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[Hive's Battlefield] - A community Map

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Level 19
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Then you suggest we simply copy the others thousands of AOS's without adding anything new?
As an item system, it SHOULD have something new. It might not be necessarily an RPG item system, but should be something new. Remember that we are creating something new around here, not just "another crappy" AOS.

Keep in mind not everything has to be changed.
Our map will have a lot of changes, however some basics can still be found.

For example: Warcraft III still has some features of Warcraft II.
Starcraft II still has the same things as Starcaft I.
It is meant to be that some things around are the same.

Edit:
Flame_Phoenix said:
As for the items themselves ... the concept does not offer any space for originality. I suggest throwing away the Wc3 item concept and create a concept simillar to the concept of an RPG. Per example, if the hero buys a sword, the player should see the model with the sword. If the hero a new shield, the player should see the new shield on the model.
This is possible using small add-ons:
Weapon attachments

However one needs to make sure that the models of the heroes DO HAVE A BONE STRUCTURE and that they have the necessary attachment points -> which is why I think that using normal Wc3 model should be enough, since they have all you need and cost 0 extra space.

Just a suggestion for you to consider.

Will be added yes. But not for all items.
 
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But that will coast us additional space of the attachments itself. Yes, I know they are not too big, but, considering its going to be an AoS with over 100 items, and lets say .. 60 of them has attachments.. it will be awful.

As for the invetory system, nah, it will become too complicated. I would like to strict on the normal concept of Warcraft, a simple invetory with 6 items. Each slot containing a different item. Every single item can be obtained by a hero only once. No additional windows, trackables and so on.
 
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You simply reply too fast for me... Please read the "EDIT" I just made xD

I've edited before you posted that :p
So check my post :).

But that will coast us additional space of the attachments itself. Yes, I know they are not too big, but, considering its going to be an AoS with over 100 items, and lets say .. 60 of them has attachments.. it will be awful.

As for the invetory system, nah, it will become too complicated. I would like to strict on the normal concept of Warcraft, a simple invetory with 6 items. Each slot containing a different item. Every single item can be obtained by a hero only once. No additional windows, trackables and so on.

Indeed. Like I said, a few "ultimate" items could have attachments to specific heroes or units.
 
Nice, redscores is showing maturity: if you don't do what I want, I am out. xD

Now seriously it is hard to think of items without having the battle mechanics decided. If per example we assume that there are 3 types of damage: Normal, Magic and Chaos and that Magic damage can be "Fire, Nature, Ice, Light, Dark" we can make specific items that increase damage/defence against Nature or Fire or such things.

Such a concept would however require an advanced Damage Detection system, and there are currently few systems on wc3c up to date capable of doing that.
 
Level 31
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Hero Name: Dan van Ohllus
Class Name: Maniac
Model: You know which I'll choose, Septimus. ;)
Attack Type: Range (switchable)
Attribute Type: Strength

Bio: Haven't thought of it yet, and I'll plan to make one later.


Spells

1) Double Rocket
Spell type: Target

Shoots 2 rocket projectiles that deals X damage on target unit. Once hit, the two rockets split up to attack other nearby enemies, dealing Y damage each.

2) Aggression/Berserk/Rage
Spell type: Click to activate (dunno what's called, but it's not autocast)

The hero becomes temporary pissed off and swicthes to melee combat, gaining X bonus damage, Y bonus defense, Z bonus speed and Bash ability.
Last ?? seconds.

3) Headshot
Spell type: Passive

Gives the hero an X% chance to do a killing blow at a target non-hero enemy. (This ability is disabled when the hero is in Aggression mode)

4) Boombadaboom [ULTIMATE]
Spell type: Click to activate (dunno what's called, but it's not autocast)

The hero goes batshit insane, shooting flamethrowers and various projectiles (rockets, bombs etc.) all over the area around him. Units (all, or just enemies?) that are within that area will recieve X damage (per second, or when hit by his weapons?).
Lasts Y seconds.
 
