Let's make a map! (Forum Game idea)

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Adding a passive is... inellegant :p I mean, is there a revive mechanic in the game? If so, will the ability get removed after X seconds if Jack is dead? It also takes up more space on the command card. Idk, I'm just not much of a fan of adding passives.

Making a scripted return damage is rather simple to be honest. Either turn a boolean array with jack's index (his custom value in this case) to true and turn it off after a timer, or add him to a specific unit group and remove him from it when the timer expires. Then, whenever he takes damage, catch that damage with Bribe's DDS and inflict a portion back into the attacker. If you've never used the DDS this may sound complicated, but I assure you, it's rather simple.

If I have time after work today, I'll do it. If you still want return damage, that is.
 

Dr Super Good

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Making a scripted return damage is rather simple to be honest. Either turn a boolean array with jack's index (his custom value in this case) to true and turn it off after a timer, or add him to a specific unit group and remove him from it when the timer expires. Then, whenever he takes damage, catch that damage with Bribe's DDS and inflict a portion back into the attacker. If you've never used the DDS this may sound complicated, but I assure you, it's rather simple
Thorn damage in WC3 is based on the damage received and not the damage taken. Since armor only reduces damage taken this means that thorn damage is not affected by armor. The system you described uses damage taken which is reduced by armor and so the thorn damage will be reduced by hero armor. This is important because hero armor can reach high levels, in which case thorn damage becomes trivial due to all the reduction.
 
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NEW UPDATES AGAIN


Change Log:


If the Totemic has learned Tribal Fury, and his vengeance totem dies, it now grants Jack a 20 second Vengeance Aura, granting 6 bonus armor and giving a 50% damage return to melee damage.

Soulsoothe Totems now die when their mana reaches 0 (since they no longer serve any function at that time. This was always my intention, but I only now put it in) and with a watery visual effect.

Adjusted various tooltips.

Adjusted various totems..

Changed the Totemic's ultimate. The spell immunity granted by the current tribal fury is too game breaking with how the boss fights and the vengeance totem are scripted. Therefore, it has been changed to work just like Berserk, but with a 30 second duration, and no increase to damage taken.

Began work on a final scenario to finish up the HUB. Will finish later.


New Changes:

When entering the Den of Mystery, the trap area's gate is now triggered to open. This will allow Jack to complete the scenario if he dies while trapped inside the gates.

Flamehunt Totem's attacks now have an arc to them, which makes them look much better when they bounce around enemies.

2 light ranged units now spawn in the Boss 2 fight area to join the hero after phase 1 ends. These are either troll or tuskarr units, depending on which side the player aided in the Snowy Mountain scenario.

The Warden, Demon Hunter, Fighter, and Riddler buddies now correctly drop gold if they die during the boss 2 fight.

Continued work on my new grand arena scenario, but it is still not done yet.

The door out of the 2nd boss area now correctly opens after the boss has been beaten.

The tomes dropped by the buddies if they survive the battle with the 2nd boss now have unique names.
 

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My work is at an end. For serious, this time.


Change Log:

Minor adjustments made to various Necromancer abilities. All tooltips updated.

Adjusted various other tooltips.

Adjusted the visuals for Vengeance Aura.

Soulsoothe Totems now heal for 75 with each casting of Soulsoothe.

Adjusted bits of text throughout the first part of the map.

Fixed a bug where the boss Truth was not correctly paused when encountered in the Rest Area.

In an effort to make the Samurai more powerful and flexible, his Wind Blades ability has had its mana cost and cooldown reduced. It should now serve as a totally viable power to spam instead of just spamming his fervour. The Samurai has also had his strength stat growth increased to grant more HP. He was squishier than some of the mage heroes.

The Grand Arena in the HUB is now officially done! Everything in there works properly! No secrets here. Just 5 challenging battles and a great treasure awaiting the brave.

The second boss fight is now truly 100% finished. It functions properly in every way.





Thank you all for being patient with me while I went through my seemingly endless and frantic series of updates over and over this past week or so.

With this, everything in this map prior to the end of the rest area is full is complete. We can always add more classes, but beyond that, I think it's time to build beyond the rest area, out past that eastern gate! The Hub area really felt like my baby, and I worked hard on it since it was first introduced. But that baby has grown into a collection of absolutely beautiful work, and I'm ready to move on. I hope others have the chance to become as engrossed in this creation as I have been.

