I want to see Changelogs in description ! =D
I will try to add one. This is only the second update and I honestly don't remember everything I did in this last one.
Thank you for all you replies ^-^
(11 ratings)
Authors NoteFirst off, I would like to apologize to all those who gave me feedback and/or ideas after the initial release of this map. I have been extremely busy with personal things the last few months and have not been able to focus on warcraft 3 modding.
Red Vs Green has undergone massive changes since the last time I updated it. The base combat systems have been recoded, tons of new features have been implemented, (hopefully) all the bugs have been fixed, and alot of balancing has been done. I really hope that those of you who supported this map at its initial release will continue to do so now.
Lastly, I would like to say that I will continue to support and update this map in my spare time. There is another warcraft 3 mod which I agreed to help with and have been neglecting, so I will split my time between this project and that one. I have created a website with which to host any and all mods I am involved in. Those of you who wish to join the red vs green discussion can go to www.nefariousstudios.net and post your comments/ideas.
Features
Red VS Green is coded in over 16,000 lines of jass code and features:
- a GUI hero selection board
- a full recipe system with new and unique items
- a socketing system which allows you to place gems in socketed items
- a tower AI which focus fires on creeps before heroes
- custom-hero stats such as magic, resilience, and evasion
- alot more that I've forgotten about
I want to see Changelogs in description ! =D
I just hosted it two times and it was really fun to play(No Leavers o,0)
I didn't find any bugs 5/5 [:
: they have extremely high cooldowns. Mages are supposed to spam their abilities, in the most AoS maps you most likely press QWER and after that the fight becomes a right click parody.
I like the current one, however I'm missing something:
We need 1-1 ways between the two outside turrets that leads to the "jungle". Actually, If you decide to towerdive, you're pretty much like dead, because minions die too fast and you can't leave that place in time.
Also the holy field with paladin ( dont make it deal dmg to towers )
You can jungle the tower with paladin without getting killed.
struct AllianceInit
private static method AlliesBlue takes integer id returns nothing
local integer i = 1
loop
exitwhen i > 5
if id != i then
call SetPlayerAlliance(Player(id), Player(i), ALLIANCE_SHARED_CONTROL, false)
call SetPlayerAlliance(Player(id), Player(i), ALLIANCE_SHARED_ADVANCED_CONTROL, true)
call SetPlayerAlliance(Player(i), Player(id), ALLIANCE_SHARED_CONTROL, false)
call SetPlayerAlliance(Player(i), Player(id), ALLIANCE_SHARED_ADVANCED_CONTROL, true)
endif
set i = i + 1
endloop
endmethod
private static method AlliesPurple takes integer id returns nothing
local integer i = 7
loop
exitwhen i > 1
if id != i then
call SetPlayerAlliance(Player(id), Player(i), ALLIANCE_SHARED_CONTROL, false)
call SetPlayerAlliance(Player(id), Player(i), ALLIANCE_SHARED_ADVANCED_CONTROL, true)
call SetPlayerAlliance(Player(i), Player(id), ALLIANCE_SHARED_CONTROL, false)
call SetPlayerAlliance(Player(i), Player(id), ALLIANCE_SHARED_ADVANCED_CONTROL, true)
endif
set i = i + 1
endloop
endmethod
private static method onInit takes nothing returns nothing
local integer i = 1
loop
exitwhen i == 6
call thistype.AlliesBlue(i)
set i = i + 1
endloop
set i = 7
loop
exitwhen i == 12
call thistype.AlliesPurple(i)
set i = i + 1
endloop
endmethod
endstruct
You can jungle the tower with paladin without getting killed.
Also, the lack of paths to the lanes from the jungle makes ganking near impossible, however, it's one of the most important elements of the game. In my view it needs a fast and huge fix.
There's no "simple" way to do it, you'll need a little snippet to do it:
-Scenario->Force Properties. Check both "Share Unit Control" and "Share Advanced Unit Control" boxes.