Level 8
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Attachments are not neccesarily a bad idea. Just dont forget that in this case too, you need different attack animations for different weapons, for all heroes.


Anyways, if there aint too many heroes and weapon types, it could work pretty neatly.


RPG like inventory has only a one problem really, and that is that trackable based ones prevent you from controlling your hero at the same time as you view the inventory, which sucks big time for AoS maps.
If you could do some DGUI like inventory, it would be awesome, although then youd need to know players camera coordinates, which means you would need a camera system, and Im not sure if one can make a good that kind of camera system for AoS...


Anyways, there are probably better ways to do items, without having to do that much complicated code.

Items should also not play too big role in AoS in my opinion anyways. ( Im talking about DotA here right now. Of course items should play a big role, but not that big, for Christ sake.. )


edit. Actually, now when I think of it, that kind of stuff could be kinda cool. Its just requires so much work to do for wc3 map.


edit2.
@ Flame Pheonix
Scripting a damage detection system like that is not really a problem. Also theres already many systems released that can be made to do that stuff with only little modifications.
 
Level 21
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It is easy Flame Phoenix, I don't want my name in a map which has a system which is unapproriate for it, but it is ok, it won't get in the map like xarwin said, so, everything is fine and dandy.

And I can tell you about 3 Arguments why a RPG-System for a AoS is NOT INTELLIGENT:

1. People who play it don't want to get confrontated with such a change, small changes are ok at the design of AoS maps, like different lanes, bounty systems, hero systems and so on, but a complete inventory with 8 or 10 equipement slots would be NASTY for everyone, you would have to make many choices for each slot.

2. You would have to create a lot of merchants, around 15, 10 for the regular equip, 4 for stuff like potions and maybe recipes, 1 for secret stuff. That would make 165 Items, which would confuse everyone. Or even more if you want more as 11 selectable items for each slot... it would be simply over the top.

3. A map has to be "comfortable", that system would overcomplicate it, you would have to manage equipping and unequipping, which makes the map slower. And thats not the point of an AoS, a AoS should be fast paced action with innovations, and not equipping and unequipping for hours.

You get it? I am not a child dude, I am just someone who works on projects which are good, and I don't to help creating bad maps, the equip system wouldn't cause that directly, but it would make the map less faster, which makes it more boring, in case of an AoS.

And just for your information, I am like 5 years longer in this buisness, so I know what people want, if you want to argue with me, wait 5 more years, then we talk again. (I am just here since 4 years, but I have been on wc3sear.ch since 2001)
 
Items should also not play too big role in AoS in my opinion anyways. ( Im talking about DotA here right now. Of course items should play a big role, but not that big, for Christ sake.. )
The way I see it, items should help you killing enemy human players but not entire armies. I also agree they should have a limited role, except for relics, which should be granted more power.
edit. Actually, now when I think of it, that kind of stuff could be kinda cool. Its just requires so much work to do for wc3 map.
I never understood people. In "LoL" when you evolve a skill in a tree you don't see your hero (iirc) and people play it. But I agree that it sucks to not control your hero when you want to give him items.
I suppose one could always make something like the usual "Half screen with the system inventory, and the other half screen with you and your hero". However other players would also see the trackables and the created units/fx. It would be bad.
A simpler option should do it.
What about bags ?? There are many system that represent bags and that can be used :D They also allow you to still control your hero !

Scripting a damage detection system like that is not really a problem. Also theres already many systems released that can be made to do that stuff with only little modifications.
Those system are (according to their owners in wc3c) out of date. I don't think that changing them without their permission would be a good idea. However, we could use some old system for that, I agree. But then the project would become stuck with that older version and with all the problems it would give.
I think that damage systems are hard because they always come with the problem of "leaks". yet, I've been away for too long, maybe things changed now :p
It is easy Flame Phoenix, I don't want my name in a map which has a system which is unapproriate for it, but it is ok, it won't get in the map like xarwin said, so, everything is fine and dandy.
What if I come up with some other idea you don't like but that the rest of the world likes? You will also quit the project? What if Vikuna comes with a new code for a new inventory system that is awesome but you simply don't like it !? Ill you quit?
Leading requires people to have an open mind. You are a leading coder on a project, you can not afford not having one. This is a great opportunity for you and it will stupid if you quit the project because somewhere, somehow, someone decided to not agree with you and implement something.
People have different opinions.