I've included an updated map to show how the map has come together.
 

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Bug(s): After I defeat the first champion in the Arena, Jack (and his minions) are forever stuck in the arena. No other champions are released, and there's no way out... I was playing as Black Mage when I tried the Arena.

The only way to bail out is to kill yourself there...

P.S. The stun in the boss fight against Truth is too long... before the first stun effect wears off she will stun Jack once again... making them all stuck there, waiting to get burnt by flames...

Also, Truth will attack Jack in the Rest Area cinematic... I don't know why
 
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Bug(s): After I defeat the first champion in the Arena, Jack (and his minions) are forever stuck in the arena. No other champions are released, and there's no way out... I was playing as Black Mage when I tried the Arena.

The only way to bail out is to kill yourself there...

P.S. The stun in the boss fight against Truth is too long... before the first stun effect wears off she will stun Jack once again... making them all stuck there, waiting to get burnt by flames...

Also, Truth will attack Jack in the Rest Area cinematic... I don't know why


Hotfixes:

I have no idea why the 2nd boss was attacking people sometimes in the rest area. She should be paused. But I've fixed it. Now Jack and his minions are simply invulnerable inside the rest area.

Players can now correctly exit the boss 2 area after defeating the 2nd boss.

I have no idea why Truth was using her stun except during phases changes. I've never seen that happen and couldn't reproduce it. But it can't happen anymore, so if there was some weird thing going on there, it should be stopped now.

I was unable to recreate the bug where champions weren't releasing in the Grand Arena. However, if other people report this same issue, I'll add a fix with a lever that will force the next release.
 

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A maze of snow?

Merry Christmas

A maze of whatever you desire. Hell, if there is any way to find a texture/model for a wall of the dead, a maze of corpses would be beautifully creepy.

We also have a lack of lava/fire areas in this map so far, so that's an option. There is also the option of using outland tiles to create a maze where the "borders" are simply the bottomless void.

...if it were me, I'd go for the void route, personally. A void maze thematically allows for a wide range of enemies we haven't worked with yet.

That's just my take.

And Merry Christmas everybody!
 
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EDITING DONE


Fixes:

Fixed an issue where Jack was unable to reach the rest area if he completed all four progression scenarios in the Hub.

Adjusted terrain around and the size/color of the Frozen Key at the end of the Den of Mystery. The hope is that this time it will be much more clearly visible when dropped.

Adjusted loot tables. They've been nerfed overall, but still Jack will find himself a perfectly fine assortment of loot.

Added loot drops to a few more monsters around the Hub and associated areas.

Increased the armor of the 2nd boss, Truth, to balance difficulty. Her attack power has also been increased slightly.
 

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I don't know if the interest is there anymore. I ended up personally building 90% of the last hub. I'd love to see another, but I don't see enough support. Maybe instead of a hub we should just each design a final challenge of our own, chain them together, and end on an epic boss fight.
 
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NEW UPDATE!!

I just updated map to map version 39a. This update fixes a couple bugs and decorates my new warden halls.



New scenario:
The Warden Halls

This area accessed after defeating the Truth boss is a sprawling teleport maze full of high-level enemy encounters. The halls itself have 3 parts. The first is the Frost area, ending in a battle against the Frost Warden. The second is the Fire area, ending in a battle against the Fire Warden. The final area is a gauntlet of enemies from both the frost and fire portions, ending in a final battle against the Frostfire Warden. This area is fully intended to be an endgame level challenge. It is meant to be challenging and force the player to keep track of the map.

If you wish to test this area quickly, using the "-rest1-#" cheat will get you into the area, and spawn a few items to bring with you near the resurrection stone.

For whoever builds onto the map after this, a shimmering portal opens up after defeating the frostfire warden, so feel free to add a warp from there to your challenge.

In all likelihood, this will be my final addition to the map, so I have tried to make it a truly impressive and expansive encounter.

Good luck!


For whomever builds after this area: It is safe to assume the any character who has cleared the Warden Halls is at least level 12, has at least +6 to all stats, and at least +10 to their key stat.
 

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Oh, I'm still here. And with a small pile of notebook pages describing the boss fight I'd build to end this map once and for all.

I just really wanted to see other people work on this. Aside from the Den of Mystery and the Rest Area, everything after the snowy mountain has already been built by me.

