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NextGen Sheep Tag

Discussion in 'Map Development' started by The_wand_mirror, Jan 9, 2009.

  1. The_wand_mirror

    The_wand_mirror

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    Map made from scratch by The_Wand_Mirror

    This is not somekind stupid sheep tag edit.

    Credits
    Adam @ dafont.com - Happy Killer font
    Tennis - JASS Code for finding host.

    Wrecked_darknes for testing
    FeyenoordFanA for testing
    NLeurofigtherNL for testing


    The Game
    The game is simple like in every Sheep Tag you will have a team of wolves and a team of sheep, there will be six of them on both sides.

    For those not familiar with sheep tag, the sheep will use their building ability to build farms to avoid getting caught by the wolves. The sheeps being able to build these small blocking objects allows them to do all kinds of building combo's, in this version sheeps can use lumber to increase their cap (food) of building farms (Default at 50).

    Points for the sheep will be obtained by rescueing their fallen comrades, in this version the sheep will have to rush to the northeast or southwest of the map to activate a circle that opens the gate to the rescueing area for 60 seconds. For rescueing a friend the player will also receive a certain amount of lumber!

    Points for the wolves are obtained by killing sheep, they will also receive 50% experience and some gold. Also by destroying farms wolves will be able to receive gold and experience but only a very small amount, they cannot receive points by doing so.

    The team that has the most points after 30 minutes wins.


    What is the difference?
    - Half-time

    Probably the biggest difference with other sheep tag maps (Never seen one with something similar like this)

    When the wolves have captured all sheep they will be awarded with 25 points for their entire team, team scores will be displayed and the game paused. After a short period of time the Half-time will kick in. Sheeps will be turned into wolves and the wolves will now be sheep, the game begins again!

    This feature enables both teams to play as sheep, as that seemed to be an issue with players not willing to be wolves. (Wolves are pretty strong in this map btw!)


    - Difficulty

    The wolves have an easier time capturing the sheep, in all other sheep tag maps the sheep were rather imba and people would not like it to be wolf. In this map it's actually much more fun to be a wolf because the sheeps cannot hide, they are pinged on the minimap every 3 seconds and wolves can also attack trees so they won't get in they're way.

    Wolves also have many destructive abilities and nasty ones, can buy item rewards to help them win etc.

    - Quality

    I guess the quality of this sheep tag is better than those others made, no offense towards all those creators but it's just that most sheep tag maps were very old and not compatible with TFT (Not that it matters). Most of the time things were done very fast and roughly although the gameplay itself was nice.


    Version
    Changelogs
    Version 1.2d

    - Map boundaries changed to 128x128.
    - Changed tileset to ashenvale.
    - Worked on the terrain.
    - Fixed some terrain glitches.
    - Trees now have 25 hitpoints instead of 150.
    - Trees will now regrow after every round.
    - The gate will now open for 45 seconds. (Use teamwork!)
    - All four gates are now invulnerable.
    - Wisps move very slow now.

    Version 1.1d

    - Custom trees didn't appear to work, resseted to default.
    - Removed all doodads and replaced only trees and some minor debris
    - Totally deleted the model not reconsidering to use it again.
    - As you can see the filesize it lots smaller now.

    Version 1.1c

    - Edited abilities.
    - Replaced trees with a custom model.
    - Edited some items.
    - Made the rescue point for sheep unbuildable.
    - Some more pathing blockers here and there.
    - Fixed some hints.

    Version 1.0c

    - Added pathing blockers near rocks on many places where sheep could be wihout getting caught.
    - Fixed a lame place where sheep could teleport so they couldn't get caught.
    - Replaced the preview image for what i think a nicer one.

    Version 1.0b

    - Sheep are now pinged every 3 seconds for 1 second.
    - The rescue point for sheep now has four entrances.
    - The doors opening time has been increased to 80 seconds.
    - Trees now have 75 hitpoints instead of 150.


    Misc
    Any bugs (Other issues) found or anything please tell me and i will look into them and try to fix them!

    NOTE - This map is open source! Simply because i don't know which security program to use and it would probably not be compatible with Windows Vista. I hope this does not turn out again to be a total mistake because of thousand other sheep tag copies and trash maps wandering around on epicwar.com!

    If it turns out to be then i will just get some protection on it.

    There will offcourse be more versions with added content.

    That's about all i have to tell about this.


    Download
    DOWNLOAD HERE!
     

    Attached Files:

    Last edited: Jan 15, 2009
  2. SanKakU

    SanKakU

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    half way part sounds cool...i'll have to look at your map to see how to do that. for my map since it's 3v9 if i did that it would be quarter time, heh heh. of course my map's start is so complicated...even just restarting the game should be hard for me to implement, swapping players around...yikes.
     