Also, I don't see why ALL models need special attack animations. In my map I used tons of weapons and all wc3 normal models worked just fine. No need for extra work. Ofc that if you give a sowrdsman a rifle or a sniper, you will not want him to hit the head of the enemy with it, you will want him to shoot the enemy, but these are things I consider trivial of not doing ...
 
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Those system are (according to their owners in wc3c) out of date. I don't think that changing them without their permission would be a good idea. However, we could use some old system for that, I agree. But then the project would become stuck with that older version and with all the problems it would give.
I think that damage systems are hard because they always come with the problem of "leaks". yet, I've been away for too long, maybe things changed now :p

There is nothing wrong with editing any system for private use.
 
Level 19
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I follow redscores totally with this answer:

redscores said:
3. A map has to be "comfortable", that system would overcomplicate it, you would have to manage equipping and unequipping, which makes the map slower. And thats not the point of an AoS, a AoS should be fast paced action with innovations, and not equipping and unequipping for hours.

Look Flame_Phoenix. I am a gamer, custom gamer & modder. I have gaming experience for over 8 to 10 years.
I am aware of maps which are good for players and which are not. Of course I know that the things you suggest are great however things like the advanced item system simply don't fit in it. This because most of the player won't understand and will quit playing the map because they don't want to understand. Only the good-minded players will play it.
It would totally ruin the gameplay (at least for noobish players) which will downrate it for playing. And that's something which we don't want to achieve.
I'm thankful for your idea's but some of them just sound way too advanced for our map.
 
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Blech, im not going to add in my "coding skills" (What use would you have for a "boss specialist" anyway? And you definently don't need someone at my level) but...

I have my voiceover artist connections. As I understand it, you guys are trying to minimalize map size. So you proabably don't need full dialogue lines or anything of that sort. However, if you are looking for some voice bits, maybe for an event announcer of sorts, just contact me.

~Asomath
 
Level 31
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we can even implement 2 type of inventory system. The normal inventory system that are used at every aos or the advanced inventory like flame_phoenix say.

that way, advanced player who want to play with more inventory could choose to play the advanced inventory and they could do it via command such -ais

just like how some aos implement super tower or super creep.
 
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451
You gotta be really fucking insane to script a inventory system of that size, and leave it some optional feature.

No. All it does is taking your time away from more important matters.


( It would be nice to see this project actually released someday ... )




edit.
I am aware of maps which are good for players and which are not. Of course I know that the things you suggest are great however things like the advanced item system simply don't fit in it. This because most of the player won't understand and will quit playing the map because they don't want to understand. Only the good-minded players will play it.
It would totally ruin the gameplay (at least for noobish players) which will downrate it for playing. And that's something which we don't want to achieve.
I'm thankful for your idea's but some of them just sound way too advanced for our map

Thats not true. Those inventory systems are intuitive enough, so players will learn fast how to use them.
It only turns over complicated, when you add too much extra shit and flood their mind with too much information. Basic RPG inventory is actually really easy to understand.

But yea. I still believe that something like this could work pretty nicely, because it allows you to control the hero same time as viewing inventory. ( Just like normal wc3 inventory does )

The problem really is that you need to know players camera position, to be able to move those inventory dummies in place, which means that you need to trigger the camera movement, since syncing that local data is too slow.

Or, if you could manipulate those units locally without causing a desync. Dont know if thats possible, since theres too many factors that must be taken in account.

Anyways, if it could be done it would be awesome, but I dont really know...
 
