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Need member .. Project for this map

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Level 8
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Mar 28, 2009
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179
Agree

I meanwhhile will solve the problems of real life and then come with masses of ideas :D
And votekick is definitivly better (maybe you can add an "admin"-trigger, which has different settings)

Admin trigger:

Trigger: (just rough version and not 100% complete)

- game starts
- player is in game

condition:

- name of player = "X"

action:

- if/then/else
- if conditions are true, then turn on ...trigger
- else do nothing
 
Level 3
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sorry for not replying on threads bcoz iam buzy for reviewing my note for the coming test...

lets w8 WorldFlat of the heroes in the map..

Lightmax
ask worldflat for some help..

for me i wish i passed my test..>.<
 
Level 5
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If the heroes are armored, how can they die by being hitted only twice by... decayed nails?
They're almost dead, so big damage against them (a foot shot would kill them)...
And, they're well-trained soldiers, so big health.

No?
 
Level 3
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Messages
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sorry for not posting this few days iam busy with my study^^

i think the marine will start at low hp and low damage

and if they got a rank hp and damage UP.

what u think?

SHOULD BE LIKE THIS :

Private First Class
+5 HP, +5 Mana, +0.01 HP & Mana Regeneration, +5 Splash Attack Distance, +2 Splash Attack Radius Bonus, +2 Movement Speed


Lance Corporal
+1 Dmg, +5 HP, +5 Mana, +0.01 HP & Mana Regeneration


Corporal
+5 HP, +5 Mana, +0.01 HP & Mana Regeneration, +5 Splash Attack Distance, +2 Splash Attack Radius Bonus, +2 Movement Speed


Sergeant
+1 Dmg, +5 HP, +5 Mana, +0.01 HP & Mana Regeneration


Master Sergeant
+5 HP, +5 Mana, +0.01 HP & Mana Regeneration, +5 Splash Attack Distance, +2 Splash Attack Radius Bonus, +2 Movement Speed


Sergeant Major
+1 Dmg, +5 HP, +5 Mana, +0.01 HP & Mana Regeneration


2nd Lieutenant
+5 HP, +5 Mana, +0.01 HP & Mana Regeneration, +5 Splash Attack Distance, +2 Splash Attack Radius Bonus, +2 Movement Speed


1st Lieutenant
+1 Dmg, +5 HP, +5 Mana, +0.01 HP & Mana Regeneration


Captain
+5 HP, +5 Mana, +0.01 HP & Mana Regeneration, +5 Splash Attack Distance, +2 Splash Attack Radius Bonus, +2 Movement Speed


Major
+1 Dmg, +5 HP, +5 Mana, +0.01 HP & Mana Regeneration


Lieutenant Colonel
+5 HP, +5 Mana, +0.01 HP & Mana Regeneration, +5 Splash Attack Distance, +2 Splash Attack Radius Bonus, +2 Movement Speed


Colonel
+1 Dmg, +5 HP, +5 Mana, +0.01 HP & Mana Regeneration


General
+5 HP, +5 Mana, +0.01 HP & Mana Regeneration, +5 Splash Attack Distance, +2 Splash Attack Radius Bonus, +3 Movement Speed
 
Level 5
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Messages
140
It's not enough... What everybody usually hate in that kind of maps is the low hp and low damage... It's zombies, they can get killed by the wind, as they're very weak! So why do we need ten ammos to kill them?
 
well zombies are fine to kill in 2 shots, but they are NOT able to be killed by the wind. humans are just as weak health-wise... who says we won't have humans do 10 dps, zombies: 5 or so... zombies have 20 hp and humans have 10 hp... eh? welll anyway i have been too busy lately and their are some thigs that need to be resolved before we do the heroes...
 
Level 3
Joined
May 15, 2009
Messages
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waaa :cry:.. but i understand bcoz u are so many help for the map.. thank you 100x .. :grin: :thumbs_up:

Lightmax :

can u do the heroes ?? and trigger for the map. :wink:

sorry for now helping bcoz iam still studying WE and studying my lesson
i study at the same time..
 
Level 3
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Heres all the Jobs or heroes that we pick in tavern
1. Firebat
2. Recon Engineer
3. AssaultRifleman
4. Medic
5. Scout Recon
6. Heavy Support
7. Demolition
8. Advance Sniper
_________________________________

1. Firebat
Abilities:
#Napalm
Causes damage to units around the flamethrower's impact point.
#Increased consumption
Increases amount of fuel used on each replenishment.
#Napalm Burst fire
Unleashes a wide angle burst of flame that damages anything in front of the user.
#Fortitude Amor Suit
Gives nearby units increased armor.
#Ignite
Pours oil on the ground where firebat walks, allowing the Firebat to ignite it.
Once ignited, the area will deal a small amount of damage to all units walking on it.

