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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

GUI Duel Challenge

Discussion in 'Challenge Archive' started by Daffa, Jun 18, 2017.

  1. KILLCIDE

    KILLCIDE

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    That'd be a shame :p I say go for it!
     
  2. Rheiko

    Rheiko

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    Rheiko Presents
    FROZEN FORCE
    WC3ScrnShot_071617_151526_04.png

    Features:

    • Fun to cast
    • A lil bit Eye Candy (depends on how you see it and "use" it)
    • Code is optimized
    • Slowing nearby enemies (useful for both catching up and running away)
    • AoE
    Description:

    WC3ScrnShot_071617_152916_01.png

    Triggers:

    Triggers


    FFO Config
    • FFO Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- -------------------------------------------------------------- --------
        • -------- Input your Frozen Force ability here --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_Abil = Frozen Force
        • -------- -------------------------------------------------------------- --------
        • -------- Input your slow ability here --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_DummyAbil = Slow (Ice)
        • -------- -------------------------------------------------------------- --------
        • -------- Input your Frozen Force dummy from object editor here --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_DummyType = FFO Dummy
        • -------- -------------------------------------------------------------- --------
        • -------- Input the path of dummy model that you desire here --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_Effect = Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
        • -------- -------------------------------------------------------------- --------
        • -------- Input the path of models that will be the additional effects of the spell --------
        • -------- Configure it as you please --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_AEffect[1] = Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
        • Set FFO_AEffect[2] = Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
        • Set FFO_AEffect[3] = Units\NightElf\Wisp\WispExplode.mdl
        • -------- -------------------------------------------------------------- --------
        • -------- Input the radius of the spell here --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_Radius[1] = 500.00
        • Set FFO_Radius[2] = 500.00
        • Set FFO_Radius[3] = 500.00
        • -------- -------------------------------------------------------------- --------
        • -------- Input the damage of the spell here --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_Damage[1] = 200.00
        • Set FFO_Damage[2] = 300.00
        • Set FFO_Damage[3] = 400.00
        • -------- -------------------------------------------------------------- --------
        • -------- Input the AoE of the spell here --------
        • -------- The AoE in this case is how big the area to detect the target --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_AoE[1] = 200.00
        • Set FFO_AoE[2] = 200.00
        • Set FFO_AoE[3] = 200.00
        • -------- -------------------------------------------------------------- --------
        • -------- The number of spirits which will be summoned --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_Numbers[1] = 5
        • Set FFO_Numbers[2] = 5
        • Set FFO_Numbers[3] = 5
        • -------- -------------------------------------------------------------- --------
        • -------- The Arc of the spell. 50 = Left, -50 = Right, 0 = No Arc --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_Arc[1] = 50.00
        • Set FFO_Arc[2] = 50.00
        • Set FFO_Arc[3] = 50.00
        • -------- -------------------------------------------------------------- --------
        • -------- The speed of the spirits --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_Speed[1] = 1000.00
        • Set FFO_Speed[2] = 1000.00
        • Set FFO_Speed[3] = 1000.00
        • -------- -------------------------------------------------------------- --------
        • -------- Destroy trees? --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_DestroyTree = True
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • FFO_DestroyTree Equal to True
          • Then - Actions
            • Custom script: set udg_FFO_TreeDestroyer = CreateUnit( Player(PLAYER_NEUTRAL_PASSIVE), 'h000', 0, 0, bj_UNIT_FACING )
            • Unit - Add Harvest (Gold and Lumber) to FFO_TreeDestroyer
          • Else - Actions

