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Saren's True Random Arena (0.92a)

Submitted by Sarenarass
This bundle is marked as approved. It works and satisfies the submission rules.
Sarenarass presents...

SAREN'S TRUE RANDOM ARENA
by Me

Map Info:

Well, I was always tired of joining Random Arenas and having people who put in all their own stuff onto the units. I wanted a "classic" WC3 Random Arena. Only WC3 units. Nothing changed. You get them how they are.. and no custom units either. My favorite example of this was the mini-round of Random Arena inside the "Are You a Lucker?" game. My main philosophy is to keep it the units in the game as unchanged as possible.

-If you're lacking players you can always add computers who are functional.

-The Random Events timer doesn't do anything yet.

Features:

-Over ONE THOUSAND (1,000) units to random from! Including many, many heroes from the Warcraft III campaign including your pals: Cenarius, Archimonde, Balnazzar, Arthas and much, much more!

-Hear special dialogue exchanges between certain units when they encounter each other to remind you of the good 'ol Warcraft campaign.

-ALSO includes around 400 units from the Warcraft III: Campaign map that were extracted... one by one from their maps. Never before have you been able to be Menag the Bandit, Scurvy Pirates, Mal'ganis from the level where he is destroying houses or even Califax protecting Illidan! These and countless more awaiting you to play as them.


-Fun game modes where you can work together as a team, use items as creeps. (Wield the Crown of the Deathlord as a sheep!) With more new modes coming soon.

-A working creep-AI, scoreboard, and FLASHY COLOR NAMES by Slimmo.

OVER 1,100 PLAYABLE UNITS AND 273 ITEMS FROM THE WARCRAFT UNIVERSE

To date!

Screenshots and Videos:

Gameplay Screenshots


[​IMG]
Image Description: I got out every single unit so you could get an idea how many there are... (there are even more in the current versions)


[​IMG]

[​IMG]

[​IMG]

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Change Log:

Change Log


0.1:

-Uploaded map...

0.2:
-Probably fixed the respawn bug.. can now respawn as campaign heroes correctly.
-Added additional campaign hero spawn lines.
-Respawn timers no longer appear visible but are still active to prevent them from flooding your screen.

0.2a: (minor)
-Fixed issue with sounds not playing upon "unique" hero entrances.
-Mal'ganis can now convert villagers into zombies.

0.3:
-Regular units can no longer pick up stat tomes. This is to prevent new players from attempting to use them and crash the game.
-Disabled several abilities due to strange interactions with triggers... such as Possession, Locust Swarm, and Spawn (e.g.: Spawn Hydras, Spawn Spiders...). Will hopefully have them working again soon.
-Team mode is now up and working with its own multiboard and victory conditions.

0.3a:
-Fixed bug with leaderboard not appearing in free for all mode.

0.6:
-Fixed bug with Tome of Greater Experience causing crashes.
-Renamed to 0.6 to prevent confusion of the older 0.5 version (that pre-dates 0.2) on MakeMeHost.com

0.61:
-Fixed bug with Naga not having net.
-Added around 20 more units, 4 more heroes, and around 10 items that I had missed from around the campaign.
-Units with devour can no longer devour high level units (units level 5 or above)
-Put some units previously on the "OP" list (being unplayable) to the playable list so you can now spawn as them. This includes The Forgotten One.
-Moved units passives on their ability list further down so you now can use their active spells such as "firebolt" instead of only being able to see "bash" or "true sight" instead.
-Mal'ganis can no longer convert any unit into a zombie.

0.62:
-Fixed sound bug.
-Fixed Kor'gall only being able to see his passive abilities.

0.7:
-Added about 100 more units you can spawn as (including amphibious ships!.. woo)
-Gave inventories to certain heroes who were lacking.
-Item spawn chance increased from 25% to 33%.

0.71:
-Gave inventories to some heroes that were lacking.
-Can now kill Centaur Hut in addition to Gnoll Hut for 100% chance item.
-Added floating text to gate levers so you know what does what and made gate more responsive.
-Removed some of the trees and re-terrained a bit at the bottom left of the map to make some new paths so it's not just one long road.

0.80:
-There is no chance for Scepter of Healing to drop anymore. It will be removed until further notice due to its extreme preference of units with very high health...
-You can now drop items that do nothing on the Inn in the top left corner of the map to get a new, random item from a preset list of approximately 50 other items.
-You can now bring useless units to the crypt to get a free hero.
-More spawn sounds.
-Minor bugs fixed... probably.. maybe.
Enjoy!

