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HIgh Pas Hunting! (A mini-TD)

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Hi all - I am posting here my entry for the map development mini-contest, as I wish to continue polishing it a bit, in order to use much of it in a future project.

The previous release (Beta01) is still being judged, and had a few errors in it. This is my explanation from that thread.

Ty for the critique :)

Sorry about the sell bug - I coded that about 4 weeks ago and forgot to change it once I'd changed the sell value.

As to having the dwarf carry stuff - The only problem is that he then gains the attack which I didn't want. This was to be offset by him only having one item slot and the inability to combine.

Sorry about the lack of explanation - as I said, not nearly finished yet :) As you "found" recipes, it was going to give you a quest on what you got and what that tower did. This was then going to be incorporated in the save/load system so that next time you played, it was there automatically.

As for "Dig Deeper" it lets you get bigger piles of stuff, upgrading the mine so you can get level 3 - 6 basic items, and also if you combine all four types of the top two levels there's a special item at the end.

Sorry the gold is unbalanced :(

As to the "merge" items:
  • Undead Tower: Death + Lightning (Spawns a creep to attack for you)
  • Spark Tower: Lightning + Illusion (Spawns a ball of lightning)
  • Plague Tower: Death + Burning (Creates an area of the plague)
  • Nexus Tower: Death + Illusion (Sucks nearby units into itself, causing damage)
  • Scorched Tower: Burning + Illusion (Damages a unit and significantly reduces it's armour)
  • Flaming Tower: Burning + Lightning (Supposed to be a more powerful "Burning" - But I realise I mucked up the script, so it starts strong and gets weaker

There are also unimplemented 3-item combo towers, and four-item combo tower:

  • Gate Fragment 1: Death + Burning + Lightning +Illusion (All of level 5: "Small monument")
  • Gate Fragment 2: Death + Burning + Lightning +Illusion (All of level 6: "Large monument")
  • Oblivion Gate: Gate Fragment 1 + 2

You can only combine this in the top level "pile" (The box)

As to not getting bounty..... I think that's because of how I applied the damage - at the moment the struck unit hits itself - so it counts as a bug :)

Thanks for the comments :grin:

Cheers all, and thanks mini-me for including my map :)

P.S. I know you can't judge a map by what's intended to be in it, it's just so people can have a bit more fun.
P.P.S. As I'm using this as a test bed, I'll probably update the map a bit further (but not for the competition) and put it in the "map development" forum. Not today though - Rest, shopping and cooking for the week :)

Basically, I'm still looking for suggestions and the like, any bugs that you can spot, and advice on coding to make it MUI - ish (i.e. possible for more than one player.

Current Version: Beta 02
Changelog:
  • Lightning, illusion and death now give bounty
  • Nexus group leak (hopefully) solved (was nulling then removing the group - grimoire didn't like that)
  • Scorched damage fixed to be exponential like others
  • Cleaner damage calculation (using a small loop)
  • JASS:
    function Lightning_Actions takes unit u, integer level returns nothing
        local real d = 6
       local unit a = GroupPickRandomUnit(GetUnitsOfPlayerMatching(Player(0), null))
        loop
            exitwhen level == 0
            set d = d * 2
            set level = level - 1
        endloop
        call UnitDamageTarget( a, u, d, true, true, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_WHOKNOWS )
        set u = null
    endfunction
  • Increased height of bird level
  • Added special effect for end of level
  • Nerfed plague (as damage ignores armour)
  • Nerfed bounty for high levels
  • Added invulnerable to dummy units, so that they don't get destroyed by AoE attacks
  • Gave inventory back to the dwarf. The diggings are still able to sell direct to towers

Working Version: Alpha 25
  • Tooltip Revision - Adding all merge items similar to burning set

Enjoy, and let the negative feedback flow back in!
 

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