    FFO Cast
    • FFO Init
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to FFO_Abil
      • Actions
        • -------- -------------------------------------------------------------- --------
        • -------- Indexing --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_MaxIndex = (FFO_MaxIndex + 1)
        • Set FFO_Caster[FFO_MaxIndex] = (Triggering unit)
        • -------- -------------------------------------------------------------- --------
        • -------- Set the location of caster and center point --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_Center[FFO_MaxIndex] = (Position of FFO_Caster[FFO_MaxIndex])
        • -------- -------------------------------------------------------------- --------
        • -------- The level of ability --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_Level[FFO_MaxIndex] = (Level of FFO_Abil for FFO_Caster[FFO_MaxIndex])
        • -------- -------------------------------------------------------------- --------
        • -------- Creating the dummy group --------
        • -------- -------------------------------------------------------------- --------
        • Custom script: set udg_FFO_DummyGroup[udg_FFO_MaxIndex] = CreateGroup()
        • -------- -------------------------------------------------------------- --------
        • -------- Setting up the stage --------
        • -------- -------------------------------------------------------------- --------
        • Set FFO_Stage[FFO_MaxIndex] = 1
        • -------- -------------------------------------------------------------- --------
        • -------- Creating dummies --------
        • -------- -------------------------------------------------------------- --------
        • For each (Integer FFO_TempInt) from 1 to FFO_Numbers[FFO_Level[FFO_MaxIndex]], do (Actions)
          • Loop - Actions
            • Set FFO_Loc[2] = (FFO_Center[FFO_MaxIndex] offset by 100.00 towards ((Real(FFO_TempInt)) x (360.00 / (Real(FFO_Numbers[FFO_Level[FFO_MaxIndex]])))) degrees)
            • Unit - Create 1 FFO_DummyType for (Owner of FFO_Caster[FFO_MaxIndex]) at FFO_Loc[2] facing (Angle from FFO_Loc[2] to FFO_Center[FFO_MaxIndex]) degrees
            • Set FFO_TempUnit = (Last created unit)
            • Unit Group - Add FFO_TempUnit to FFO_DummyGroup[FFO_MaxIndex]
            • Special Effect - Create a special effect attached to the chest of FFO_TempUnit using FFO_Effect
            • -------- -------------------------------------------------------------- --------
            • -------- Remove leaks --------
            • -------- -------------------------------------------------------------- --------
            • Custom script: call RemoveLocation(udg_FFO_Loc[2])
        • -------- -------------------------------------------------------------- --------
        • -------- Loop --------
        • -------- -------------------------------------------------------------- --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • FFO_MaxIndex Equal to 1
          • Then - Actions
            • Trigger - Turn on FFO Loop <gen>
          • Else - Actions

