · Views: 60
Last edited:
Level 8
Joined
Jun 1, 2006
Messages
253
Well, each unit has a certain percentage to hit others, always random. They also have a chance to headshot a unit, here I'll post the one of the sniper ...
  • Snipers
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Sniper
    • Actions
      • Set AttackChance = (Random integer number between 1 and 100)
      • Set AttackDamage = (Random integer number between 1 and 250)
      • Set AttackHS = (Random integer number between 1 and 100)
      • Wait 0.50 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AttackChance Less than or equal to 75
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AttackHS Less than or equal to 7
            • Then - Actions
              • Unit - Kill (Triggering unit)
              • Floating Text - Create floating text that reads |CFFFF0303Headshot!... above (Attacking unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 3.50 seconds
              • Floating Text - Change the fading age of (Last created floating text) to 0.00 seconds
              • Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
              • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Weapons\Rifle\RifleImpact.mdl
            • Else - Actions
              • Unit - Cause (Attacking unit) to damage (Triggering unit), dealing (Real(AttackDamage)) damage of attack type Chaos and damage type Divine
              • Floating Text - Create floating text that reads |CFFFF0303Hit!|r above (Attacking unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 3.50 seconds
              • Floating Text - Change the fading age of (Last created floating text) to 0.00 seconds
              • Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
              • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Weapons\Rifle\RifleImpact.mdl
        • Else - Actions
          • Do nothing
(this was done without tiers, it will change)
 
Level 27
Joined
Feb 22, 2006
Messages
3,052
Bah, the only problem with this is if people spam the stop button so the unit can't attack, it will mass attacks.
One option would be to order the unit to cast an ability when attacking, with x cooldown, x being your attack cooldown.
Then, do when unit casts ability, then run the trigger that you have. That's one way to fix that, although I've never tested it.
--donut3.5--
 
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