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help with hero siege map

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Level 15
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So im interested in making a hero siege map and i am in need of some help of making it.
first off any map name suggestions

Multiboard

what do you recommend to add to the muiltiboard so far i have
-players hero icon
-players gold
-players kills
-players lives left (yes after u die x amount of times its game over for you)

Difficulty

what do i have to do to set up difficulty levels.
what other than making the spawned units stronger/weaker for the difficulty would be good to add.
i have easy/normal/hard/very hard/impossible difficultys

Spawning

where to find a spawning system(if there are any ill create my own if needed) that spawns x amount of units witch also will depend on how many players are playing i have 2 lanes.

Special EVents

What are some good Special events to have to keep the game interesting other than just watching your hero smash away at the enermy

Balancing

what is a good way to balance the map considering when u first create a map with no changes 3 footmen are very hard for a hero to kill. also balancing the difficultys.

Other

Also would it be possible to add a system that displays the damage that heros do and only the player owned hero's.


There may be more to add but not for now
 
Level 2
Joined
Jul 1, 2010
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So im interested in making a hero siege map and i am in need of some help of making it.
first off any map name suggestions

Millzy's Hero Siege.

Multiboard

what do you recommend to add to the muiltiboard so far i have
-players hero icon
-players gold
-players kills
-players lives left (yes after u die x amount of times its game over for you)

Sounds fine an informative. You could add hero level to the multiboard, unless that's pretty much the same for all players. You can consider adding a timer to the multiboard - it's always good to know how far you're into the game. You can also base levels/waves on this timer.

Difficulty

what do i have to do to set up difficulty levels.
what other than making the spawned units stronger/weaker for the difficulty would be good to add.
i have easy/normal/hard/very hard/impossible difficultys

I think that the easiest way to control the game difficulty, is by increasing/decreasing the number of units spawned. You can, ofcause, always make it more advanced system, e.g. by decreasing/increasing Max HP of the spawned units or by adding an aura or two to the units if the game is running on "impossible difficulty".

By the way, are you going to build the map using JASS or GUI? Or a combination?

Spawning

where to find a spawning system(if there are any ill create my own if needed) that spawns x amount of units witch also will depend on how many players are playing i have 2 lanes.

Create your own instead of importing a system. I that way the spawning system will fit the map and it'll be unique. I personally dislikes fighting the same creeps in two different maps. It just seems like something that has been copy-pasted and not thought about.

Special EVents

What are some good Special events to have to keep the game interesting other than just watching your hero smash away at the enermy

You could create some bosses and let one boss spawn every fifth level (or something like that). Create some funny and interesting heroes and spells, that keeps the player focused on the game.

Balancing

what is a good way to balance the map considering when u first create a map with no changes 3 footmen are very hard for a hero to kill. also balancing the difficultys.

I would not care about the balancing issues, before all other aspects of the game has been finished, when that's done, you can start tweaking and balancing everything. (Which normally takes ages, unfortunately)

Other
Also would it be possible to add a system that displays the damage that heros do and only the player owned hero's.

There may be more to add but not for now

Yes, it is possible to create such a system.

Have fun with creating your first map. :D

/BIB_BIB
 
Level 15
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This belongs in the map development forums if you want ideas.
i dont think this should be there because the map debelopment is for poeple who are getting a group of people to help out on the one map and im just asking questions


BIB_BIB said:
im not going to quote your post its to big

thanks alot for all the info
- how do i add a timer inside a muiltiboard
-i dont wana make the difficulty based on the amount of units because i want the amount of units based off how many players are playing
-what other than bosses to have for speicial events
-i want a spawning system to see what it looks like of course i will be changing the units and stuff
-what other than bosses to have for speicial events
-how do i create a system that displays the player owned heros damage
 
Level 11
Joined
Dec 5, 2009
Messages
846
i dont think this should be there because the map debelopment is for poeple who are getting a group of people to help out on the one map and im just asking questions


Talk about your developing projects. Release beta tests and get useful feedback before the final release. Maps should be attached to your post.

read this :) talk about your project. feedback.. ye it should be there not here.

thanks alot for all the info
- how do i add a timer inside a muiltiboard

  • Untitled Trigger 001
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set int = (int + 1)
      • Multiboard - Set the text for (Last created multiboard) item in column 1, row 1 to (String(int))
 
Level 15
Joined
Jul 9, 2008
Messages
1,552
Talk about your developing projects. Release beta tests and get useful feedback before the final release. Maps should be attached to your post.
read this :) talk about your project. feedback.. ye it should be there not here.



