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Mini-mapping Contest #9 - Map Size Limited

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this is my pure idea, Idk there is any game like this before.. well, it's indeed impossible to find something new today :D

Jump? for what? that will makes the gameplay less practice (harder control). Thanks for advices anyway :)

EDIT:

I dont get how could it be spammy? have tried to give some cooldown and it become so boring as hell

EDIT2:
indeed spammy, but who cares when you have fun with it? :p


Jump skill as in dodge ---

Spammy games don't have much replayability factor because they are just button mashing.

That's why some variation would be nice
 

Cokemonkey11

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Instead of complaining about how difficult it was to find a good movement system, why don't you work smarter? Abstract away technical details so you're left with human factors. Here's a decent example: https://github.com/vikev/SDP/blob/master/trunk/PC/PCControl/src/sdp/pc/vision/FutureBall.java#L107

If you think you've done something unbelievable, original, or technically impressive, think again. If you don't want criticism, don't ask for opinions.

That's all from me on this topic.
 
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No one is attacking you or trying to be arrogant. People just have different opinions. Just because someone doesn't like something as much as you, doesn't mean they hate you or think your work is bad.

How dare I say "quite nice"? "Nice" is a positive term. Nice is good. "Quite" means a bit more than nice, so overall a positive opinion, so I really don't understand how that offends you.

Are you expecting me to say your map is awesome, best thing I've ever seen? Unfortunately, I've seen many maps like this. I've seen (and made!) many sliding systems over the many years I've been a mapper, and more than anything I value creative new things. That's precisely why I say your thing is nice: you've been creative and made this sliding system without copying it from someone else.

I've attached a map I made and abandoned a while back. It features a sliding system. I'm not saying my system is better than yours, just showing you that sliding systems have been made before.
 

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Kazeon

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If you think you've done something unbelievable, original, or technically impressive, think again.
I was not saying it's incredible discovery but just to tell how hard was my work, how lucky was me, and how proud am I about my work, so please, read again..
why don't you work smarter?
of course I have searched around for it but didn't find any, so do you think I'm real stupid to work on it alone without any reason?

erm, okay, I'm enough with off-topic

EDIT:
"quite nice" => half of nice
and sorry for that post, I should not say it here..
I've attached a map I made and abandoned a while back. It features a sliding system. I'm not saying my system is better than yours, just showing you that sliding systems have been made before.
thank you, and I know about it. Sorry I was tempered up..
 

Cokemonkey11

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http://www.macmillandictionaryblog.com/the-trickiest-word-in-american

See attached sliding maps, circa 2009.

I understand you worked hard on your map, and don't claim to be amazing, but people are offering constructive criticism, which I agree with; even if it was nonconstructive, douchy comments like "your map is utter shite" - you still shouldn't respond with such aggressive, defensive behaviour.
 

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Here's another WIP from me. It's still early work, but i like it so far. Use left/right arrows to move, press and hold up arrow for jump, and double press and hold up arrow for higher jump.
 

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Having loads of fun making the different options for the boulders.

I wasn't planning to make it multiplayer, but since I'm having quite a lot of fun I'll probably have to go fix my code to make it work for more than singleplayer.

As you can see from the upgrade system, upgrades don't replace your current attack. Instead they adjust the values, so there are plenty of unique attack types you can make from this based on which upgrades your get.

e.g.
Rolling Stone + Concussive Rock = stuns units in a line
Bigger Boulders + Power Throw = high damage nuke
Avalanche + Shattering Impact (coming soon) = wide area of effect damage

I'll include a testmap again when I've added the wave mechanic... wouldn't want the boulders to get boring too quickly ;)
 
my entry has been finished, still wont say it's final though (link) and it's still being optimized...

Correct me if im wrong , but i think its not allowed to optimize/protect the map.

Be noted that all final entries should be a none-optimized version of your map so that judges can take a look at triggers for many issues that may arise. Optimized final entries will lead to disqualification.
 
my entry has been finished, still wont say it's final though (link) and it's still being optimized...


If it stays optimized and the entry date is finished then you will be facing a few issues Dalvengyr. Just one question, why?

OMFG TICKLES! Trigger-generated dungeon was my idea :(

( more of a lazy issue on my end I think though... ) I never have been able to beat Tickles in these contests. =)
Good luck MaTiJa97, he usually picks the best(Near Best sometimes) idea's as well.
 