0.90:
-Added about 40 extra campaign units and 4 extra campaing heroes.
-You can now buy a "Random Tower" that when placed will transform into.. a Random Tower. One of 36 Random Towers.
-Updated the version from .80 to .90 on the load screen!

0.91:
-You can now adjust the amount of kills that are required to win to 40 and 50 (from 30). Or you may choose to do nothing! It's optional.
-Fixed issue with Blood Elf ships not being able to move.
-Gave the Cold, Inner, and Blood Sheeps their abilities.
-Added many new dialogue exchanges from the Human Campaign and Undead campaign (Reign of Chaos), Orc and Night Elf dialogues to follow.
-Destructible item drop rate increased from 1/6 to 1/5.

0.91a: (Experimental):
-Added more dialogue interactions.
-Reduced Divine Armour resistance to other attack types and spells to 70% from 5%.

0.9b: (Experimental):
-Thought 70% was a bit too low so made their resistance 50%.

0.92:
-Turned the Church into a shop selling various potions.
-Fixed some units that had no attack not being able to convert into heroes.
-Added in three new previously unplayable units ("unplayable"because they were too overpowered). Might regret it.
-Added the "-New" command to explain the game to people too lazy to use quest log.

0.92:
-Units as scary as Talendar and Eldritch Lord deserve spawn sounds so I added them in because I forgot last version.


Known Bugs:
-Mysterious Unit X who has no model.
-Had to "disable" several abilities due to glitchyness.
-Still some desyncs however this is usually quite rare. If you have any idea on what causes them feedback is always appreciated and I'll see if I can fix it.


Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
Saren, True, Random, Arena, Random Arena, Units,
Contents

Saren's True Random Arena (0.92a) (Map)

Reviews
Moderator
[img][c]Orcnet[c]00:33, 17th Aug 2013 Map Approved Saren's True Random Arena (No Version/s Stated) Rate[c]Score[c]Percent[c]Letter [r][img][img][img][img][img][c]5/5[c]91-100[c]A Rate[c]Score[c]Percent[c]Letter...
  1. [​IMG] Orcnet 00:33, 17th Aug 2013


    • Map Approved
    • Saren's True Random Arena (No Version/s Stated)

      Rate Score Percent Letter
      [​IMG][​IMG][​IMG][​IMG][​IMG] 5/5 91-100 A
      Rate Score Percent Letter
      [​IMG][​IMG][​IMG][​IMG][​IMG] 4/5 81-90% B
      Rate Score Percent Letter
      [​IMG][​IMG][​IMG][​IMG][​IMG] 3/5 75-80% C
      Rate Score Percent Letter
      [​IMG][​IMG][​IMG][​IMG][​IMG] 2/5 70-74% D
      Rate Score Percent Letter
      [​IMG][​IMG][​IMG][​IMG][​IMG] 1/5 50-69% F


      Overview:

      Gameplay

      [​IMG][​IMG][​IMG][​IMG][​IMG]

      "Cool idea of bringing in tons of creeps in play but somehow I don't like the idea as well, mainly what would critters and worker units do aside from filling up space? it would be great if you can do a trigger command that will kill the unit for the player to change another form, although you should do a condition where it is only workable when there are no enemies around, the spawning of places is also a problem, why not just do a trigger that will random drop the player's unit on specified regions?."

      Terrain

      [​IMG][​IMG][​IMG][​IMG][​IMG]

      "Terrain looks plain and wide but still it looks fair enough for the gameplay."

      Management

      [​IMG][​IMG][​IMG][​IMG][​IMG]

      "To my conclusion, map can be useful."