-Create a new trigger, convert it to custom text, clear it, and copy the next script into it:
JASS:struct AllianceInit private static method AlliesBlue takes integer id returns nothing local integer i = 1 loop exitwhen i > 5 if id != i then call SetPlayerAlliance(Player(id), Player(i), ALLIANCE_SHARED_CONTROL, false) call SetPlayerAlliance(Player(id), Player(i), ALLIANCE_SHARED_ADVANCED_CONTROL, true) call SetPlayerAlliance(Player(i), Player(id), ALLIANCE_SHARED_CONTROL, false) call SetPlayerAlliance(Player(i), Player(id), ALLIANCE_SHARED_ADVANCED_CONTROL, true) endif set i = i + 1 endloop endmethod private static method AlliesPurple takes integer id returns nothing local integer i = 7 loop exitwhen i > 1 if id != i then call SetPlayerAlliance(Player(id), Player(i), ALLIANCE_SHARED_CONTROL, false) call SetPlayerAlliance(Player(id), Player(i), ALLIANCE_SHARED_ADVANCED_CONTROL, true) call SetPlayerAlliance(Player(i), Player(id), ALLIANCE_SHARED_CONTROL, false) call SetPlayerAlliance(Player(i), Player(id), ALLIANCE_SHARED_ADVANCED_CONTROL, true) endif set i = i + 1 endloop endmethod private static method onInit takes nothing returns nothing local integer i = 1 loop exitwhen i == 6 call thistype.AlliesBlue(i) set i = i + 1 endloop set i = 7 loop exitwhen i == 12 call thistype.AlliesPurple(i) set i = i + 1 endloop endmethod endstruct
Note that you'll need JNGP to compile this.
However you better ask the original creator of the map (if you asked me with that question)
exitwhen i > 1
exitwhen i > 11
I would like to see some variation in gem quality, such as Chipped Gem, Gem, Flawless Gem.
Combining 3 chipped would make a gem which has twice the effect, and combining 3 gems would create a flawless which has again twice the effect. You know, like Diablo. It would be a lot of work, but I would really love it, and it would make it a bit easier to spend my gold. (A total of 9 chipped gems to make 1 flawless which has 4x the effect, this is very pricey in comparison to cost)
I am NOT ignoring this project. The next update is simply very large and I have limited time on my hands atm. Hopefully, the update will include (but will not be limited to):
- 1 (possibly 2) new heroes
- 2 (possibly 3) new items
- various balance fixes
- various bug fixes
- changes to the GUI hero selection and stat bonus systems
- possibly a creep upgrade shop (if I can find a way to balance item and upgrade costs in a way that makes both of them viable strategies).
The most notable aspect of the update will (hopefully) be the talent trees. Every player will have access to his/her own talent board. The talent board will be the same for every player. There will be 3 talent trees on the board (each tree focusing on offensive, defensive, and supportive respectively). You start out with 1 talent point and you will gain 1 talent point every level.
The stat menu allows you to gain stat boosts by spending stat points. The talent menu will be different in that the bonuses you get using the talent menu will not just be base stat boosts but rather passive abilities.
Talent Boards will be full-screen GUI boards and will make use of trackables. Talent trees will use a basic 5-point-per-tier hierarchy with each tree having 3 tiers and an active ability on the 4th and final tier.
An example defensive talent:
0/5 - While below 30% life, you have an additional 3/6/9/12/15% chance to evade attacks.
An example offensive talent:
0/2 - Increases your magic by 2/4% of your maximum mana.
An example supportive talent:
0/3 - Increases all healing received by 5/10/15% and causes 8/16/24% of any healing done to you to also heal allied units within 900 yards.
Anyway, I should be done with the update within the next couple of days (assuming there are no problems implementing the talent board systems).
I also would like to say, that I am not ignoring those of you that have been PMing me, I simply have not had the time to go through all my PMs and respond to them. I will get to that when I get done with this damn update.
Thanks for all your continued feedback ^-^
+ Enjoyable terrain, simple and good looking |
+ Good items, including sockets and abilities for alot of them, also there are plenty combinations to explore |
+ Lots of heroes, which is balanced, if you are good enough no one is overpowered. |
+ Offers a great looking interface, and icons are customized. |
+ Got a great tactical pressure, whatever you do is impotent and you cant waste a single minute |
- Got alot of options to choose, to make game more random |
- Got a few bunch of heroes, but could need more, even that the quality of the currently is execellent |