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Hero Contest #2 - HQ Hero

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Rmx

Rmx

Level 19
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Well i commented on the first version :p
Didn't download any recent ones...
EDIT:
I don't know is it good to show off your ideas about the hero.
I mean i will probably just upload the hero completely several days before the end of the contest :p
People tend to get much better ideas when they simply modify yours...

LOL, you are tottaly right i will not post my hero again ever :p ..
 
Level 18
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How else to prove I didn't steal the triggers? :p

I could just look at some spells on other sites and adjust those to fit my needs...
Not that I feel like taking that risk anyway :p
 

Rmx

Rmx

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How else to prove I didn't steal the triggers? :p

I could just look at some spells on other sites and adjust those to fit my needs...
Not that I feel like taking that risk anyway :p

Well you could tell someone to tell you make an ability of jump that have some things unique..

And you will do it. . then he will get the idea that you are a good triggerer and you can do these simple triggers by urself :)
 
Level 11
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Well, I made first lvl of ability, and it workd. Now it is gona be easy. Just gona copy and cnp part of trigger 2 times and change some stuff.

Oh and I noticed that its simmular to a spell from WoW. Dmgs al lenamy units near it, and heals frendly unit. Plz not that I did not know this until lnow, since I was looking for an eddect and there is 1 in models. So I did not steal idea. Hope judges wil lbe able to understand :/
 
Level 25
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Seriously use equations.
I mean how hard can it be?
Besides using multiple If/then/else is much slower than equations :p

JASS:
library Example
function BaseDamageEquation takes real bd, real incd, integer l returns real
  return bd + ( l * incd)
endfunction
endlibrary
bd = base damage
incd = damage bonus per level
l = level integer
Much simpler and avoids if/then/else.
If you want copy and paste this in a trigger and use it as you wish :p
 
Level 11
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My guts tell me thats jass. Dont know jass.
Besides I already made lvl 1. Just need to copy and change few vallues and conditions.

EDIT: All donte :p

It even uses same effect as spell from WoW I told ya about. Aldo I didnt get idea from WoW
 
Level 11
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Ye. I ceap to tutorial. It sed first learn to be a good GUI-er, then learn JASS. And thats what I'm doing. Learning GUI :p

Well got 2 triggered spells :p
Taht must cound for something. Now to make thurd spell. Maybe I even add some triggers to the first spell made only with OE.
 
Level 11
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Ye ok. Just let me finish this spell (hope it works fine), and then make screenies and stuff.


EDIT: I just made mt spell leak for 3 seconds :p
 
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Ok, here it comes:

http://www.hiveworkshop.com/forums/members/151785-albums1764-picture13331.html

Hero model. He will defenetly look loke this. He is sized 4 here so you can see him beater. Normal scale is 1.25.

http://www.hiveworkshop.com/forums/members/151785-albums1764-picture13334.html

Heros ulty. Hammer effect doled from give.
Attacking unit has 30% chance to be hit my a hammer on attack and receive 100 dmg.
Will be balanced.

www.hiveworkshop.com/forums/members/151785-albums1764-picture13333.html

Second skill. Damages all enamy units for 30/60/90 dmg, heals friendlt for 25/50/75 hp in an aeria of 200/225/250.
Effects are also from hive. 1 of them is too big. It extends far off the limmit of the spell. Still looks cool to me ;)

http://www.hiveworkshop.com/forums/members/151785-albums1764-picture13332.html

Spell dont only with OE. Deals 30/45/60 dmg every second for 3 seconds in an aeria of 200.
Effect is also from hive. Aldo I think of changeing it.

EDIT: Insert imige doesnt work, so I will post links in my album.
 
Level 24
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Ok, here it comes:

http://www.hiveworkshop.com/forums/members/151785-albums1764-picture13331.html

Hero model. He will defenetly look loke this. He is sized 4 here so you can see him beater. Normal scale is 1.25.

http://www.hiveworkshop.com/forums/members/151785-albums1764-picture13334.html

Heros ulty. Hammer effect doled from give.
Attacking unit has 30% chance to be hit my a hammer on attack and receive 100 dmg.
Will be balanced.

www.hiveworkshop.com/forums/members/151785-albums1764-picture13333.html

Second skill. Damages all enamy units for 30/60/90 dmg, heals friendlt for 25/50/75 hp in an aeria of 200/225/250.
Effects are also from hive. 1 of them is too big. It extends far off the limmit of the spell. Still looks cool to me ;)

http://www.hiveworkshop.com/forums/members/151785-albums1764-picture13332.html

Spell dont only with OE. Deals 30/45/60 dmg every second for 3 seconds in an aeria of 200.
Effect is also from hive. Aldo I think of changeing it.

EDIT: Insert imige doesnt work, so I will post links in my album.


Lol,long description!

But it's interesting,wanna see it in-game!
 
Level 11
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Well, I wont releas a beta stage map. Well maybe later when moust important things are done. Again, sorry I had to put links. It didnt want to inseart images. Sed they were broken...
 