Guys, I understand you don't like the advanced item system idea. I am not angry because of it. It was a suggestion, therefore it can either be accepted or rejected. You decided to reject it because you believe it is the best thing to do for the project, and I respect that.
Now, can we please pay some attention to my other suggestions? xD

Thats not true. Those inventory systems are intuitive enough, so players will learn fast how to use them.
It only turns over complicated, when you add too much extra shit and flood their mind with too much information. Basic RPG inventory is actually really easy to understand.
I agree. However, the community decided this was a bad idea. Let us please move on to the next matters.

But yea. I still believe that something like this could work pretty nicely, because it allows you to control the hero same time as viewing inventory. ( Just like normal wc3 inventory does )
We don't know if xarwin or anyone else would approve a bag system, but let us see where this can get.
The system you suggest was made by a russian and is way too complex. I agree it is awesome, however it will only work with the NE interface because of the small boxes.
You need someone in the artwork to get the boxes made if you decide to use some other UI. This was how it was done last time I checked the code (years ago, even before approval) but since I don't have wc3 installed I can't really be sure of it. Perhaps you could tell me if I am right or wrong Vikuna ? I would appreciate it.

Now, the bag system I had in mind got somehow removed from the database thx to patch 1.24, but it would be something like this image iirc:
http://www.hiveworkshop.com/forums/...ng-system-133050/?prev=search=bag&d=list&r=20

A simple bag system. Here you use the 6 slots of the inventory as the first 6 slots, the second 6 slots (12) and so on.
A very easy bag system that requires no interface at all. Having in mind that redscores and xarwin like simple stuff, maybe this may do xD

The problem really is that you need to know players camera position, to be able to move those inventory dummies in place, which means that you need to trigger the camera movement, since syncing that local data is too slow.
The system you suggest already comes with a cam library made by the russian guy.

Anyways, if it could be done it would be awesome, but I dont really know...
:thumbs_up:

Xarwin, we (unofficial suggestion givers) need more information on the battle / damage system you plan to add to the map so we can start giving specific item ideas (like what does each item do and stuff like that).
It would also be nice to know if you accepted Vikuna's suggestion of the caravans.
 
Level 19
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Nov 16, 2006
Messages
2,165
Well that Bag system & Advanced Item Handling system is what I meant to say before but you'd only have two inventory slots at start with two bags inside. and for example each bag has items which are used/can be used.

Anyway, for now I'd like to hold on to the original item system which can be alternated at any time. Its good to bring out the basics first and build on later.


About the caravan system I guess you meant this:
Viikuna said:
Anyways. Something in between generic AoS and ladder AI might turn out to be pretty cool. Trying to protect your retreating troops might be pretty fun. As well as trying to kill enemys. Some caravan stuff for suplies might also be cool.

This sounds indeed like a great idea. However, some people might not like it. That's not a problem though since we can add it as a mode which will be awesome.

And something I'd like to come back on:
Viikuna said:
Thats not true. Those inventory systems are intuitive enough, so players will learn fast how to use them.
It only turns over complicated, when you add too much extra shit and flood their mind with too much information. Basic RPG inventory is actually really easy to understand.
Let's get us an example. Why is Dota more popular than other games? Because its very simple and still has most basics.

I want to fall back on what I said earlier too: we can still update the map with different systems, so having basics for now is not a problem.


@ Asomath
Thanks for your interests and possible help, I appreciate it.
 
Xarwin said:
Anyway, for now I'd like to hold on to the original item system which can be alternated at any time. Its good to bring out the basics first and build on later.
Ok:
1 - No inventory system
2 - No Bag system

So, when you were asking for our help in items, what did you want us to do exactly ?
We can't suggest ideas because we don't know anything about the battle system not the damage system either. You need to be more specific in what you want so we can help you please.

Xarwin said:
About the caravan system I guess you meant this:
No, I actually meant this:
Vikuna said:
edit. For those who havent played The Legend of Sand: There were three caravans you could try to ambush.

Stone Caravan - stone was used to raise your towns tech level to get better shops with better items, better unit types for lane, stronger defence structures.

Food Caravan - food was used to feed your army. If your town runs out of food, your troops get this starving debuff, which makes them shit ass weak.