And I only got back into the modding mode like... 6 months ago after a many years hiatus, so my skills are merely average at best.
 
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My concept for the final boss is roughly as follows:

The final Living Judgement, Atonement, lives as a spirit inside the body of the Lich, ensuring his immortality and eternal punishment.

Phase 1: The Lich stands motionless, unable to be damaged. There are 3 minions that have to be defeated in a specific order. Once they are, the Lich becomes harmable for a period of time. After some time, the minions respawn and the Lich becomes immune again. This continues until the Lich is at 5% health.

Phase 2: The mortally wounded Lich becomes immune again, and two shades spawn. One shade is of Mercy, and the other is of Truth. They aren't copies of the former bosses, but share some powers, like Mercy's mirror images and Truth's silence. When they are beaten, the Lich becomes vulnerable again.

Phase 3: When the Lich is very close to death, it becomes immune and the final boss, Atonement, spawns. He's a powerful melee attacker. From time to time he possesses the Lich and spams blizzards.
 
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Just play-tested the map with Totemic class (very op btw) and finished in 1 hour. Skipped some cinematic scenes though. Found a bug in catacombs where one of the levers (last lever to the left of the first row) wouldn't be deactivated when it's turned on, which made me stuck.

I wouldn't have imagined this map would come so far though, kudos to every one who worked on this. Specially Quill, his scenes consist 50% of the map I think.

Don't leave it in the dust guys.
 
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Alright guys. I'm building a final boss encounter for the map. This is not a small project and will integrate a number of other updates and fixes as I go along. It will be a project that is going to take a few days to get right. I will update as I go along so you guys can know that I'm actually doing something and not just watches marathons of game grumps. I won't post the map until I'm done with my encounter, because I have a rather nasty collection of test units and scenarios scattered across empty parts of the map.


Change Log:

In order to make the Necromancer suck less at the end game, his minions have had their damage and health increased. In addition, the Bruisers he summons are now immune to spells.

Phase 1 of the final boss fight has been finished and seems to be working properly. I have tested it with every class and it is doable with any of them, though certainly much harder with some than others. The discription comment of the final boss scenario in the triggers will give a complete overview of the battle and how it works (in case people end up stuck).

The Frozen Flame item now reduces magic damage taken by 50% instead of granting the ability to use Purge. This is in part to balance out the AoE damage used in the final boss encounter.

The Warden Halls has been made slightly easier. Now, if a player dies in the Warden Halls after defeating a Warden, they will teleport to the start of the section they died in instead of all the way back at the start.

The Black Mage class now correctly has the hero glow.

Fixed a bug where the rest area checkpoint was causing Jack to become invulnerable.

There is now a secret area that can be accessed from the Den of Mystery.

I believe I have fixed the bug in the catacombs where the first 2 levers of the top row did not reset correctly. (thanks a ton for noticing that bug, Silva! And I'm glad you tested the totemic class thoroughly, since it was the last one added). In the course of fixing this, I also identified and fixed an unrelated bug in the Catacombs that could stop any lever from resetting.

After defeating the Truth Boss, the camera will now move and reveal an area to clearly show the shortcut out of the boss area and where the loot drops.
 
As Atonement spawns, you might just as well spawn some helpful runes for the player too.

This was an amazing project and I feel honored to have helped making this. What will be the game's title? Ah, and I suggest that QuillQuickcard be the one to do the honors of uploading the finished map, since he poured so much effort in filling up the major parts.
 
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As Atonement spawns, you might just as well spawn some helpful runes for the player too.

This was an amazing project and I feel honored to have helped making this. What will be the game's title? Ah, and I suggest that QuillQuickcard be the one to do the honors of uploading the finished map, since he poured so much effort in filling up the major parts.

Runes won't be necessary. Recovery is available to the player who learns the fights. I integrated recovery options to ensure I could make a very long and involved fight.


I'm ceasing my editing for the night. Here is where things stand:

I've built the area where the final fight takes place, and I've built the area leading there.

The entire phase 1 of the fight is finished and scripted.
Phase 2 of the fight is split into two parts. The first part is nearly completely scripted, and the second part will be much easier to do. What I need to build now is the actual atonement unit itself. It's going to be a powerful melee attacker. If anybody knows any resources that would really fit that role, please let me know.

I have to finish up phase 2 of the final boss fight, and I need to create the dialogue and cinema components both before and after the fight.

