• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Race Building Contest #3 - Mini Melee Race

Status
Not open for further replies.
That isn't really the issue (as these buildings are really performing one role), but I think that the issue has been kind of solved in that it is performing the role as base defense, despite the fact these buildings don't deal damage. They are actually much more useful than that in my opinion, making them actually useable. Also, the way in which you get them allows you to attempt to use them offensively as well.

I don't think I'll say what they do yet, but I will post a few screenies later on of the race in action, including information about the units and buildings and such (to an extent, don't want to give away all my secrets lol).
 
@VeljkoM: lol, that's the way it's meant to be :p

@supertoinkz: Settle down there, junior! In the mean time, a screeny will have to satisfy your unquenchable thirst :p

I had to use cheats for now because the race is still incomplete, but this picture should give a pretty good indication of what it's all about :p
 

Attachments

  • Screeny1.jpg
    Screeny1.jpg
    260.7 KB · Views: 133
Nah, I used an actual model for that. It's on xgm as an Ice Troll :p

The Totem's are the 'base defense' buildings, one upgrade has the ability to use an ability based off of Dark Summoning (Totem of Recall) while the other upgrade heals nearby friendly units (Totem of Sanctuary). The original form is just used for scouting (Totem of Foresight) and can see invisible units (I think I'll let the upgrades do that, too).
 
Okay, so far I'm doing good.

-=Good News=-
-My Hero already has 2 spell and his ultimate, I just need to think of last one.
-My Tuskarr shaman's Spells are all done and finish. (Upgrades, balance, everything) the shaman is not yet balanced.
-Most of my upgrades are done.
-My Tuskarr Hunter is mostly done. (Upgrades + spell) not yet balanced.
-All my buildings are in places. (train unit, research upgrades, need THAT building before you can build it.)
-Most of my unit concepts are finish :D.

-=Bad News=-
-I still have to make more than 5 icons for this competition so a good 4hours lost for doing this.
-I have to make 1 texture for my Tuskarr Peasant.
-I can't trigger so it takes time for me D:.

-=What I have to do=-
Finish my Trained Polar Bear unit and my Giant Sea Turtle Rider unit. (Upgrades + spells + balance).
Finish making all the upgrades.
Make the icons and skins I need.
Find a good way to protect my base, EX: (Peasant (call to arm) /// Orc (burrow) /// Night Elf(Anciants attacking)/// (undead, Necropolis attacking+ghoul)

-=What I Might change=-
-I don't think the spirit wolf was a good idea, I might change it.
-the name of my units.

-=What's new?=-
I changed the Tuskarr Warrior name, for Tuskarr Defender
I changed the Tuskarr Spearman name, for Tuskarr Boreal Hunter.
 
Level 13
Joined
Mar 6, 2008
Messages
525
@VeljkoM: lol, that's the way it's meant to be :p

@supertoinkz: Settle down there, junior! In the mean time, a screeny will have to satisfy your unquenchable thirst :p

I had to use cheats for now because the race is still incomplete, but this picture should give a pretty good indication of what it's all about :p

Fu, your race seems really like mine one...:mwahaha:
 
well okay, I'll curse you Wazz whenever worse happens............. >:C

My Race is bit overpowered (yeah it is), but the only thing that makes them balanced is their cost and their resource harvesting.

Q.What cost?
A.Well duh? Ofc high cost >.>

Q.What Resource Harvesting?
A.Well acquiring gold is made through Drones (still 10). While the lumber is acquired through income from Lumber Extractors (+7 every 10 seconds).

Q.Why did you make them powerful?
A.Well duh (again)? Ofc they are futuristic right?

Q.F*ckin ships
A.Dood, itz awzum :D


Its just a small intro :3
 
well okay, I'll curse you Wazz whenever worse happens............. >:C

My Race is bit overpowered (yeah it is), but the only thing that makes them balanced is their cost and their resource harvesting.

Q.What cost?
A.Well duh? Ofc high cost >.>

Q.What Resource Harvesting?
A.Well acquiring gold is made through Drones (still 10). While the lumber is acquired through income from Lumber Extractors (+7 every 10 seconds).

Q.Why did you make them powerful?
A.Well duh (again)? Ofc they are futuristic right?

Q.F*ckin ships
A.Dood, itz awzum :D


Its just a small intro :3

I like the last question :p

{EDIT}
Okay, i have a question about the buildings' upgrades.
I have a building that deals damage, wich can be upgraded to a different building that deals more damage. Then:
  • Does it count as 1 building?
    or​
  • Does it count as 2 buildings?
 
Last edited:
Yeah, according to the rules, upgrades to gain additional benefits, be it more damage, the right to attack in the first place or an ability of some sort (the list goes on further), it counts as one building. Some people think that it's bad that this can be easily exploited, but the fact remains that I can't see anyone really wanting to. After all, it means creating more than you have/need to and due to the unit limit it's really pointless. Some upgrades are great, tho.
 

