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Mini-mapping Contest #9 - Map Size Limited

Discussion in 'Contest Archive' started by eubz, Apr 25, 2014.

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  1. Frotty

    Frotty

    Wurst Reviewer

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    So any news on the deadline extension?
     
  2. Galles

    Galles

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    My Final Entry

    This is my final entry for the contest. I hope you've been good !
    PLAY HARD

    Map Type: Single Player
    Objective: When you start the game everything is explained
    Credits: All credit information and just press F9 in game

    [​IMG]
     

    Attached Files:

  3. rulerofiron99

    rulerofiron99

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    - The starting camera has a gigantic pillar in the way. You could chop the pillar model in half, and add a system that hides the top half when the camera is in certain positions. Same issue with the walls at the bottom.
    - Slam hotkey isn't Q. Tooltip's text colour is impossible to read when it goes dark grey.
    - Blue ground tiles contrast badly with the red/orange walls.
    - Slam's knockback duration is long and awkward. Knockback is also applied to dead units.
    - Zombie disease cloud blocks movement. Not sure if this was intentional.
    - When the boss cast mirror image near the top wall, the illusion spawned inside the wall. It's possible for the boss to get trapped outside like this.
     
  4. frettory

    frettory

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    Technically my entry is done, but I kind of want to add more items/gamemodes.

    It is a game involving firing mortars directly at your target without considering arcing and stuff.

    Play with 2 or more players. The more the merrier!

    View attachment Mortar.w3x
     
  5. rulerofiron99

    rulerofiron99

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    Fired some mortars and fatal'd after a few seconds. Vision range is also extremely small, removing the aspect of aiming or dodging.
     
  6. frettory

    frettory

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    There should be some 'vision tower items' scattered around the map. Keep searching.

    Vision is a huge theme/resource in this map. There is an item that causes your mortars to reveal the area where they explode.

    It is kind of like Pudge Wars in a way. You have to guess and hopefully get something that provides you with some visual information.

    Mortars are pretty slow too unless you get the Mortarocket upgrade.

    Oh, and don't kill yourself with your own mortar. Lol. They have a pretty big blast range.

    Though you have a point: I better increase the vision range slightly.
     
  7. rulerofiron99

    rulerofiron99

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    I get that vision limitation can be a big theme and allow for other cool features, but allow me to share my experience in a map I made, Mortar Run (in my sig). All players have vision of the whole map. On the surface, it's a simple case of firing your mortar at a location, taking into account the distance. However, the target knows that you are trying to destroy him, so he'll actively try to avoid running in a straight line to dodge your attacks. After firing some mortars, you catch on to his strategy, and start to adjust your aim based on his dodging behaviour. This way, the game's main theme becomes a mental game between you and your opponent with a lot of bluffing and feinting involved.

    When you have no vision, all you can do is fire mortars in random directions and hope for the best.

    Btw, what I meant was that the game crashed with a fatal error.
     
  8. frettory

    frettory

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    Not sure why it does that. The only JASS in my map are anti-leaks.
     
  9. rulerofiron99

    rulerofiron99

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    Busy looking through your triggers.

    First issue (probably not the fatal problem):
    • Explode Mortars
      • Actions
        • Set tempgroup[0] = (Units owned by (Owner of (Casting unit)) of type Mortar)
        • Unit Group - Pick every unit in tempgroup[0] and do (Actions)
          • Loop - Actions
            • Unit - Kill (Picked unit)
            • Wait 0.50 seconds
            • Unit - Remove (Picked unit) from the game
        • Custom script: call DestroyGroup(udg_tempgroup[0])


    The trigger won't remember what (picked unit) is after 0.5 seconds, and this will also leak the group.

    You have a similar problem in the Projectile End trigger.

    EDIT: You can replace your projectile end trigger with a nice and dirty fix: when you fire a mortar, add an expiration timer to it based on the distance to the target. Have the mortar explode trigger go off then a mortar dies.
    So, if the distance to the target is 500 and your mortar speed is 100, you set the expiration timer to 5 seconds.
     
  10. frettory

    frettory

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    Except that it will break the 'Explode Mortars' spell.


    EDIT: I'm out.
     
    Last edited: Jun 18, 2014
  11. GywGod133

    GywGod133

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    @frettory
    Set tempgroup[0] = (Units owned by (Owner of (Casting unit)) of type Mortar)
    Unit Group - Pick every unit in tempgroup[0] and do (Actions)
    Loop - Actions
    Unit - Kill (Picked unit)
    Wait 0.50 seconds
    Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_tempgroup[0])

    Use MUI Function instead using wait

    @rulerofiron99
    can you explain why this trigger have leak?
    IDK, maybe the wait action
     
  12. frettory

    frettory

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  13. rulerofiron99

    rulerofiron99

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    The trigger runs every 0.07 seconds.

    In the first iteration (0.00), the group is set, and the wait will cause it to destroy the group at (0.50).
    However, the second iteration at (0.07) sets the group variable again, before the previous iteration has been destroyed. Now you have two group variables, and only one will be removed - after another 6 loops.

    Once the first 7 iterations are done, it will stop leaking, since the group is destroyed as frequently as it is created. However, now we have the variable being destroyed before it is finished being used, which brings other problems.

    As I said previously, it would be much simpler to just add an expiration timer, and redo the explosion trigger to go off on death.
     
  14. GywGod133

    GywGod133

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    @rulerofiron99
    oh new knowledge in GUI
    Thanks for that :)
     
    Last edited: Jun 18, 2014
  15. Solu9

    Solu9

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    Small update video of Stage 14. Jump Pads have been introduced. Now the players must not only time the run over the Fire Blasts, but also the initial jump.
     
    Last edited: Jun 19, 2014
  16. A Void

    A Void

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    My second main menu attempt, made it a little better:
    Wip 3
    [​IMG]
     
  17. Galles

    Galles

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    As I have not seen these bugs before, but now no longer because of the longer time step to deliver projects ready ... :ogre_rage::ogre_rage::ogre_rage::ogre_rage:
     
  18. TheWhiteWolf

    TheWhiteWolf

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    I finally finished the full-screen, and it looks pretty appealing :3
    After I add some items, I will upload my final entry :)
     
  19. Heinvers

    Heinvers

    Arena Moderator

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    That's great news^^
     
  20. TheWhiteWolf

    TheWhiteWolf

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    Amazing... *_*



    Judges, will there be an extension?
     
    Last edited: Jun 18, 2014
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