Mini-Mapping Contest #19 - Boss Fight

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The contestants must choose one of the arenas submitted in the Level Design Contest #1 - Boss Fight Arena to create one or more bosses as part of one or two boss fights.

Each boss fight can have a maximum of two phases, and all arenas in the map you choose must be utilized. There must be a very short intro cinematic (not over 30 seconds) which will not affect your final score, and is purely for immersion and creative outlet. The contestants must create at least 1 hero, up to a maximum of 3 heroes. All the heroes must have custom abilities.




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  • All submissions and all resources contained within the map must adhere to all of Hiveworkshop's rules.
  • You cannot start working on your submission before the contest has officially started.
  • You must post at least 3 Work-in-Progress media (images/videos) that clearly show your progress.
  • Only SD entries are allowed, and this is made with the latest patch in mind. You may create your map in another patch, but the final submissions will be reviewed using the latest patch. The judges are not responsible for any version incompatibilities. Should you wish to have your map adapted to the latest patch you can do that, as long as you ask a mod or Hive staff member to do it. The person who adapts the map can only make sure things are looking as they should, and may not fix already existing errors, add more to the map or in any direct or indirect way contribute to making the map different from how the original author made it.
  • There must be a respawn system in place so you don't have to restart the map if you die.
  • You must use a template map that was submitted as entry in the Level Design Contest #1 - Boss Fight Arena.
  • Both arenas in the map you choose must be utilized.
  • You must create an intro cinematic with a run-time of less than or equal to 30 seconds.
  • Your final submission must be posted in this thread, not in the template section. This is because the arenas already exists in the template section so we should avoid duplicate entries.
  • You are not allowed to make major changes to the layout or terrain. Changes to map-included mechanics is allowed.
  • You are not allowed to get custom spells from the spells section, but you are allowed to use projectile systems, damage engines, and other utility systems to base your spells and systems on.
  • Contestants must create at least 1 hero, up to a maximum of 3 heroes (more heroes may be harder for potential players (and judges) to manage, which may affect your final score so its suggested not making more than 2). All the heroes must have custom abilities (They can be "re-skinned" Warcraft III abilities as long as they're not 100% vanilla).
  • Your map must be; Bug-free with absolutely NO game breaking bugs, lag free on up to date gaming computers (slight lag is acceptable in cinematics), periodic timers and other high frequency triggers must be leak free. Icons, models and textures must be properly imported and optimized for Warcraft 3 (No green icons or wow models with messed up animations, etc).
  • The submission must be unprotected so that it's openable via the normal WorldEditor.
  • Teamwork - physically working on someone else's entry - is not allowed.
    • Feedback and testing aren't considered teamwork and are welcome.
  • Judges may not participate.

Breaking any of these rules may lead to punishment in the judgement score, up to disqualification from the contest, depending on the weight of the issue. In case of doubts towards a certain rule, you are very encouraged to discuss it in the contest thread so others and judges may help with sorting it out.



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  • 1st place: 750 experience points
  • 2nd place: 600 experience points
  • 3rd place: 450 experience points
  • Entry: 150 experience points
  • Judge: 25 experience points per entry
The three winners will receive an award icon, representing the winning entry.



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GameplayHow well made was the actual boss fight? Was it an engaging fight where various tactics had to be employed to defeat the boss? How was the balancing?/40
TechnicalWere the triggers well made, and leak free? Was there any lag? How smoothly did everything run?/25
UtilizationHow well were the arenas utilized? Were the map mechanics used?/25
SoundsWere fitting sound effects and music used in a good way? Was the soundscape immersive?/10
/100



  • Judgement: 70%
  • Poll: 30%
FinalScore = (30*Reached_Votes/POSSIBLE_VOTES) + (70*Average_Judge_Score/POSSIBLE_SCORE)



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The contest shall begin on 10th September 2021 and conclude on 8th October 2021 GMT (day is included).


Assigned Staff: @Riki

Previous Contest | Poll | Results
 
Last edited by a moderator:
Level 11
Joined
Dec 16, 2018
Messages
365
I might join this one, I have ideas for most of the maps already. I feel like the one made by @FeelsGoodMan might be the most fit into my idea, but I'm not sure if I want to go with the already winner and not be able to make what it deserves. Also, @FeelsGoodMan, what makes a different boss on the same boss fight? Like, if I take your template as an example and make an angel for heaven and some demon for hell, they count as the same bossfight?