Then I just have to finish up the trigger making sure that the boss properly resets if you die during the encounter.


UPDATE.

I'm posting a version of the map. I'm hoping somebody can take a look at it and get the "Flaming Raven" model to load properly. I'm sure I've missed something simple, but I'm extremely tired and can't keep my focus any longer. If you can fix that, I'll get back to finishing the final boss fight.
 

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Ill try and take care of that Flaming Raven model

Edit:Fixed
 

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An update:

I'm including numerous little fixes and adjustments into my final boss update.

First of all, those damn orb/sigil/icon of respite now work without having to target Jack.

2nd, I am adding the 8th class to our map: the Mind Leech.

3rd, I'm still working on the boss. Honestly the little fixes and stuff took up most of my time, but at least I have all the units constructed that I'll be using, at least.

Expect the final boss to be like a puzzle. Once you figure it out, it won't be too terribly difficult, but I'm hoping that learning the fight keeps people entertained.

Then I have to do all the event dialogue. Groan.

Oh yeah, and make a starting area for the Mind Leech.
 
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!!!THE FINAL BOSS IS NOW ACTIVE!!!

Here are the changes I've made so far. This build is still for testing, so please, try it out and test it. Try to break the map, try to find bugs so we can fix them.

Once I am confident that everything is as it should be (preferably after at least a week of people checking out the "finished" map and testing it), I'll release 2 versions of this map. The first will have the utility cheats still in place, so that is the map you should work on if you do more editing. If you want to add more, you can always attach new areas that are reached from the preparation area before the final boss (the platform with the fountains of power). Or you can always make new classes.

The second version I release will be my "finished" one without any of the utility cheats.

Please list any resources you used in your creations and credit the authors so I can put credits into the notes of the level.



If you type "-hub#" into the chat, you can start out at the beginning of the wilderness area. Use this if you want to do general testing of everything after the first boss.

If you type "-rest1-#" into the chat, you can start out at the rest area after the wilderness. This code will also produce items for you at that location, and open up the way to the final boss. Use this if you just want to test the final boss.

The number you input when using these cheats determines the class that you'll play as.
1: Shadowstalker
2: Necromancer
3: Ravager
4: Grim Jester
5: Samurai
6: Black Mage
7: Totemic
8: Mind Leech




Change Log:

In order to make the Necromancer suck less at the end game, his minions have had their damage and health increased. In addition, Rattlejaw Bruisers are now immune to spells, though this means they can no longer targeted with Reclaimation.

Boss fight. The description comment of the final boss scenario in the triggers will give a complete overview of the battle and how it works (in case people end up stuck).

The Frozen Flame item now reduces magic damage taken by 50% instead of granting the ability to use Purge. This is in part to balance out the AoE damage used in the final boss encounter.

The Warden Halls has been made more convenient. Now, if a player dies in the Warden Halls after defeating a Warden, upon reentering, they will teleport to the start of the section they died in instead of all the way back at the start.

The Black Mage class now correctly has the hero glow.

Fixed a bug where the rest area checkpoint was causing Jack to become invulnerable.

There is now a secret area that can be accessed from the Den of Mystery, if Jack manages to carry his magic acorn that far.

Fixed some bugs in the catacombs that could cause the levers to not reset.

After defeating the Truth Boss, the camera will now move and reveal an area to clearly show the shortcut out of the boss area and where the loot drops.

New class: The Mind Leech. This intelligence hero is focused on maximizing the damage it deals. It can learn Influence, Thought Scour, Detect Thoughts, and Mind Blast.

All of the Respite items have been altered. They no longer require targeting Jack in order to use. The Magic Acorn has also been adjusted accordingly.

The Totemic has had its stat growth altered.

Fixed a couple of bugs regarding the camera.

Some of the items dropped by Mercy have had their bonuses increased.

Fixed a bug where resurrecting could reduce the experience Jack earns.

Fixed a few invulnerably bugs.

There is no longer a potion of invulnerability at the Water Pools scenario. It has been replaced to prevent exploit in late-game fights.

Loot drops from Mercy have been adjusted.

The Shadowstalker's Knockout will no longer work on bosses.

The final boss has been finished and now works properly.
 

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I'm gonna edit this now, since no one's working on it.

EDIT: Finished the class, and it's intro. But I'm having trouble with one spell.
Will finish it tomorrow and upload map. ;)
 
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