    FFO Loop
    • FFO Loop
      • Events
        • Time - Every 0.03 seconds of game time
      • Conditions
      • Actions
        • For each (Integer FFO_CurIndex) from 1 to FFO_MaxIndex, do (Actions)
          • Loop - Actions
            • -------- -------------------------------------------------------------- --------
            • -------- Stage 1 --------
            • -------- -------------------------------------------------------------- --------
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • FFO_Stage[FFO_CurIndex] Equal to 1
              • Then - Actions
                • Unit Group - Pick every unit in FFO_DummyGroup[FFO_CurIndex] and do (Actions)
                  • Loop - Actions
                    • -------- -------------------------------------------------------------- --------
                    • -------- Reference the dummies --------
                    • -------- -------------------------------------------------------------- --------
                    • Set FFO_Dummies[FFO_CurIndex] = (Picked unit)
                    • -------- -------------------------------------------------------------- --------
                    • -------- Update the locations --------
                    • -------- -------------------------------------------------------------- --------
                    • Set FFO_Loc[2] = (Position of FFO_Dummies[FFO_CurIndex])
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Distance between FFO_Center[FFO_CurIndex] and FFO_Loc[2]) Greater than or equal to FFO_Radius[FFO_Level[FFO_CurIndex]]
                      • Then - Actions
                        • -------- -------------------------------------------------------------- --------
                        • -------- Proceed to the next stage --------
                        • -------- -------------------------------------------------------------- --------
                        • Set FFO_Stage[FFO_CurIndex] = 2
                      • Else - Actions
                        • -------- -------------------------------------------------------------- --------
                        • -------- Moving the dummies --------
                        • -------- -------------------------------------------------------------- --------
                        • Set FFO_Loc[3] = (FFO_Loc[2] offset by (FFO_Speed[FFO_Level[FFO_CurIndex]] x 0.03) towards ((Angle from FFO_Center[FFO_CurIndex] to FFO_Loc[2]) + FFO_Arc[FFO_Level[FFO_CurIndex]]) degrees)
                        • Custom script: call SetUnitX(udg_FFO_Dummies[udg_FFO_CurIndex], GetLocationX(udg_FFO_Loc[3]))
                        • Custom script: call SetUnitY(udg_FFO_Dummies[udg_FFO_CurIndex], GetLocationY(udg_FFO_Loc[3]))
                        • Unit - Make FFO_Dummies[FFO_CurIndex] face ((Angle from FFO_Center[FFO_CurIndex] to FFO_Loc[2]) + 0.00) over 0.00 seconds
                        • -------- -------------------------------------------------------------- --------
                        • -------- Additional Special Effect --------
                        • -------- -------------------------------------------------------------- --------
                        • Special Effect - Create a special effect at FFO_Loc[2] using FFO_AEffect[1]
                        • Special Effect - Destroy (Last created special effect)
                        • -------- -------------------------------------------------------------- --------
                        • -------- Damaging the targets --------
                        • -------- -------------------------------------------------------------- --------
                        • Custom script: set bj_wantDestroyGroup = true
                        • Unit Group - Pick every unit in (Units within FFO_AoE[FFO_Level[FFO_CurIndex]] of FFO_Loc[2]) and do (Actions)
                          • Loop - Actions
                            • Set FFO_Targets[FFO_CurIndex] = (Picked unit)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • (FFO_Targets[FFO_CurIndex] is A structure) Equal to False
                                • (FFO_Targets[FFO_CurIndex] is alive) Equal to True
                                • (FFO_Targets[FFO_CurIndex] belongs to an enemy of (Owner of FFO_Caster[FFO_CurIndex])) Equal to True
                              • Then - Actions
                                • Unit - Cause FFO_Caster[FFO_CurIndex] to damage FFO_Targets[FFO_CurIndex], dealing (FFO_Damage[FFO_Level[FFO_CurIndex]] x 0.03) damage of attack type Spells and damage type Normal
                                • Unit - Create 1 FFO Dummy for (Owner of FFO_Caster[FFO_CurIndex]) at FFO_Loc[2] facing Default building facing degrees
                                • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                                • Unit - Add Slow (Ice) to (Last created unit)
                                • Unit - Order (Last created unit) to Human Sorceress - Slow FFO_Targets[FFO_CurIndex]
                              • Else - Actions
                        • -------- -------------------------------------------------------------- --------
                        • -------- Destroying Trees if DestroyTree = true --------
                        • -------- -------------------------------------------------------------- --------
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • FFO_DestroyTree Equal to True
                          • Then - Actions
                            • Destructible - Pick every destructible within FFO_AoE[FFO_Level[FFO_CurIndex]] of FFO_Loc[2] and do (Actions)
                              • Loop - Actions
                                • Unit - Order FFO_TreeDestroyer to Harvest (Picked destructible)
                                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  • If - Conditions
                                    • (Current order of FFO_TreeDestroyer) Equal to (Order(harvest))
                                  • Then - Actions
                                    • Destructible - Kill (Picked destructible)
                                  • Else - Actions
                                • Unit - Order FFO_TreeDestroyer to Stop
                          • Else - Actions
                        • -------- -------------------------------------------------------------- --------
                        • -------- Remove leaks --------
                        • -------- -------------------------------------------------------------- --------
                        • Custom script: call RemoveLocation(udg_FFO_Loc[3])
                    • -------- -------------------------------------------------------------- --------
                    • -------- Remove leaks --------
                    • -------- -------------------------------------------------------------- --------
                    • Custom script: call RemoveLocation(udg_FFO_Loc[1])
                    • Custom script: call RemoveLocation(udg_FFO_Loc[2])
              • Else - Actions
            • -------- -------------------------------------------------------------- --------
            • -------- Stage 2 --------
            • -------- -------------------------------------------------------------- --------
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • FFO_Stage[FFO_CurIndex] Equal to 2
              • Then - Actions
                • Unit Group - Pick every unit in FFO_DummyGroup[FFO_CurIndex] and do (Actions)
                  • Loop - Actions
                    • -------- -------------------------------------------------------------- --------
                    • -------- Reference the dummies --------
                    • -------- -------------------------------------------------------------- --------
                    • Set FFO_Dummies[FFO_CurIndex] = (Picked unit)
                    • -------- -------------------------------------------------------------- --------
                    • -------- Update the locations --------
                    • -------- -------------------------------------------------------------- --------
                    • Set FFO_Loc[2] = (Position of FFO_Dummies[FFO_CurIndex])
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Distance between FFO_Center[FFO_CurIndex] and FFO_Loc[2]) Less than or equal to 100.00
