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[Hero Arena] League of Heroes

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Concept: I want to create the Summoner's Rift map from LoL but with WC3 Heroes (with enhanced abilities).

Progress:
Respawning jungle camps (complete)
Map Layout (nearly complete)
Enhanced Heroes (nearly complete)
Inhibitors, Turrets, Minion waves (nearly complete)
Multi-User-Instancing support (ongoing)
Bot support (ongoing)
Shops, recipes, all easy to use (started)
Further balancing issues (to be handled)
JASS for fixing leaks (see below disclaimer)

Thoughts:
I'm finding that LoL is a very simple game to clone. I'm interested to see how the WC3 heroes balance into it. I'm also considering making a dozen or so more heroes (found in the WC3 campaign).

Currently the map is only 1v1 bot and the bot is very stupid. I haven't gotten into any complicated AI yet. The bots will eventually know when to retreat, cast spells, and learn spells. I need to make a potion stacker for hero inventory, I need to rework the recall mechanism, and about a hundred more things but it's definately playable and it definately feels like LoL.

I'm trying to see if anyone in the WC3 community would be interested in playing this kind of thing.

DISCLAIMER: There are no JASS destroy-variable statements yet. I am programming the entire map using GUI triggers and if I decide that the inherent memory leaks are problematic enough to warrant it, I'll put the JASS statements in at the end.
 

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NEW Loading Screen

I created this using Photoshop's text tool and the Undead pic found in the war3x.mpq
I like the way it looks in game too.
 

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Thoughts on AI...

I'm creating a simple AI system
Map has 3 attack lanes (There are routes between lanes)
Map has ~1 hero per lane per team (bot or user)
There are 3 objectives (turrets) per lane per team
There are minion waves of 6 minions every 30s per lane per team

AI hero decision making should be partially derived from map reference point data (x,y of each turret).
It should also derive from friendly minion vulnerability (V)wherein:
E = # of nearby, enemy minions
F = # of nearby, friendly minions
so...
V=(2 x E) - F.

And finally the health percentage of said hero.
I'll post the new map (it's got a working jungle and brush that hides units) once I get the AI under my hat.

This can all be done in GUI.

One problem is I don't know how to instance periodic AI hero decision making. I haven't decided what want to make it triggered on:
Timed Event - Every 1 second of Game time.
Unit is attacked - unit_Hero[#] is attacked
Unit within range - unit_Hero[#] is within range of (tower, minion, other heroes)
-OR-
a combination of the these(?).

I'm leaning toward periodic event but I'm trying to optimize the code enough to make it not generate memory leaks and/or FPS drop.
 
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Regions my friend!

By using a mix of regions, region triggered applications of permanent invisibility, and an altered circle of power unit functioning as a visibility blocker. units outside of the bush can't see across it, units in the bush can see in all directions, and units become invisible inside the bush and visible when they leave. the updated map is attached. The problem is when the bushes are laid out on diagonals (since in wc3 edit you're forced to design regions as rectangles on a grid). Then you have to create multiple intersecting regions and adjust the triggerr removing permanent invisibility to "on event - unit leaves region only if unit is also not currently occupying any adjacent intersecting regions."

make sense?

PS i checked out JASS and it looks way complicated. I'm excited about the possibility of using it to make spells and systems but what a commitment.

Updated Map attached!
 

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About JASS, it can look daunting at first, but later you'll find that it's easier for most things.
In my current map I have 50 triggers, of which the simpler ones (initialization, minion spawning, etc) are GUI, while everything else is vJASS.
I think the ratio if about 50:50, but vJASS triggers are usually longer in this case(because I use them for more complicated things)
 
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