- Joined
- Aug 2, 2008
- Messages
- 154
Dungeon Keeper 2
a mod for WC3
As a kid, i loved playing DK2. And i still do so. That's why I am curretnly working on a DK2 mod for WC3. And i could need a little help for that
I already saw some DK2 maps for WC3...but they were not even a bit like the real game. I want to build in as many features as possible of the real DK2 game has.
Map description
If you don't know about Dungeon Keeper 2 yet, I'll give you a short explanation. You start with the heart of your dungeon and some Imps which are used to harvest gold and digg new paths for your dungeon. You're able to conquer portals which will attrackt creatues to join your dungeon and, ofc, to fight for you! Which creatures you will get complies with the rooms you built. The goal is to destroy all enemy dungeon hearts.
The hardest part so far is making the Imps act like the ones in DK2. I won't add anyhing else if that does not work correctly.
Stuff that is done but still need some work
-Dirt and fortified walls can be marked and unmarked
-Marked walls are beeing automatically attacked by Imps
-Imps are able to change the floor type to a type on which you can build rooms
-Spellbooks as build-menu for rooms and traps
Video
Issues
All walls are units. And I am also using dummy units for every floor tile (128x128). That are about 8k dummy units. I would like to reduce that, but haven't find a simple solution yet. The way this stuff works is just that the Imps are attacking the dummy units automatically because they're enemies. Everything else, like if a wall dies, is triggered.
My idea is, that amount of dummy units could be reduced by using hashtables.
Credits
Carved Wall model from Lestat(br)
Dungeon Keeper II Carved Wall
Help
So if there's anyone out here who is into JASS and also a fan of DK2, i would be happy to get help from you from time to time. I want to create a quality DK2 map. That's why I am asking for help.
If you want to take a look at my triggers, just send me your mail adress via pm and I will send you the map.
Thanks to...
Dr Super Good for answering my questions and helping me making this mod even possible.
a mod for WC3
As a kid, i loved playing DK2. And i still do so. That's why I am curretnly working on a DK2 mod for WC3. And i could need a little help for that
I already saw some DK2 maps for WC3...but they were not even a bit like the real game. I want to build in as many features as possible of the real DK2 game has.
Map description
If you don't know about Dungeon Keeper 2 yet, I'll give you a short explanation. You start with the heart of your dungeon and some Imps which are used to harvest gold and digg new paths for your dungeon. You're able to conquer portals which will attrackt creatues to join your dungeon and, ofc, to fight for you! Which creatures you will get complies with the rooms you built. The goal is to destroy all enemy dungeon hearts.
The hardest part so far is making the Imps act like the ones in DK2. I won't add anyhing else if that does not work correctly.
Stuff that is done but still need some work
-Dirt and fortified walls can be marked and unmarked
-Marked walls are beeing automatically attacked by Imps
-Imps are able to change the floor type to a type on which you can build rooms
-Spellbooks as build-menu for rooms and traps
Video
Issues
All walls are units. And I am also using dummy units for every floor tile (128x128). That are about 8k dummy units. I would like to reduce that, but haven't find a simple solution yet. The way this stuff works is just that the Imps are attacking the dummy units automatically because they're enemies. Everything else, like if a wall dies, is triggered.
My idea is, that amount of dummy units could be reduced by using hashtables.
Credits
Carved Wall model from Lestat(br)
Dungeon Keeper II Carved Wall
Help
So if there's anyone out here who is into JASS and also a fan of DK2, i would be happy to get help from you from time to time. I want to create a quality DK2 map. That's why I am asking for help.
If you want to take a look at my triggers, just send me your mail adress via pm and I will send you the map.
Thanks to...
Dr Super Good for answering my questions and helping me making this mod even possible.
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