                      • Then - Actions
                        • -------- -------------------------------------------------------------- --------
                        • -------- Remove the dummies --------
                        • -------- -------------------------------------------------------------- --------
                        • Unit - Kill FFO_Dummies[FFO_CurIndex]
                        • -------- -------------------------------------------------------------- --------
                        • -------- Additional Special Effect --------
                        • -------- -------------------------------------------------------------- --------
                        • Special Effect - Create a special effect at FFO_Loc[2] using FFO_AEffect[2]
                        • Special Effect - Destroy (Last created special effect)
                        • Special Effect - Create a special effect at FFO_Loc[2] using FFO_AEffect[3]
                        • Special Effect - Destroy (Last created special effect)
                        • -------- -------------------------------------------------------------- --------
                        • -------- Proceed to the next stage --------
                        • -------- -------------------------------------------------------------- --------
                        • Set FFO_Stage[FFO_CurIndex] = 3
                      • Else - Actions
                        • -------- -------------------------------------------------------------- --------
                        • -------- Moving the dummies back --------
                        • -------- -------------------------------------------------------------- --------
                        • Set FFO_Loc[3] = (FFO_Loc[2] offset by ((FFO_Speed[FFO_Level[FFO_CurIndex]] x 0.03) x -1.00) towards ((Angle from FFO_Center[FFO_CurIndex] to FFO_Loc[2]) + FFO_Arc[FFO_Level[FFO_CurIndex]]) degrees)
                        • Custom script: call SetUnitX(udg_FFO_Dummies[udg_FFO_CurIndex], GetLocationX(udg_FFO_Loc[3]))
                        • Custom script: call SetUnitY(udg_FFO_Dummies[udg_FFO_CurIndex], GetLocationY(udg_FFO_Loc[3]))
                        • Unit - Make FFO_Dummies[FFO_CurIndex] face ((Angle from FFO_Center[FFO_CurIndex] to FFO_Loc[2]) + 0.00) over 0.00 seconds
                        • -------- -------------------------------------------------------------- --------
                        • -------- Additional Special Effect --------
                        • -------- -------------------------------------------------------------- --------
                        • Special Effect - Create a special effect at FFO_Loc[2] using FFO_AEffect[1]
                        • Special Effect - Destroy (Last created special effect)
                        • -------- -------------------------------------------------------------- --------
                        • -------- Damaging the targets --------
                        • -------- -------------------------------------------------------------- --------
                        • Custom script: set bj_wantDestroyGroup = true
                        • Unit Group - Pick every unit in (Units within FFO_AoE[FFO_Level[FFO_CurIndex]] of FFO_Loc[2]) and do (Actions)
                          • Loop - Actions
                            • Set FFO_Targets[FFO_CurIndex] = (Picked unit)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • (FFO_Targets[FFO_CurIndex] is A structure) Equal to False
                                • (FFO_Targets[FFO_CurIndex] is alive) Equal to True
                                • (FFO_Targets[FFO_CurIndex] belongs to an enemy of (Owner of FFO_Caster[FFO_CurIndex])) Equal to True
                              • Then - Actions
                                • Unit - Cause FFO_Caster[FFO_CurIndex] to damage FFO_Targets[FFO_CurIndex], dealing (FFO_Damage[FFO_Level[FFO_CurIndex]] x 0.03) damage of attack type Spells and damage type Normal
                                • Unit - Create 1 FFO Dummy for (Owner of FFO_Caster[FFO_CurIndex]) at FFO_Loc[2] facing Default building facing degrees
                                • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                                • Unit - Add Slow (Ice) to (Last created unit)
                                • Unit - Order (Last created unit) to Human Sorceress - Slow FFO_Targets[FFO_CurIndex]
                              • Else - Actions
                        • -------- -------------------------------------------------------------- --------
                        • -------- Destroying Trees if DestroyTree = true --------
                        • -------- -------------------------------------------------------------- --------
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • FFO_DestroyTree Equal to True
                          • Then - Actions
                            • Destructible - Pick every destructible within FFO_AoE[FFO_Level[FFO_CurIndex]] of FFO_Loc[2] and do (Actions)
                              • Loop - Actions
                                • Unit - Order FFO_TreeDestroyer to Harvest (Picked destructible)
                                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  • If - Conditions
                                    • (Current order of FFO_TreeDestroyer) Equal to (Order(harvest))
                                  • Then - Actions
                                    • Destructible - Kill (Picked destructible)
                                  • Else - Actions
                                • Unit - Order FFO_TreeDestroyer to Stop
                          • Else - Actions
                        • -------- -------------------------------------------------------------- --------
                        • -------- Remove leaks --------
                        • -------- -------------------------------------------------------------- --------
                        • Custom script: call RemoveLocation(udg_FFO_Loc[3])
                    • -------- -------------------------------------------------------------- --------
                    • -------- Remove leaks --------
                    • -------- -------------------------------------------------------------- --------
                    • Custom script: call RemoveLocation(udg_FFO_Loc[1])
                    • Custom script: call RemoveLocation(udg_FFO_Loc[2])
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • FFO_Stage[FFO_CurIndex] Equal to 3
              • Then - Actions
                • -------- -------------------------------------------------------------- --------
                • -------- Deindex --------
                • -------- -------------------------------------------------------------- --------
                • Set FFO_Caster[FFO_CurIndex] = FFO_Caster[FFO_MaxIndex]
                • Set FFO_Caster[FFO_MaxIndex] = No unit
                • Set FFO_Targets[FFO_CurIndex] = FFO_Targets[FFO_MaxIndex]
                • Set FFO_Targets[FFO_MaxIndex] = No unit
                • Set FFO_Dummies[FFO_CurIndex] = FFO_Dummies[FFO_MaxIndex]
                • Set FFO_Dummies[FFO_MaxIndex] = No unit
                • Custom script: call DestroyGroup(udg_FFO_DummyGroup[udg_FFO_CurIndex])
                • Set FFO_DummyGroup[FFO_CurIndex] = FFO_DummyGroup[FFO_MaxIndex]
                • Custom script: set udg_FFO_DummyGroup[udg_FFO_MaxIndex] = null
                • Set FFO_Level[FFO_CurIndex] = FFO_Level[FFO_MaxIndex]
                • Set FFO_Level[FFO_MaxIndex] = 0
                • Set FFO_Stage[FFO_CurIndex] = FFO_Stage[FFO_MaxIndex]
                • Set FFO_Stage[FFO_MaxIndex] = 0
                • Custom script: call RemoveLocation(udg_FFO_Center[udg_FFO_CurIndex])
                • Set FFO_Center[FFO_CurIndex] = FFO_Center[FFO_MaxIndex]
                • Set FFO_CurIndex = (FFO_CurIndex - 1)
                • Set FFO_MaxIndex = (FFO_MaxIndex - 1)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • FFO_MaxIndex Equal to 0
                  • Then - Actions
                    • Trigger - Turn off (This trigger)
                  • Else - Actions
              • Else - Actions