  3. The_wand_mirror

    The_wand_mirror

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    Wouldn't it also a bit cheap to implant that idea if it actually came from me? =p

    Btw,

    upcoming is Version 1.1c

    Going to customize some stuff.

    EDIT: UPDATED
     
    Last edited: Jan 13, 2009
  4. The_wand_mirror

    The_wand_mirror

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    Already updated to 1.1d

    The terrain and shit is fine now, i'll let this rest for now.

    Any ideas are welcome.
     
  5. Anachron

    Anachron

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    I am missing Screenshots :O
     
  6. The_wand_mirror

    The_wand_mirror

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    I know i hosted the game several times on b.net but i don't get a fullhouse and my friends are bussy all the time so they couldn't join. (They're rarely all online at once)

    And i think single player screenies are lame.
     
  7. Anachron

    Anachron

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    Well I would really like to see the terrain and the overall appearance since its the first that players see.
     
  8. The_wand_mirror

    The_wand_mirror

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    I uploaded 10 screenshots, but euhm the terrain is just a sheeptag terrain what would you expect? imports? indestructable doodads only cause bugs and glitches for sheep so i only place destructables like trees.
     
  9. Anachron

    Anachron

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    Change the tileset to ashenvale and say me how it will look.
    Map seens else very fine.
     
  10. The_wand_mirror

    The_wand_mirror

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    You're right ashenvale looks much better!
     
  11. Super-Sheep

    Super-Sheep

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    Too much places to hide. Sheep tag isnt about hiding. :/
     
  12. The_wand_mirror

    The_wand_mirror

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    Explain, i've had two of these comments now and i don't get it.

    Sheeps are pinged on the minimap, they cannot hide. Wtf?

    Wolves can attack trees. Wtf?
     
  13. Super-Sheep

    Super-Sheep

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  14. The_wand_mirror

    The_wand_mirror

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    So just making it smaller?
     
  15. Super-Sheep

    Super-Sheep

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    Yeah maybe try something around 100x100. :/
     
  16. Anachron

    Anachron

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    The_wand_mirror:

    For the terrain:
    Remove cliffs, place doodads instead and rise it with the ground rising tool.
    Make something where you can kill the trees later.
    While ingame remake (if you have that) you can simply rescurrent those trees.

    Also use better tile variations and try to add something special to the map, maybe neutral enemy wolves that have an AI and all are the sheeps, something like that.
     
  17. The_wand_mirror

    The_wand_mirror

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    Version 1.2 has been released.

    EDIT: Also uploaded new screenshots from the new version.

    God, in a few minutes from 1.2d to 1.2e i seriously hope im kind of done now with fixing this here and that etc.
     
    Last edited: Jan 15, 2009
  18. SanKakU

    SanKakU

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    don't listen to anything Super-Sheep says, he's an idiot. he once kept bothering me about the terrain on my melee map that i was working on one time and the stuff he said after awhile was just pure nonsense. anyway, i'm going to go ahead and host the map and i shouldn't have a problem getting full house since i got autorefresh...

    ok apparently it's going to take some doing trying to get a proper game name...that or else i just need to host the map around 6pm heh heh. i used to have difficulty hosting my map but now it's much easier.

    yeah i'm going to have to get back to you later after i've hosted it around 6pm.

    ok well anyway i tested it with 2v2 and it was pretty fun. nice map man.

    i'll get it tested more later on. btw i could kill the sheep very fast and then i was sheep...does the game keep swapping until the 30 minutes are up? i didn't get that far i left the game before us sheep died.
     
    Last edited: Jan 15, 2009
  19. The_wand_mirror

    The_wand_mirror

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    At first, yes sheep tag is kind off dead i believe.. not many people would join ever or i would have 4 people in my game (i can also host and also have autorefresh) 2 of them left rather quik. So.. i don't know what the problem is.

    As for the team swapping yes, didn't you read the description on the loading screen?

    teams will swap everytime all sheep have been captured, after 30 minutes the team with the most score wins.

    But i have been thinking about instead of making the teams swap after each time all sheeps are dead i would add in 6 rounds from 5 minutes each. If the sheep survive the whole round they will win, and if the wolves kill all the sheep they will win causing the round to end earlier offcourse. then is the time to swap the teams!

    What do you think?
     
  20. AirHead

    AirHead

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    Hmm, this seems like it could bring sheep tag back. if you change enough it wont be just one of those stupid edits, but I haven't played it yet. I'll host now see if people join.