Gold Caravan - gold was given to players so they could buy stuff. This replaced common X gold/sec mechanic which is used in many AoS maps.
It's not that hard, adds credibility to the map (the gold and upgrade don't simply pop up like magic) and people (at least I and Vikuna) love it xD

Xarwin said:
Let's get us an example. Why is Dota more popular than other games? Because its very simple and still has most basics.
First: Aren't we trying to make something DIFFERENT from Dota ? Something BETTER? Using Dota will not serve as an excuse. You can't use the "hey, he did it so I can also do it" excuse.

Second: No, Dota became famous because of the fame it got from past versions. When it started no one played Dota, it just became the what it is because it's owner was constantly changing and because the game style (AOS) interests people. There are other (better AOS's) out there that don't get as much credit as DOta only because they are more recent and because they had less versions.

Third: New doesn't mean more complicated. If you don't want to add anything new to the AOS, then why not just make a melee base with barracks and let people ladder themselves to the death? You will, eventually, have to add new content, newbs will ALWAYS find strange new content, but if they like it (that's what we want) they won't quit. Something new is a change, and remember that it is Human nature to oppose change. You will have to deal with it eventually.

So, Xarwin what do you really need ?
 
Level 19
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Well those caravans sounds like a good idea.

The damage system would be a system which detects all damage and could possibly "edit" that damage. It is required to detect all hits, damage done, and so on.

And I'm not striving to create a dota-like map, I hope that you know that.
I think you're missing a lot of information which team members have by simply talking to me.
If you're interested and would like to have a really easy talk (for suggestions, comments on things) I would really appreciate it if you'd add me on msn or skype for instant talk.
 
The damage system would be a system which detects all damage and could possibly "edit" that damage. It is required to detect all hits, damage done, and so on.

And I'm not striving to create a dota-like map, I hope that you know that.
I think you're missing a lot of information which team members have by simply talking to me.
If you're interested and would like to have a really easy talk (for suggestions, comments on things) I would really appreciate it if you'd add me on msn or skype for instant talk.
You really don't know what a damage system is do you? :p
I would be happy to talk with you about such matters. What is your msn e-mail btw ?
 
Level 19
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Guys we need more hero concepts!
Please post them and think of the size (use skins if possible)!
I'd say try to reduce things to 50 to 100 kb ~. (Maximum of 125kb).
However I think we need to discuss models and other things, for their size.
Remember things are still WIP.
 
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Level 8
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Originally Posted by Xarwin
Let's get us an example. Why is Dota more popular than other games? Because its very simple and still has most basics.


Actually, thats not the reason why DotA is popular. There are countless of simple maps that are not popular.


Anyways, I found The Legend of Sand home page, if you want more information about how they did those caravans.



edit. That map also had neutral creeps in a quite big role, because you had to kill them to get ingredients so your town shot could make items you from them.

Its a cool idea, but it also meant that there was too much PvE action for me, and too little PvP :(

And yea, in that map you actually had to Drink from the fountains.

Damn. Those guys had some really damn cool ideas. Its too damn sad that the map is dead..


edit. And yea, I too like to keep it simple. However simple doesnt mean that it has to be like normal wc3. RPG inventory like that is different, yes, but it can also be really simple and easy to use for players. ( Not for the coders lols :D )
 
Damn. Those guys had some really damn cool ideas. Its too damn sad that the map is dead..
That map will not die as long as we remember it.
I like those ideas. Killing creeps becomes a necessity, in fact, you could force players to kill creeps in team so they could have better and stronger team items (such as drinks or swords and shields).
This would add a significant contribute to the strategy of the game: the team would have to decide the best time to kill the creeps and the best time to push the lines / caravans.
In fact, why not mix this idea with the creep camps idea ? You could either take the creep camps and have them to support your forces, or you could simply kill them all and raise everything to the ground to get your ingredients.

We need a decision for Xarvin about the heroes and the creeps system that Vikuna suggested.
 
Do you mind repeating them or giving me a link so I can get what it was about?
Solve on msn chat.