      Total Score:

      Rate Score Percent Letter
      [​IMG][​IMG][​IMG][​IMG][​IMG] 9/15 80% C
     
  2. SeedinAethyr

    SeedinAethyr

    Spam Moderator

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    Hello Sarenarass, I played your map, Saren's True Random Arena and have made a review for it. First, you have a good Hive description. You state all the necessary points, and the BBCodes are used well. However, I have a question. It says in your description that you extracted all of those special units from the campaign. If ALL the units are in there, couldn't someone possibly get a unit such as "Butcher" or "Largest Panda Ever" or "Eldritch Deathlord" and defeat everyone? I mean, I know it's random, but getting something like a Flesh Golem and then achieving sixteen kills before dying might make the other players angry. I know I would be mad if a guy was running around butchering everyone. Next, your gameplay. I really like how you added AI (and the fancy colors for names), and I also liked how there were lots of units to random (even though some of those units are too powerful). Your terrain was nice, but because units could respawn anywhere, they often got stuck in trees or whatever. That happened to me on my second playtest, and I was the Eye of Sargeras. (I also think I found a bug. The Eye of Sargeras has the same abilities as the peasant (Build, Repair) It's not like it should be able to build a Town Hall.) Luckily, I could cut myself out of the trees (bit odd to be doing that as an eye), but still, I remember a Troll Witch Doctor being trapped in the trees the whole game on my first playtest. You should definitely fix the gaps so players can't get stuck, or maybe make all the units able to attack trees. (although that would be a TON of work, so maybe not.) I know that there is the unstuck command, but AIs can't type. (By the way, I like how you added an unstuck command.) On my second playtest, half of the enemy AIs were stuck in trees, and because I was a Paladin, I could not kill them. I eventually had to quit because nothing could kill me and make me a ranged unit so I could kill those units in the trees. I liked how you had different modes, but the creeps having items could cause problems. Either take that mode out, take out tomes from the item drops, or trigger tomes so units cannot pick them up. I know that games fatal error when a unit increases a stat, and that's why I'm suggesting this. I also have a suggestion that could possibly make it easier to kill the too powerful units like Butcher. You could reduce armor of a unit by one when it kills something. For low level units it won't matter (they're already super weak), but it would really affect the high level units after a few kills. I did have a lot of fun playing when creeps didn't spawn into trees, and I think that having fun was your goal. (Maybe it helped that I got a Admiral Proudmoore Guard.) My last comments on your map are that I like your loading screen and I like how you have a multiboard. I have a suggestion though. When a lot of units die at once, there are lots of respawn timers streching across the screen. Perhaps you could put them into one multiboard so the whole top of the screen isn't occupied by multiboards (and players know which respawn timer is for them)?

    All in all, your game is fun, does not break any Hive rules, and although a bit buggy, it is definitely playable. I give you a
    3/5
    EDIT: I forgot to say, I vote for Approval.
     
    Last edited: Jul 28, 2013
  3. Sarenarass

    Sarenarass

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    Thank you for the review SeedinAethyr.. to address your comments and questions:

    I put in PRACTICALLY all units. I did exclude putting in pointless cinematic units like a catapult that does 4,000 damage per hit. I have also created a special group of super overpowered (or OP) units and tagged them with (OP). It is not possible at the moment to spawn as the Eldritch Lord, Lord Talendar, or units near that level of "rigged-ness.". I will make a mode to enable OP units later for those who are crazy enough.

    As for the issue of spawning as Butcher, Flesh Golem.. etc.. I generally find they get worn down pretty quickly by just constantly fighting other units. And sometimes an even more/equally powerful unit will come and end their reign. For the next version I'll make it so units can attack trees.. get to add that to 900+ units. :D

    The Eye of Sargeras being the same as a peasant is not a glitch. From the map I extracted it from it is just that.. a peasant with a different model and name. I put it in more or less as a joke. There are several joke units (including Belanova, Largest Panda Ever [as you started], and others).

    I put an experimental trigger to have powerup items dropped immediately on units that are not heroes but it is not yet functional.. perhaps next version. Besides that units that wield stat items that are not heroes has not shown to have any negative side effects yet.

    I'll have the respawn timers probably fixed by next version.. if I cannot find a solution I'll just have the timers hidden so you don't have to see them flood your screen..

    Thank you for the review! Much appreciated.

    EDIT: It also seems I may have found the root of units not respawning so that may be 100% resolved next version.
     
  4. Sarenarass

    Sarenarass

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    Just uploaded 0.2 with some fixes.. also could be nice if my map could be approved or at least have a moderator tell me what must be done before approval can happen.
     
  5. DrarenThiralas

    DrarenThiralas

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    Good map, too bad that i don't have 6 people to play it properly.
    Just found a bug, if a non-hero picks up a tome and tries to use it, a crash happens.
    Also, victory is reached by scoring 31 kill, not 30, like it says in the title of the scoreboard.
     