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Well, I wont releas a beta stage map. Well maybe later when moust important things are done. Again, sorry I had to put links. It didnt want to inseart images. Sed they were broken...

Wow! Screenshots are really great! However, the spells description a bit weird. ;) Maybe they lack some doodads? I'm going to implement my spell into a Melee map, so everyone can check balance. That's way the things go on the wc3c. I think, that's right way.
 
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Here is a screen of the hero when taking damage while growing big. The first is where some water moves away from caster and forms a mini water elemental. The second you can see a little water elemental.
 

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Level 11
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Really, it's not hard to create all the spells in three-four days, but it's really difficult to: first - imagine them, second - fix everything in them, so they are eye-candy, has efficient codding and balanced. ;(
 
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I have some issues at the Charge spell and I made some of the last 3 ones I hope I will solve the problem with the charge and I will finish the beta stage of the hero this week anyway good luck Malcous and -JonNny :)
 
Level 11
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Wow! Screenshots are really great! However, the spells description a bit weird. ;) Maybe they lack some doodads? I'm going to implement my spell into a Melee map, so everyone can check balance. That's way the things go on the wc3c. I think, that's right way.

Ye, I just noticed. Its cuz of many tipos. Sorry :/

Anyway. I am thinking of adding a 10% chance that unit under affect of Purge (work name for that spell that causes rays to come from the sky) be hit by a hammer of light dealing 100 dmg. It sounds imba, but hwn you look at radious of 200 that spell takes effect, it manes 5-10 units wil lbe affected. Plus only 10% chance. It will probably happen wery rare. If it happens to many times, I can always decrease precentage. Oh and it wont change with lvl.

EDIT: Whitch effect is beater?

1)http://www.hiveworkshop.com/forums/members/151785-albums1764-picture13332.html

or 2)http://www.hiveworkshop.com/forums/members/151785-albums1764-picture13346.html

First one looks beater on screeni, but it has some animation problems. Second looks also good, like its comming in wawes, but sound is just wrong.
 
Level 11
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Ye. They are part of the effect ^^
Ok. I wait for some more wotes :p
Also I finished the map. Just placed creeps on it at diferent lvl. Cinda imba for hero :p Will wait to see whataothers do and improve my.
Only thurd spell left. Cant think of anything :/
 
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http://www.hiveworkshop.com/forums/pastebin.php?id=zo899g

Here. A beta. Only 3 spalls. Still needs more balancing. Map is bad and imbalanced (for you). Effect for spell still not done. Credits still not dont. Few more resorses to credit. Spell description still not done. I figured youll manage. Your not stupid or anything ( I yhink ;) ). Dont mess with the triggers.
NOTE: Many imports. 1 is not even used. Will be later ^^

Tell me what you think. Plz dont say its awesome just to be nice. Cuz it eint awesome or somth.
 
Level 25
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I couldn't help and not to see the last winners entry.
I was suprised to a point on what i saw :p
I was mostly suprised that GUI not MUI spells were included...
Compared to todays spells those were nothing(sry if this sounds hostile) but it even included a never ending 0.04 loop trigger,waits and even do nothing actions o_O
So i guess this time it will be more serious(xD.Schurke seems like the most best candidate to me :p).

If anyone wants to see the winning entry for the first hero contest you can find it here:
Contest #1 Winning entry
 
Level 18
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http://www.hiveworkshop.com/forums/pastebin.php?id=zo899g

Here. A beta. Only 3 spalls. Still needs more balancing. Map is bad and imbalanced (for you). Effect for spell still not done. Credits still not dont. Few more resorses to credit. Spell description still not done. I figured youll manage. Your not stupid or anything ( I yhink ;) ). Dont mess with the triggers.
NOTE: Many imports. 1 is not even used. Will be later ^^

Tell me what you think. Plz dont say its awesome just to be nice. Cuz it eint awesome or somth.

You got spaces in the savename? When I do that links rickroll me D:
The link didn't work for me.

I couldn't help and not to see the last winners entry.
I was suprised to a point on what i saw :p
I was mostly suprised that GUI not MUI spells were included...
Compared to todays spells those were nothing(sry if this sounds hostile) but it even included a never ending 0.04 loop trigger,waits and even do nothing actions o_O
So i guess this time it will be more serious(xD.Schurke seems like the most best candidate to me :p).

If anyone wants to see the winning entry for the first hero contest you can find it here:
Contest #1 Winning entry

I got to admit I checked it too (directly when I joined the contest). I think people were not that angry about spells not being MUI those days (and that could be right since people can't just a single hero multiple times anyway). I don't know about the loops and the Do Nothings.