Now, there is a suggestion that I think it is simply awesome and that would make the project look really nice and cool: a Blood system. That's right - when the units get red HP they start bleeding. It is not realistic to see someone escaping with 1 HP in perfect shape.
Here is a system made by Moyack and that i also used on my project. I totally advise it:
http://www.wc3c.net/showthread.php?t=105155&highlight=Moyack

Please use ! :D
 
I don't get it. You want to select the heroes using that? Isn't that a little limited ? I mean, how many heroes will you be able to have in the right section window?

Do you plan on having a selection system similar to the one made in Azeroth races ? I don't think that's a good idea because if you have many heroes it will be hard to navigate between them all.
 
Level 19
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Everything looks awesome and everything is running smoothly.
System are being made and resources are under constructions.

However we miss some guidelines for creations.
These will be posted soon because after waiting a while Ralle approved our project to be a hosted one, hurray!

Note to the team members: please notify me if you start creating something for the map. I'm trying to keep a track of everything that's going on.

Sorry that I didn't replied earlier, I was fighting with my laptop.
 
Level 19
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Sep 14, 2007
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Working on concepts heres the latest, working on anarchian right now just wanted to give ya'll a taste :)

Character: 03

Mr.Goblin - INT/SUPPORT (Alchemist) --- Revellion’s Alchemist Model

Bio: Although short, this wise little Goblin has traveled the in’s and out’s of Azeroth, working with the Horde’s alchemic devision and developing many battle potions and enhancing weapons and armor. His reputation as a dangerous spell slinger is often underestimated by his short stature, but one thing this Goblin knows is that he can make anything and anyone go boom..

Abilities:

Petroleum Spill (Placement) - The Alchemist dumps his petroleum oil on the battlefield causing the attack speed of the enemy to be reduced by a percentage along with health regeneration rate.

Level 1 - 25 mana, -5% atk speed, -5% regen rate.

Level 2 - 35 mana, -7% atk speed, -7% regen rate.

Level 3 - 45 mana, -10% atk speed, -10% regen rate.

Level 4 - 55 mana, -12% atk speed, -10% regen rate.

Test Tube Grenade - when thrown on the petroleum it lights all participants in the radius on fire causing damage over time and reducing the armor of enemy heroes affected by the burn. If used on a single target without petroleum, the ability acts the same only using the single target, no radius.

Level 1 - 45 mana, causes 35 damage over the course of 7 seconds, armor reduction of (-4)

Level 2 - 65 mana, causes 55 damage over the course of 11 seconds, armor reduction of (-8)

Level 3 - 75 mana, causes 70 damage over the course of 13 seconds, armor reduction of (-10)

Level 4 - 90 mana, causes 80 damage over the course of 15 seconds, armor reduction of (-12)

Pocket First Aid Station (Structure Placement) - The Alchemist uses equivalent exchange to turn a portion of the environment into a first aid station, causing an AoE healing effect around the structure.

Level 1 - 50 mana, Lasts 4 seconds emitting 10 hp a second.

Level 2 - 70 mana, Lasts 4 seconds emitting 15 hp a second.

Level 3 - 90 mana, Lasts 4 seconds emitting 20 hp a second.

Level 4 - 110 mana, Lasts 4 seconds emitting 25 hp a second.

Chemical Rage Cream - The Alchemist’s precious Rage Cream, made from ground up Infernal’s is placed on himself or a team-mate, Physically doubling in size and increasing the target’s attack speed and movement speed. After the creams effect wears off, the target leaves a trail of infernal fire for an allotted time.

Level 1 - 60 mana, 35% atk speed, 15% movement (7 seconds), fire trail - 5 damage per tick (4 seconds)

Level 2 - 75 mana, 40% atk speed, 20% movement (8 seconds), fire trail - 10 damage per tick (6 seconds)

Level 3 - 80 mana, 45% atk speed, 25% movement (8 seconds), fire trail - 10 damage per tick (6 seconds)

Level 4 - 90 mana, 50% atk speed, 30% movement (8 seconds), fire trail - 15 damage per tick (6 seconds)
 
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