    Last edited: Aug 13, 2013
  6. Sarenarass

    Sarenarass

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    Well, I generally fill the other team (the "Randums") with computers since they function just fine. I am aware of the tome problem and that's probably near the top of my list on things to fix... and I also found out of the 31 kills winning rather than 30 however I began to find it a bit funny when people would say "One more kill, yes, I got this!" and then get that kill to which I would remind them they need one MORE afterwards. :p So I kept it like that.
     
  7. Orcnet

    Orcnet

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    Map approved, see moderator comment on top.
     
  8. Sarenarass

    Sarenarass

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    Thank you for the review and approval, Orcnet... you address some of your points:

    While I personally do not find anything wrong with the occasional dud/useless unit I do agree it would be better to give them some further purpose. In the future when random events are implemented I plan on making one where you can walk into a portal or so and it converts it into a high level creep or hero. For workers perhaps it would make all their buildings free for awhile if the event fired. However, it is not technically impossible to build anything as there is also a chance of gold and lumber drops that give 250 each but it is very rare to get one of each and then a builder.

    I didn't like the idea of having units only spawn in several pre-determined locations however I could probably change the spawning location to be from "random point on playable map area" to "random point in X region".

    The terrain wasn't my primary focus on this map however perhaps in the future I could re-do some parts of it better than it is now...

    Thank you for your time and the review.
     
  9. I_am_Death

    I_am_Death

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    Lol, very impreesive, i like your idea :)
    Imagine, someone has kil jaeden or archimonde :D
    Rate this 4/5 and +1 rep (not now :p)
     
  10. Sarenarass

    Sarenarass

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    Thanks. Being Kil'jaeden can be fun even though all he is is a giant... the cinematic version at least. He has no abilities and normal health (around 600) so he's quite the weak giant but he can still be fun to play as!... Archimonde would own him. :p
     
  11. InfernalTater

    InfernalTater

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    This was pretty fun, but I have a few suggestions:

    Please have the camera move to your unit when you spawn. It would be really convenient.

    Please change "devour" abilities. They are really overpowered in this sort of game where they consume your unit, except it doesn't die; you're just taken out of the game for 10 minutes until the tiny lizard can finish digesting your uberpowerful unit with 6k health. Replace that ability with something else, PLEASE! I know you want to keep the "classic unchanged" feel of the game, but for the sake of balance some abilities need to be changed due to their being overpowered in single-unit environments. And don't say "but it's a counter to strong units". The point of a game is to have fun. There's nothing fun about a weak salamander eating your unit with 6k health and 160 damage, and then having to sit out watching the entire game without playing because you're in his stomach digesting.

    Make sure you put pathing blockers into stuck spots to fill them so that nobody will spawn in them. Sometimes people spawn inside of trees and get stuck there.

    My first time playing this was awful because of these things. The one time my luck was going good for me, I was unlucky enough to at the same time run into these...

    First I spawned with the Razormane guy with 3500 health and the wards, pretty awesome. Before I could even kill anyone, I was devoured by a salamander and sat in his tummy while he ran around for 5 minutes. Then I respawned in a forest as the big revenant thing, level 9 or 10, and sat there until someone ranged could kill me. Then I respawned with a giant owlkin with 6000 health and 160 damage, and was again instantly devoured by a different salamander who ran around with me in his belly for the remainder of the game with me not being able to respawn with another creep until I actually died. I got 0 kills, despite spawning with incredible units, simply because of these tremendous flaws in the game. Spawning inside of trees, and an overpowered devour. Devour was balanced for melee games where there are armies on each side. But when devour means taking out somebody's only unit, no matter how strong it is, and preventing them from respawning for the next 5-10 minutes, it ruins the game.
     
  12. Sarenarass

    Sarenarass

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    Thanks for the feedback TLI-Inferno. To address some of your concerns...

    The camera is SUPPOSED to pan back to your unit when you respawn but I am also aware 90% of the time it won't do this... I'll try to have this fixed in the future. Until then you'll have to use the minimap and find your white dot. :/

    The devour ability is a strange story. The reason units with devour can eat some units that have anywhere from 100-7,000 health units is due to how they were made. I imported them from the campaign and when the makers of the WC3 campaign were making these custom units they: A: Did not expect the player to have a unit that had devour... and B: They are custom units that use lower level units as their base. What I mean by this is say you were making a "Super Footman" so Blizzard took a regular footman and gave it a lot of health... but it is still a level 2 Footman at heart and so can be devoured. That does bring up an interesting point though. Probably next version (0.4) I will make units with high health be high levels so they cannot be devoured.