Attachments

  • s.png
    s.png
    102.4 KB · Views: 106
Level 9
Joined
Aug 18, 2008
Messages
346
I have been started working with the abilitys. I am fairly certain that the unit models I use now will stay as they are. However I might make some minor adjustments later if I need to save space or if I come up with a nice ability.

I do have a question.
I have a trigger that works like reincarnation:
- Unit Dies - Wait - Unit transforms into XXXXXXX
Does that count as alternativ form or a summoned unit?
If it counts as a summoned unit I might remake it.
 
Last edited:
Level 10
Joined
Jun 1, 2008
Messages
485
Problem ...

Generally, you should be able to get only 1 hero of the same type. The action is comprised in the Melee Initialization trigger so I was wondering why I can make an infinit amount of my hero?

try to add your hero in gameplay constant -> techtree - hero equivalent.

And for your problem with 'un-registered' town hall, add it in gameplay constant -> techtree - tier 1
 
@Mage_Goo: I'm not sure if that helps with the trigger or not, but one thing I know for certain is doing that does squat on its own :(

@Zpider: Interesting building models, 'tis great we're having entirely different looks (even though I'm also using the Voodoo Lounge atm and that Orc Lumber Mill model). So, have you got your units done yet? Any screenies of them?
 
Level 9
Joined
Aug 18, 2008
Messages
346
Wazzz, still much uncertainty about some units so I will not show them yet because its I probably even use most of them.
But I will for certain use Jigrael's Python Warrioress as hero and the troll worker. Not so sure about Troll Bear Rider, might change since that bastard takes up 347 kb

What about you?
 
All my units are decided except for 1 (I know exactly what I want the unit to do, but am tossing up between 2 models, one which I like better but it takes more room than the other D:). I have worked on the buildings recently and am glad to say that I believe no further changes need to be made to the models. I am currently working on upgrades, finding icons and crap to suit the race :p

PREVIEW: Okay, the unit I am uncertain about which model to use for is the Wind Dancer/Daughter (name changes with the model too). On one hand, I have the Primal Torntusk, created by Cavman. I like that model a lot, am wondering how well it can suit the title of Wind Daughter (I think with a little imagination it can be used for that), and like the title Wind Daughter as well. Unfortunately, it takes more room than the other model, the Forest Troll Hawk. It is a simple yet somewhat effective geomerge of the Hippogriph's head on the Forest Troll Shadow Priest's body. Suits the role of Wind Dancer quite well, takes small amount of file space, but I don't like it as much as the Primal Torntusk. I think I have a solution for the filesize, but don't want to use it unless I have to :p

Now, what the unit does is going to make this a preview. The Wind Dancer/Daughter is an anti-caster Troll unit that does Magic Damage at a range. It can use the Wind Shift ability to teleport across the battlefield, allowing it to get into good positions to use it's other ability, Mana Storm, which, while channeled, deals damage to any nearby enemy units that cast a spell. Using a few of these in larger battles can turn the tide of the battle, so be sure to place them well and don't forget to make sure they can be healed (healing methods will be disclosed later).
 
Level 10
Joined
Jun 1, 2008
Messages
485
@Mage_Goo: I'm not sure if that helps with the trigger or not, but one thing I know for certain is doing that does squat on its own :(
Huh? it just 'register your custom hero as hero, so an altar can revive it and melee trigger can limit it. So what's the diisadvantage of change that? just add your custom hero to that and your job finished.

Oh, and to problem that wc3 didn't recognize your custom town hall as a 'town hall', just register it in Gameplay Constant > Techtree - Tier 1 equivalent-or-something-like-that
 
Lol, cool unit ideas, Mr. Goblin! I personally like them a lot, especially the beasts in the background. The deliberate mispelling of Turtle to Tyrtle is awesome, too, love that you included the Norse God of Frost in the name of it like that, certainly imaginative and I most likely wouldn't have come up with that myself :p.

As for the catapult, on xgm there's an 'Ice Troll' Catapult, which can be pretty much used in any Frost Based race. Have you seen it? Perhaps it could be what you're looking for ;)
 
Level 11
Joined
Jun 28, 2008
Messages
2,365
Mr goblin, maybe you can get an attachment that has that ice weapon texture, and attach it to the defender, would give him different look from peasant.
 