Do a trigger like this: Every 1 seconds then use integer variable set it to integer variable = Integer variable + 1

And put it into the multiboard the variable.

well there you go that proves this doesnt belong in the map development,there is no beta map to have as for iv barly started and that also means no map to be uploaded and i cant get any feed back on work iv done as for i havent shown any and dont have to im asking for help not feedback...............................

but then it will go 60 then 61 how to change into a minute and 1 second after
also where to find a clock icon for this
 
Level 15
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Can any one help me on how im going to create my spawning system

there are 30 waves evry 5 waves there is a boss and the units level up
the amount of units also depend on how many players there are 2 lanes and also the map is 8 players so if 1/2/3/4 players are playing only one lane spawns units

after 20 waves both the lanes are turned off and one in the middle is turned on

also what is a good interval for when the next wave of attackers spawn

so somthing like
-level 1
3 skeleton warriors
2 skeleton arachers

-level 2
5 skeleton warriors
2 greater skeleton warriors
3 skeleton archers

level 3
8 skeleton warriors
4 greater skeleton warriors
5 skeleton archers

level 4
6 greater skeleton warriors
5 skeleton archers
3 skeleton mages

level 5
6 greater skeleton warriors
5 sheleton warriors
3 skeleton mages
BOSS
 
Level 11
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Dec 5, 2009
Messages
846
I guess you know how to create units via triggers and how to make them move.. Each wave needs 1 trigger so you'll need 30* triggers for the spawn.

I don't have so much time but i can show how to detect players..

  • Melee Initialization
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • Set TempPlayers = (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)))
      • Set Temp_int = (Number of players in TempPlayers)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Temp_int Greater than 4
        • Then - Actions
          • Unit - Create 5 Footman for Player 12 (Brown) at (Center of (Line 1)) facing Default building facing degrees
          • Unit - Create 5 Footman for Player 12 (Brown) at (Center of (Line 2)) facing Default building facing degrees
        • Else - Actions
          • Unit - Create 5 Footman for Player 12 (Brown) at (Center of (Line 1)) facing Default building facing degrees
        • Custom script: call DestroyForce(udg_TempPlayers)
If you need some help with the rest just post. Its much copy pasting
 
Level 11
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Aug 1, 2009
Messages
714
I guess you know how to create units via triggers and how to make them move.. Each wave needs 1 trigger so you'll need 30* triggers for the spawn.

I don't have so much time but i can show how to detect players..

  • Melee Initialization
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • Set TempPlayers = (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)))
      • Set Temp_int = (Number of players in TempPlayers)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Temp_int Greater than 4
        • Then - Actions
          • Unit - Create 5 Footman for Player 12 (Brown) at (Center of (Line 1)) facing Default building facing degrees
          • Unit - Create 5 Footman for Player 12 (Brown) at (Center of (Line 2)) facing Default building facing degrees
        • Else - Actions
          • Unit - Create 5 Footman for Player 12 (Brown) at (Center of (Line 1)) facing Default building facing degrees
        • Custom script: call DestroyForce(udg_TempPlayers)
If you need some help with the rest just post. Its much copy pasting

Dude leaky on the Create 5 Footman.
 
Level 11
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Messages
846
Oh forgot that one. To fix this create a point variable with array. Then set first to center of line 1 and second to center of line 2.

Then at the end when you see this Custom script: call DestroyForce(udg_TempPlayers)

After that line you should write like this Custom script: call RemoveLocation(udg_Your variable name)
 
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