- Joined
- May 9, 2007
- Messages
- 3,563
This map is a standard CTF map with 2 major modifications.
1) There are two alternate universes, with different terrrain, that the players can "phase" through at will. This can be done by casting a skill. The regions of each universe are the same size and the unit is teleported to the congruent location in the other region.
2) The players can build "walls" which block paths to the otherside. Walls are destructable but it requires a specific item to do so. The players can "phase" to the other universe to get past the walls.
Every thing but "phase", "wall" and "damage" is going to be item based. Some of these items include -
I am looking for feed back on a few points:
So, please give feedback, suggestions and questions.
If you are interested in the triggers that I am using, they are rather simple.
SOrry, if I got your names wrong.
1) There are two alternate universes, with different terrrain, that the players can "phase" through at will. This can be done by casting a skill. The regions of each universe are the same size and the unit is teleported to the congruent location in the other region.
2) The players can build "walls" which block paths to the otherside. Walls are destructable but it requires a specific item to do so. The players can "phase" to the other universe to get past the walls.
Every thing but "phase", "wall" and "damage" is going to be item based. Some of these items include -
- Exploding Mine
- Stasis Trap
- Health Potions
- MS potions
- Demolish (Destroys Walls (1 Use))
- Rock (Throws at enemies for damage?)
- Suggestions are Welcome
I am looking for feed back on a few points:
- How should the players damage/kill each other if at all?
- What model should the players be? (Custom is permitted)
So, please give feedback, suggestions and questions.
If you are interested in the triggers that I am using, they are rather simple.
-
Cast
-
Events
- Unit - A unit Stops casting an ability
-
Conditions
- (Ability being cast) Equal to Phase
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Bottom <gen> contains (Triggering unit)) Equal to True
-
Then - Actions
- Set DistanceBetween = (Distance between (Center of Bottom <gen>) and (Position of (Triggering unit)))
- Set Angle = (Angle from (Center of Bottom <gen>) to (Position of (Triggering unit)))
- Set NewUnitPos = ((Center of Top <gen>) offset by DistanceBetween towards Angle degrees)
- Unit - Move (Triggering unit) instantly to NewUnitPos
- Custom script: call RemoveLocation(udg_NewUnitPos)
-
Else - Actions
- Set DistanceBetween = (Distance between (Center of Top <gen>) and (Position of (Triggering unit)))
- Set Angle = (Angle from (Center of Top <gen>) to (Position of (Triggering unit)))
- Set NewUnitPos = ((Center of Bottom <gen>) offset by DistanceBetween towards Angle degrees)
- Unit - Move (Triggering unit) instantly to NewUnitPos
- Custom script: call RemoveLocation(udg_NewUnitPos)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
- Thick_Armour
- JanSze
- Nudl19?
- Sir-Laggalot
SOrry, if I got your names wrong.
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