Level 10
Joined
Jun 1, 2008
Messages
485
Once again, it's never worked like that for me. That's what I was saying with the Hero. That's why it's a disadvantage. However, if it is actually working, I'll be very happy =D
Well, in Hero contest, at first, my hero didn't recognized as a 'hero'. If he die, altar do not display it, and even I have limit the training of hero to 1, I still can buy him many time.
But, after I register it to Gameplay Constant > Techtree - Dependency Equivalent - Hero, wc3 recognize it and all problem above is solved.
Just like what Flame_Phoenix say in his tutorial
Now that our hero is done, we have to add him to the Gameplay Constants in order to make the computer accept this new created unit as a Hero one.
To do this quit the object editor and enter the Map editor. In there select Advanced – Gameplay Constants. This step is very important.

6378d1179493339-how-create-hero-tavern-image13.jpg

btw, if you don't want to change the Gameplay Constant, try to change the Techtree - Dependency Equivalent to some already made hero for custom hero or Town Hall for Custom Town Hall, or Altar for custom Altar. I hear somewhere it would do the same thing as change the gameplay constant.
 
Yeah, it's good for making it require the next tier when a hero is built, but no good for limiting it. That is, you can still build multiple clones of the same hero, even if you set that constant. But that constant is needed if the Tavern is in the map or you have more than 1 hero in a race. Sooo... the Trigger is still needed in order to limit the number of that hero you can get.

Btw, my race is almost done (late to arrive, early to finish... doesn't sound right, but anyway :p), just working on the hero a bit and upgrades and shit, make sure this tooltip is correct, THAT'S not a Grunt... you get the picture, it's just regular bug fixing and finalizing. Sorta like making a model in a way, only lengthier and more 'playable' :p
 
Level 10
Joined
Jun 1, 2008
Messages
485
Yeah, it's good for making it require the next tier when a hero is built, but no good for limiting it. That is, you can still build multiple clones of the same hero, even if you set that constant. But that constant is needed if the Tavern is in the map or you have more than 1 hero in a race. Sooo... the Trigger is still needed in order to limit the number of that hero you can get.
well, let me answer it one by one.
Yeah, it's good for making it require the next tier when a hero is built
Well, to make Hero require next tier is in Object Editor in Tehtree - Requirements - Tier 2 and other like that. This constant do not do something like that.
but no good for limiting it. That is, you can still build multiple clones of the same hero, even if you set that constant.
Well, if you 'register' your hero in constant, this action:
  • Melee Game - Limit Heroes to 1 per Hero-type (for all players)
will recognize your custom hero as a 'Hero' and limit it to 1 hero per type.
But that constant is needed if the Tavern is in the map or you have more than 1 hero in a race.
Well, this constant is still needed wether there is Tavern in map or not because it's function. If you're not use it, whenever your custom hero dies, there will be no menu for revive it in your altar, or you will have multiple clone of hero in same map.
Sooo... the Trigger is still needed in order to limit the number of that hero you can get.
Answered in above.
Why use somewhat-complicated trigger if you can do it in easier way?

I have test it before and the wc3 really recognize my custom hero as a 'Hero'.
 
Level 10
Joined
Jun 1, 2008
Messages
485
Yea. BTW, how the hell do you get the Warcraft 3 to recognize you have a Custom Town Hall? This has always been a problem for me, even if I add the Town Hall to Gameplay Constants it wants to show you to the enemy in so many seconds :S
Do you add it to Techtree - Dependency Equivalent - Tier 1? If yes, and the problem still occur, try to add 'Techtree - Dependency Equivalent' with Tier 1 hall (Like Town Hall, Great Hall, Tree of Life, or Necropolis). If the problem still occur, idk what to do.
 
Level 22
Joined
Jun 23, 2007
Messages
3,242
tempest.jpg


A minor update, i got permission from Anarchianbedlam to edit his Kronus tank. I fixed up a few things, and go this, the Tempest. Its essentially the strongest Infantry Regiment unit, with 70-120 splash damage up to a radius of 250. Im thinking about making a barrage type passive for it, but i'll see. It starts with a range of 900, but can be upgraded. Minimum range is 300, and moves a lot slower than the other tanks, due to it's massive payload.
 
hey, for my spell ''Cold Blood'' theres a bug, there's no description when I want to learn the spell (before clicking on it.)

It says, Tooltip missing!

Tought, in the object editor, I did add the tooltip.. does it has anything to do about the fact it's a spell based on the unit spell called Berserk?
 
Hmm... what I do when converting a unit ability to a Hero ability is compare the values to an existing Hero ability. That way I know which ones I need to fill every time. Because there's 2 tooltip attributes for the Hero abilities which need filling but only 1 for the unit abilities, one must fill more tooltips than usual to complete the conversion in regard to that aspect.
 
Level 35
Joined
Oct 9, 2006
Messages
6,395
hey, for my spell does it has anything to do about the fact it's a spell based on the unit spell called Berserk?

Well if you converted it into a hero ability and filled every place that asks for an description then it shouldn't do that... Did you do it for every level as well as the one before description of levels?
 
Status
Not open for further replies.
Top