I am making sure my spells are MUI and I get the feeling that this contest is indeed going to be a lot harder to win as the first one. I hope I stand a chance and I will do my best ;D

No need to be demoralizing D:
 
Frankly, you could make a hero with the exact same stats as Tauren Cheiftain and give him custom models and icons and you could have a winning entry (in theory, you can't really fault Blizzard, now can you?)
Anyway, ideas are the hardest part. Coding takes 30 minutes, balances takes about 1 minute after each test but ideas take forever...
Simple spells are good, especially since its supposed to be for melee games. There's also no criteria for MUI/MPI so I guess you could make a hero with not MUI/MPI spells and still get a decent score. MPI is actually enough if you are just working on a hero for a melee game.

Also, since there was something about posting triggers being checked for efficiency, I was wondering if anybody needed this check/is willing to check for others. It would be great fun checking triggers :)

No progress for me. Made a passive non-triggered spell yesterday 'cos I decided not to include a damage detection system :)

PS: Simple ideas are good, don't go for crazy ideas like "The hero summons forth the power of the void, granting a chance to do one of the following:
Kill an enemy unit
Slow and Enemy Hero
Create a powerful unit
..... (And the list goes on...)
 
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So when you get higher point:
When you make not MUI spell with simple efficient coding or make the same spell fully MUI but with huge loops in loops in it.

I'm asking because I started to make my second spell MUI and by now it uses the most complex indexing system I've ever created. It's huge and it's hard to read the triggers(not to mention possible bugs).
 

Rmx

Rmx

Level 19
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So when you get higher point:
When you make not MUI spell with simple efficient coding or make the same spell fully MUI but with huge loops in loops in it.

I'm asking because I started to make my second spell MUI and by now it uses the most complex indexing system I've ever created. It's huge and it's hard to read the triggers(not to mention possible bugs).

Well all i can say GUI is better to detect bugs.

Altough i am learning vJASS with someone... i like GUI more, it is easy for your eyes to use.
 
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I'm using GUi too. The problem is that it's an Aoe channeling spell. To make it MUI every target unit must be somehow linked to the exact caster that is targeting it(in MUI there may be many casters throughout the map). Not to mention the possibility of two casters, casting in the same location. To accomplish it I use lots of arrays. This system has two problems. It is limited by array size(that means it can be casted upon a max of 8000 and sth units at once). Second is that it uses loops, for each integers and triggers, running themselves, waits and other unefficient crap.

So I'm asking will it be better if I just make it not MUI and simple. The spell itself is nothing special:
Tilight Zone: Creates a twilight zone in which enemy units are:
1: Engulfed in fear and forced to leave the zone.
2: Confused and forced to attack allied unit.
3: Nothing happens
One of the three options is randomly chosen for each enemy unit in the zone once. Passively all enemies in the zone have chance to miss an attack and decreased movement speed. So if the 3rd option is chosen the unit will be unaffected but still miss and be slow.
 
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Rmx

Rmx

Level 19
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I'm using GUi too. The problem is that it's an Aoe channeling spell. To make it MUI every target unit must be somehow linked to the exact caster that is targeting it(in MUI there may be many casters throughout the map). Not to mention the possibility of two casters, casting in the same location. To accomplish it I use lots of arrays. This system has two problems. It is limited by array size(that means it can be casted upon a max of 8000 and sth units at once). Second is that it uses loops, for each integers and triggers, running themselves, waits and other unefficient crap.

So I'm asking will it be better if I just make it not MUI and simple. The spell itself is nothing special:
Tilight Zone: Creates a twilight zone in which enemy units are:
1: Engulfed in fear and forced to leave the zone.
2: Confused and forced to attack allied unit.
3: Nothing happens
One of the three options is randomly chosen for each enemy unit in the zone once. Passively all enemies in the zone have chance to miss an attack and decreased movement speed. So if the 3rd option is chosen the unit will be unaffected but still miss and be slow.

Well then put the units into a GROUP haven't you heard about that.

Anyway you can index the units that aren't in that GROUP, and make them do what you want.

Or you can try using two groups, one for DEBUGING the units so they cannot be picked again, and one for effecting the unit ext....... figure it out.

Really easy tough
 
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I've already figured out how to do it. The question is is it worth it.

About the groups. Yeah, I've heard of them. I'm actualy using 4 groups for that spell. 1 for all targets(to avoid double assigning) 1 for runners, 1 for confused and one for picking targets that entered the zone after the casting has began. Only 1 or 2 groups doesn't help because I have to remember not only which target is in which zone, but also which target is doing what(running or attacking friends). For that I use several unit and integer arrays.
 

Rmx

Rmx

Level 19
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I've already figured out how to do it. The question is is it worth it.

About the groups. Yeah, I've heard of them. I'm actualy using 4 groups for that spell. 1 for all targets(to avoid double assigning) 1 for runners, 1 for confused and one for picking targets that entered the zone after the casting has began. Only 1 or 2 groups doesn't help because I have to remember not only which target is in which zone, but also which target is doing what(running or attacking friends). For that I use several unit and integer arrays.

May i ask why the hell do you make it CHANNELING ! :p just kidding .. but is worth it )
 
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