2.Engineer
Abilities:
#Critical Strike - Passive
Adds 15% chance to inflict extra damage to an enemy. Damage multiplier increases per level.
#Mechanicanical Tools
Allow the Engineer to Produce Ammo.
3 - Level Skill
Level 1 - Clips.
Level 2 - Shotgun Shells & Rifle Grenades.
Level 3 - Law Rockets.
#Energy Maneger Device - Passive
Gives nearby friendly units faster energy recharge.
#Shotgun
Short range shotgun, deals large amounts of damage to nearby units.
#Extend Clip
The Engineer can provide a bigger clip to a friendly marine, thus increasing his bullet amount in his next clip.

3. AssaultRifleman
Abilities:
#Critical Strike - Passive
Adds a chance to inflict extra damage to an enemy. Chance to inflict a critical strike and damage multiplier increases per level.
#AutoCannon
Sets up the AssaultRifleman AutoCannon, allowing greatly increased damage with exploding bullets.
#Advance Weapons Tranings - Passive
Adds damage, reduces reload time, and increases splash area.
#Rifle Grenade
Launches an impact grenade from a rifle mounted launcher, damaging all units within the explosion radius.
#Leadership - Passive
Increases the movement speed and attack rate and decreases reload time of nearby friendly marines.

Lightmax

heres the first 3 heroes
 
Level 3
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4.Medic
Abilities :
#Treat - Heals a friendly organic unit over time. Health to energy ratio increases per level.

#Anabolic Steroids - Tncrease the aggression of a subject unit. Increases attack 10% and movement speed 30%.

#Critical Strike - Passive
Adds 15% chance to inflict extra damage to an enemy. Damage multiplier increases per level.

#First AidKit - first aid skills to medic's actions selection.
lvl1- Anti Venom
lvl2- Blood transfusion - Administer a recuperative blood transfusion to the selected unit and healing a small amount
lvl3- Cauturize -
lvl4- Mend Fracture - Inject a dosis of cell-restoring nanites into the target body
lvl5- Medical Computer Display

5. ScoutRecon
Abilities:
#Endurance
Increases speed and duration of sprint skill.

#Flare Gun
Fires a flare into the air, revealing a large area around the user.
This ability also gives this unit's sight to all allies for the duration of the flare.

#Critical Strike - Passive
Adds 15% chance to inflict extra damage to an enemy. Damage multiplier increases per level.

#Ground Reconnaissance
Allows this unit to specialize in ground reconnaissance.
3 - Level Skill
Level 1 - Battleground Awareness & Place Flare.
Level 2 - Locate Items.
Level 3 - Artillery Beacon.

#SpecialTrain Reconnaissance
Level 1 - Detects camouflaged units in close area.
Level 2 - Place Flare.
Level 3 - Locate Items.
Level 4 - Place an artillery beacon.


6. HeavySupport
Abilities
#Ammunition Feed - Passive
Increases amount of ammunition between reloads.
Each level increases number of clips used per load by 1.

#Precipitate Fire
Sets up the heavy support's machinegun, allowing greatly increased accuracy and rate of fire.
Activate - give 50% Atck Speed but 50% slow
Deactivate - return to normal Actkspeed

#Critical Strike - Passive
Adds 15% chance to inflict extra damage to an enemy. Damage multiplier increases per level.

#Ammo Support Link - Passive
Gives nearby friendly units increased damage.

#Squad Communication Device
Allows more information on the squad's status.
3 - Level Skill
Level 1 - Position Detector. Health are reported in Squad Status.
Level 2 - Personal Cam, Handicaps are reported in Squad Status.
Level 3 - Squad Cam, live update of the Squad Status.

7. Demolition
Abilities
#Critical Strike - Passive
Adds 15% chance to inflict extra damage to an enemy. Damage multiplier increases per level.

#RPG
Launches a Rocket Propelled Grenade, causing damage to nearby units.

#Disarm
Disarms stationary explosive ordinance and allows the user to reuse disarmed ordinance.
3 - Level Skill
Level 1 - disarms and re-equips chain explosives.
Level 2 - disarms any explosive and re-equips chain explosives.
Level 3 - disarms and re-equips any placed explosive.

#Stationary Explosives Kits
Allows this unit to place and modify stationary explosives.
3 - Level Skill
Level 1 - place chain explosive.
Level 2 - place claymore.
Level 3 - add detonator to chain explosive. With Level 2 RPG, enables Cluster Munition.

