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First post on my own upload equals bug



Why did it dump the text of the upload into the first post as well?

I didn't tell it to do that
 
Oooooh shit.

That was a bug. Every bundle has an invisible first post that got messed up because of the new post coalescing system. Here is the text you posted:

Code:
The Tide Archive
Hey Hiveworkslop! I asked AI to make me another AI slop map after someone questioned The Cold Aisles for only being 3 minutes of playing time.
Prompt:
[QUOTE]
❯ Hi Claude. I uploaded The Cold Aisle to Hive Workshop and that seemed to work pretty well, but some people commented that they were surprised it was over in about 3 minutes. Can you make  
  a third AI generated map using our same tools and everything we learned that is a longer-running hero and puzzle mission? I think for some goals, we can have: (a) use Sunken Ruins tileset 
  since it's cool for puzzle maps and has the look of ancient buildings from a lost era, (b) have the map start with the player(s) picking from one of three or four hero characters that     
  each have custom skins using our color swap tech that we used in our previous map to customize the hero, (c) have those custom heroes each have modified unit data with a list of abilities 
  that doesn't match the original game, like how we edited the ability list of the hero in The Cold Aisles, (d) use your ability to make scripts so that we have a series of puzzles,         
  similar to how we spawned a grove of trees in our first map Genesis likewise use the destructable function to spawn some doors blocking the path that are set to invulnerable on startup    
  and only open from scripted events such as buttons (another kind of destructable called "Foot Switch" that looks cool if you have a "unit enters region" trigger on it and then kill the    
  destructable from code to make it appear to depress) or levers (a killable destructable that could fire an "on death" trigger) and maybe other events like killing bosss and ideas you come 
  up with, (e) several custom items for the hero to choose from during their adventure as well as maybe some default ones spawned into the mix like Tomes of Experience and other stat        
  tomes, so there can be numerous items and the player feels a sense of growth despite the 6 slot inventory limit in the game since the 6 slots can be used for 10 or 20 (mostly custom?)     
  permanent items maybe the player has to pick whether to hold on to across the gameplay (f) target a playing time of 30-60 minutes assuming that The Cold Aisles took 3 minutes to play      
  according to someone online. If you run out of map space based on the map size you choose you can make script events to have the player return to previous areas for new reasons, and make  
  the balance where there's a chance the player will die but put in somewhere along the way the player can find Ankh of Reincarnation so skilled players manage to survive to the end even if 
  they might die once, and (g) during the story wherever you insert cinematics to tell story between the puzzles, always use a nonstandard camera angle so it is thematically similar to the  
  ending cinematic of The Cold Aisle which was better than its opening cinematic that had only one camera angle, and (h) make a voice guides file similar to what was done on The Cold Aisle  
  so that it can have AI generated audio but the human has to go and fetch that for us using the online services and paste it back to add to the map when you're done. You may need to        
  create a plan before building this that plans out the various puzzles, the time they take to solve, the thematic art and where to put cool doodads and terrain to make the map look stylish 
  (maybe use the cliff system from warcraft 3 for some walls, we hadn't tried that in our previous maps but the logic for how it works is in warsmash).     
[/QUOTE]
Thanks to AI for doing literally all the work! No world editor was using in the making of this puzzle map
 
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