    Author's Note:
    I'm really sorry for the delay. I've been real busy dealing with university these days. One of the reason it took so long is there was a bug which I couldn't solve in one of the features, so I had to remove it. But anyway, here it goes! Enjoy!
     

    Attached Files:

    Last edited: Jul 16, 2017
  3. Daffa

    Daffa

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    Welp, guess I'm at a BIG lost here. This could prove... Interesting :)
     
  4. KILLCIDE

    KILLCIDE

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    Entries have been judged and sent over to Rufus!

    Will @Rufus be making the poll thread?
     
  5. Rheiko

    Rheiko

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  6. KILLCIDE

    KILLCIDE

    Administrator

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    I already sent my judgement to Rufus. We just need to wait for him to make the poll thread :p or either of you I guess.
     
  7. Daffa

    Daffa

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    He might be busy, I'll try poking his page :p
     
  8. Rufus

    Rufus

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    Sorry guys. I have been wrapped up in non-warcraft things for a while now, so I've been distracted lately.
    Here's the poll: GUI Duel Challenge - POLL
     
  9. Daffa

    Daffa

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    It's okay @Rufus and I really appreciate your effort in helping this out :)
    Though I was worried you forgot this challenge due to the Arena get a load of contests lately :)
     
  10. Rufus

    Rufus

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