    If you are devoured and are tired of waiting for you to die or for your captor to die you can type -respawn (note this will not remove the unit still being devoured as this is impossible to my knowledge but you will have a new unit. In addition if the unit being devoured dies you will also die.. and vice versa. Also -respawn gives no chance of spawning as a campaign unit or any type of hero.)

    I used to have pathing blockers in tricky areas but then when someone would use Force of Nature or so their treants would be blocked by invisible walls. So I added an -unstuck command that.. is self-explanatory. Type it and wait 10 seconds and you're probably* free!
    *(I say probably because it picks a random point on map.. but the chance of getting stuck twice is incredibly small :p)

    EDIT: Turns out changing it so certain units can't be devoured has some unintended backlashes.. so may be a day or so until I have that fixed.
     
  13. DEFACKTwalker

    DEFACKTwalker

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    Haha what a fun map!
    So simple but still good =)
    I've got maiev and an item to summon a doom guard, that was great :D
    it's so funny if you get units just like illidan in his cage or a kodo beast. very useless :D
    Check out my Click the Zombie map ;) It's also simple and fun to play
     
  14. Sarenarass

    Sarenarass

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    Glad you liked it! I do like trying to keep my games simple as you can reach (generally) wider audiences with them. The "Click the Zombie" map looks pretty interesting.. I'll have to try it later today. :eek:
     
  15. DEFACKTwalker

    DEFACKTwalker

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    Sarenarass!!
    I played this map with my brother 1v1. there could be following problem when you're playing 1v1:
    For example you can have a ground attacking unit and the eney a flying and non-attacking unit. That will ruin the game so that you have to start a new one.
    What you have to do is to add a -suicide command. For sure, your enemy will get one point if you do suicide.

    Another problem is that the computer players often don't use their abiities.

    And the computer-heroes: It is easy to trigger if the hero levels up, give him [ability name]
    then... if the unit is attacked, order it to use [ability name]. It's not hard, but maybe much work for all heroes.

    Example to start a trigger:
    ...
    unit - A unit is beeing attacked
    ...
    ((Owner of (Triggering unit)) controller) equal Computer
    ...
    unit - Order (Triggering unit) to human paladin - 'Divine Intervention' activate
    -------- following happens, if the enemy is an undead --------
    unit - Order (Triggering unit) to human paladin- 'Holy Light' (Attacking unit)
    -------- add all other abilities here... all in ONE trigger --------
     
  16. Sarenarass

    Sarenarass

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    Ah, sorry to hear that happen. However, there is a -respawn command that will remove all units you currently have on the map and replace them with a new random one (in addition to the -unstuck command which moves you to a new random point after 10 seconds).

    The -respawn command is if you got a unit I suppose you really don't feel like being or a unit with lots of health or no attack.. or perhaps what happened in your situation. It takes 21 seconds (so people don't try to kill-deny themselves) and it pauses you for that duration. Then it gives you a new random unit! However, this new unit will not be a hero or a campaign unit so odds are it'll be weak. :p

    As for having computer AI heroes use spells.. I suppose I could easily fit that into a new future version. I'll see if I can put it into the next.
     
  17. DEFACKTwalker

    DEFACKTwalker

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    Alright.

    I've got another suggestion:
    You can avoid an -unstuck command by creating regions. Just trigger that the unit that joins this region will be moved to another random point.
    You have to set a condition for flying units, for sure.
    It would be realy nice if you could do those changes.
    Could i have an unprotected version of your map and do some triggers to show you?
     
    Last edited: Sep 9, 2013
  18. Sarenarass

    Sarenarass

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    Thanks for the offer but I do believe I know how to add a trigger to pick random preset regions... just I liked the characters being able to spawn anywhere. However, I suppose I can add it to next version. If something comes up in the future that requires help outside of my current understanding then I'll be sure to contact you.
     
  19. funAlways

    funAlways

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    Everytime i try to play this in multiplayer, i must download again (even i have downloaded it from here), and when the download is at 99% it kicks me out of the game, any idea?