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ContestantsProgressEntries
@FeelsGoodMan 1 | 2Name
@Cokemonkey11 1 | 2Name
Name1 | 2Name
Name1 | 2Name
 
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Also, @FeelsGoodMan, what makes a different boss on the same boss fight? Like, if I take your template as an example and make an angel for heaven and some demon for hell, they count as the same bossfight?
I guess they will have to be a part of the same "sequence". Meaning that you don't kill one boss in the angel arena and then proceed to kill another boss as part of a separate fight in the hell arena. There needs to be some sort of connection between the two fights, even though they're not similar.

I may scrap that part and just let people decide by themselves.
 
Level 11
Joined
Dec 16, 2018
Messages
365
I guess they will have to be a part of the same "sequence". Meaning that you don't kill one boss in the angel arena and then proceed to kill another boss as part of a separate fight in the hell arena. There needs to be some sort of connection between the two fights, even though they're not similar.

I may scrap that part and just let people decide by themselves.
So adding a cohesive mechanic between them (like a timer to death that is shared between both arenas) or making it without a breath (like the transition being a short cinematic so you can't prepare for the next zone) should be enough?
 
So adding a cohesive mechanic between them (like a timer to death that is shared between both arenas) or making it without a breath (like the transition being a short cinematic so you can't prepare for the next zone) should be enough?
I changed the rules to be one or two boss fights. That way people have more freedom.
 
I was about to ask the same thing. Is this alive and approved? Anyone else will join? Might I already begin, or I must wait a little bit more?
It's alive, but not technically approved. I know @Riki is absent at the moment, which means @Kyrbi0 will need to approve it.

I want to begin making stuff as well.
 
I'm finally home again, so let's get this started.

The dates have been adjusted and the contest is approved.
Thanks!

I have a UI system that I have started working on before the contest was official. It is not really intended for the contest, it is only a system I made to practice frame creation and learning how to make things. It will be released to the spells section when it's done. May I use the UI for this contest? I am only referring to the actual UI, not any spells or character/enemy mechanics that will be included in the arena. If I can't use it that's fine, then I will recreate it from scratch.
 

Riki

Arena Moderator
Level 25
Joined
May 18, 2018
Messages
324
Thanks!

I have a UI system that I have started working on before the contest was official. It is not really intended for the contest, it is only a system I made to practice frame creation and learning how to make things. It will be released to the spells section when it's done. May I use the UI for this contest? I am only referring to the actual UI, not any spells or character/enemy mechanics that will be included in the arena. If I can't use it that's fine, then I will recreate it from scratch.

I will quote this rule:
You are not allowed to get custom spells from the spells section, but you are allowed to use projectile systems, damage engines, and other utility systems to base your spells and systems on.

Yours sounds like a system for a utility function, and not specific for the contest. What I mean is that since it is something that is not exclusive to your entry (like an specific spell/mechanic) but a general system, which can be uploaded to the Spells section for everyone to use, it should not give you issues, although as always everyone is encouraged to create most of their entries from scratch.

In my opinion, you should make some modifications to ensure that, being you the creator, it is more specific to the contest in this case, thus avoiding problems later.
 
I will quote this rule:


Yours sounds like a system for a utility function, and not specific for the contest. What I mean is that since it is something that is not exclusive to your entry (like an specific spell/mechanic) but a general system, which can be uploaded to the Spells section for everyone to use, it should not give you issues, although as always everyone is encouraged to create most of their entries from scratch.

In my opinion, you should make some modifications to ensure that, being you the creator, it is more specific to the contest in this case, thus avoiding problems later.
Great! I will personalize it a bit then, and make it specific to the contest. Thanks for the clarification.
 

Frotty

Code Moderator
Level 20
Joined
Jan 1, 2009
Messages
1,521
If @Frotty is willing to judge this contest I'll add him to the judges list.
I'm up for it, might even do some video content. As long as people don't get butthurt again.
Judging is inherently subjective, even if you try to be as objective as possible.
 
I have finished implementing the UI system. I have still not figured out what spells, boss, tactics, mechanics and other things to make, but hopefully I'll get some inspiration soon enough.

The UI system supports health/mana bars, stacks of 'something', advanced custom targeting with the mouse button and TAB that selects the closest enemy unit, casting bars that takes longer to cast if you take damage (not shown in the video, I forgot to implement the damage engine) and can also be interrupted/cancelled by stuns, by moving while casting or by other spells.
 
To everyone who picked my template (if anyone); There is a bug with the imported texture Felwood poison that causes inexplicable crashes (even when the texture is not present in the map at all). To fix this simply delete the texture, and then use the following to enable alpha ground;
  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Visibility - Show Terrain: False
 
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