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Mah entry!

heres my priview of my entry, BTW the map name is X Island tag team battle.

Download below, This is not my final entry its Very WIP.
 

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Kazeon

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That's awesome.

if everything you guys care about is just "visual" (which mostly that's indeed the fact), then there is never a chance for coder like me to win something like this. What I offer in my entry is the polished and solid yet unique gameplay, but if no one even try to enjoy the game, then it's just pointless, my style doesn't fit this site.
 
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I meant it's not only you but every people..

I hope you're not including me in that. As I've stated earlier, I value creativity (functional creativity mostly) and gameplay above aesthetics.

Tickles' entries usually have a strong focus in gameplay and novelty, with the amount of looks just a result of the amount of polish he puts into them. Top-down arrow key-controlled dungeon crawlers have been done before, but Tickles brings strong visual design and polish to it, which I think is why people call it awesome.

I do somewhat agree that most Hivers prefer looks to coding, but strong coding allows for gameplay that good terraining simply cannot make. But at the end of the day, a combination of good looks, coding and game design always succeeds over specialisation. Just remember, opinions.
 
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You can add different types of ice/snow. This can also affect gameplay, if you change the friction/acceleration/braking numbers for each terrain type.

Doodads:
Rock - Stops movement, reflects projectiles
Tree - Destroyed on projectile impact, stops movement

You should focus most of your terraining efforts on the area around the arena. Make some glaciers, ice walls, mountains, ice floes, marine life, etc. Go look in the terraining forum for examples of icy terrains.

And meanwhile on my end, I'm about to start terraining and I've just lost all interest :/
 
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well, we still got some judges which will give scores precisely & objectively..

anyway, I really dont have idea what kind of doodads that will fits arctic environment nicely :/ I have tried to add some snowy trees but it doesn't improve the visual a bit..

Another thing: in past contests, single-player maps have always done better than multiplayer, simply because it's hard to find people to play with. Maybe you could improve the single-player experience by adding some SP-only challenges and different enemies to fight.
 
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A preview/showcase video of the map:

So a boss fight arena? Cool. Though I hope you'll add a difficulty feature there. Maybe adjust the difficulty to the number of players so that your map can be played in multiplayer too. Also, maybe move dropped items in the arena to the resurrection area when everyone dies? I think it would be a real hassle if I'd have to go back for my items just to sell em.

I don't like the idea of the boss guide, but that's just my opinion. There are times that I'd like to figure out things on my own and have that guide one click away will really tempt a player like me. :/

Anyway, cool progress there Filmting. :)
 
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I'd love to do that once the contest is over. If i have the time.

Especially with the multiplayer maps, maybe playing with the creators and judges.

I really think it would be a good idea to make some sort of event after the contest with the judges so they can test out a version of the map when its fullhouse.
Funmap evenings would be a good ground for creating videos of this sort.

My suggestion is that contact with Waterknight and ask him if he would host a funmap evening including the multiplayer maps of the contest.

This would be both helpful for the judges, and a fun thing to do :)
 
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Excellent idea, it should definitely level the playing field between single and multi player maps.

Time to fix my code for MP!

EDIT: Attached is playable up to 8 waves. Have a bash and let me know how it goes. Besides the missile system, it's more or less a regular defense map.
 

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Entries said:
222907-albums6224-picture84311.png

Eubz, that last one wasn't a WIP. REED EET. D:

Anyway, this one is. Will be the first and last screeny for my new map. I know these screenies are empty but this is just for the sake of the WIP thing. Doodads are generated ingame.

222907-albums5913-picture84309.png
222907-albums5913-picture84310.png


The Mirror Lied will probably last about 15-30 minutes and is single player.
 
I'd love to do that once the contest is over. If i have the time.

Especially with the multiplayer maps, maybe playing with the creators and judges.

I really think it would be a good idea to make some sort of event after the contest with the judges so they can test out a version of the map when its fullhouse.
Funmap evenings would be a good ground for creating videos of this sort.

My suggestion is that contact with Waterknight and ask him if he would host a funmap evening including the multiplayer maps of the contest.

This would be both helpful for the judges, and a fun thing to do :)

That would be fun, but is it possible to play during day (or evening, which ever Eubz prefer) for GMT + 8? (Philippines and Indonesian [Middle] Timezone)

That's what is I'm concerned about, since I'm on that Timezone (and yeah, no midnight gaming allowed here, so yeah.)
 
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