#Seismic Resonator
Places a portable shockwave generator which sends seismic pulse waves to great depths.
The device has a limited power supply hence limiting its operational time. At command, the device can emit a much more powerful shockwave which in turn destroys the device.

8. Advance Sniper
Abilities
#Critical Strike - Passive
Adds a chance to inflict extra damage to an enemy. Chance to inflict a critical strike and damage multiplier increases per level.

#Scope
Reveals area around target point.

#Marksmanship - Passive
Increases range and adds a 5% chance to inflict bonus damage.

#HE Canister Load
Single shot attack modification causing added damage to the target and surrounding units.

#Nano Net
Shoots a smart pod containing a reinforced nano carbon fibre net from a high powered rifle.The net will temporarily bind its target to the ground.

Other Ablities in all Classes

#Relaod
#DropClip
#Sprint
#Team Camera Radar - allow the palyer locate the team
_________________________________________________________________________

Heres the last five heroes.
tnx

if u have idea about some ability can u add?
 
Level 3
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71
1. my brothers left and i am doing about 3 projects right now.
2. my only computer is slow-ish so it takes like 15-20 seconds to do a name change.
thats why. but i may be able to do them in a long time...

ok i understands u. btw tnx u joining the team its ok if u are leaving the team.. if u want ..:grin:
 
Level 5
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Apr 14, 2006
Messages
140
I'm sorry, but the last spell of the Firebat is hard - I could do it, but sorry, I won't do it. But the first four ones are ready. I continue with the others.
 
Level 5
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140
Ok, so show me how you do it? By the way, if I said this, it's because I don't now by heart every doodad and other for graphics, but you'll say the same for you, surely :).
 
Level 1
Joined
May 26, 2008
Messages
6
Interesting project, it seems that somehow the ideas I set out in 2008 on another web forum got thrown in together to another attempt at a zombie map. Unlike you guys my story is different yet the same. ~Laughs.~ Chemical Engineer is what I call my Chem infantry. Also the rank system. BGeneral is for General. Thus it would be very similar to NOTD: Aftermath. Many people forget that Notd: Aftermath was way before UA2 and I believe that it will always be a better more polished map then Illidan's Ua2. Example a shotgun can shoot 1800 that's pretty far for a realistic shotgun blast. Another example I live in minnesota and since when did we have mountains? Sadly I just stumbled onto this thread today and maybe too late. I wish you guys the best of luck. I hope you complete your map and I'll try to complete mine. P.s. Mine has fire bases that lock. Does yours?

Love

Saki
 
Level 3
Joined
May 15, 2009
Messages
71
I am still ALIVE


lightmax u still doing the heroes?

post the map here or pm me the map if u finish the heroes..

Saki

ok..tnx =),
 
Level 5
Joined
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I post the map with the first three heroes done, will do the five others in a week or so.
 

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Level 1
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Well, I tested the abilities out. Neat but they will lag like hell if spammed. Got to clean the leaks mate. Also, I would set the projectile art to quilbeast for any marine projectile speed 4000, and then Flamethrower projectile speed 1000, black dragon whelp, and then set the engineering to shockwave projectile speed 2000 to give it a more realistic feel. You can add gun noises later. Sound set, I use bandit for my marines. The zombies if you don't want to work with 50000 + hp zombies everytime a new wave spawns and heros that are like 999999999 Hp, then set harden skin to them, keep their HP low like 350 - 400 and set the zombies to divine armor. The higher the numbers the more you'll have to calculate balance. Resident Evil maps I think are balanced but it isn't fun gunning down zombies that are 3000 hp. While tanking a boss. So, Harden skin and evasion, maybe some true sight for seeing the cover sniper whatever. Good luck. Correction, Assault Marines should be pierce not Hero, Engineer should siege, and give flamethrower chaos attack.

P.s. It seems that it works fine, even with the 1.24 I had to redo parts of my map for a spawning issue. Hope that helps.
 
Level 5
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140
Well, I'm in charge of coding, not balancing, I let this to the map project creator, depending on what he wants to do with his map.
 
Level 3
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I CLOSED THIS MAP PROJECT !!!!!!!!!!!!!!!!!!!!!!!!!!

I WILL DOING OTHER MAP !!!!!!!!!!!!!!!!!!!!!!!!!!!!!

NOW I HAVE AN EXPERIENCE IN WORLD EDITOR !!!!!!!!!!!!!!!!!!!!!!!!

TNX WHO PARTICIPATE IN THIS MAP

Special Thanks

WorldFlat and Aesthetics !! thnx for lot of help ....
 
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