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I'm doing a project that is a variation of Legion TD and Line TD.
Races are generic races of wc3-- night elf, human, undead, and orc.
Each player can choose between a choice of several builders with varying generic stats that effects all the units that are built(similar to youtd) and can also train a hero that fits a specific role (heroes are race-specific).
Objective:
Build units to send over and attack enemy castles. Use heroes to provide for holes in your strategy. Building Units:
Units can be built in two modes by toggling the On Build Ability: Attack on built! or Defend on built!
Units are ordered to attack as soon as you build them if the On Build ability is set to Attack on built!.
You get some income for building units in Defend on built!, but you get more income from building units with Attack on Built!. Note:Converting units to attack mode costs money actually to prevent the option of mass hording defense mode units. And you cannot control your regular units besides setting them to attack or defend, except for the hero which is able to be completely and freely controlled. Rounds:
Every round (will be some form of game-time) the player will recieve income according to their income value.
Game Modes
There are also 3 modes based on speed of Game-play:
Regular game-play--bounty 100%
Faster gameplay-- bounty 150%
Fastest gameplay--bounty 200%
Races
Human:
The most balanced race. Best at structured defenses. Has even number of casters, melee, ranged, anti-air etc for the most part. Since humans are well educated in both magic and steel they can construct some of the best anti-specific defense structures.
Specialization: Defense
Orc:
The race with the most melee attackers. Has caged animals that are only released when attacked. Orc also has a wide array of casters that specialize mostly in helping certain units.
Specialization: Tanking
Undead:
Undead are the most carnage and parasitic race. They make use of dead sometimes consuming corpses or generating their own from them. They often have low health but deal a lot of damage. Undead units are capable of evolving or morphing from kills.
Specialization: Attacking
Night Elf:
Night Elf has the strongest disabling spells. They are the only race that can build a well. The well heals allies as well as enemies( But the enemy heal is slower)! Some night elf units uproot after taking too much damage to heal.
Specialization: Spell Casting
(This is attack/reduction type table is being edited.* So it's not completely correct yet.)
Energy
Elemental
Physical
Decay
Essence
Hel
100%
75%
125%
125%
75%
Sol
75%
100%
75%
125%
125%
Lua
125%
75%
100%
75%
125%
Myt
125%
125%
75%
100%
75%
Sif
75%
125%
125%
75%
100%
What a Unit Submitting Form looks like:
KEY: (S) = String (R) = Real between 0.00 and 1.00 (#) = Integer Number (no decimal places) (%) = Percent between 0% and 100% (%!) = Percent between 0% and 200%, Default is 100%
Basics: Name/Title(S): Unit Model(S):
Profile Characteristics: Unit Category: Unit Race:
All these start off at 0 in most cases: Life Steal(%): Thorns(%): Bash(%): Bonus Revive Life(%):
Quick Role Description:
Name:
Spell Description...
Name:
Spell Description...
Name:
Spell Description...
Name:
Spell Description...
KEY: (S) = String (R) = Real between 0.00 and 1.00 (#) = Integer Number (no decimal places) (%) = Percent between 0% and 100% (%!) = Percent between 0% and 200%, Default is 100%
Basics: Name/Title(S): Squire Unit Model(S): Footmen
Profile Characteristics: Unit Category: Mass Unit Race: Humanoid
All these start off at 0 in most cases: Life Steal(%):0 Thorns(%):0 Bash(%):5% Bonus Revive Life(%):0
Quick Role Description:
An somewhat spell shielded unit good at taking out casters and ranged units when in mass.
Nameefend
Reflects all missiles sent sent to attack this unit for a (1*level) seconds.
Name:
Spell Description...
Name:
Spell Description...
Name:
Spell Description...
KEY: (S) = String (R) = Real between 0.00 and 1.00 (#) = Integer Number (no decimal places) (%) = Percent between 0% and 100% (%!) = Percent between 0% and 200%, Default is 100%
Basics: Name/Title(S): Knight Unit Model(S): Knight
Profile Characteristics: Unit Category: Champion Unit Race: Humanoid
All these start off at 0 in most cases: Life Steal(%):0% Thorns(%):0% Bash(%):5% Bonus Revive Life(%):10%
Quick Role Description:
To take out ranged units and casters faster than almost any unit. Very weak shields, and once gotten down to life they are somewhat easy targets.
Name:Lance
Does (25*level) damage versus units on first strike only. Ranged units hit by lance receive 25 more damage.
Name:Charge
The knight passively gains (25*level) increased movement speed when targeting a ranged unit.
Name:
Spell Description...
Name:
Spell Description...
Items
Types of Items:
Items are usually thought to be for heroes only. In this map it's the reverse! Heroes have only 2 items which are temporary heal and mana regen items that are dispelled when attacked, so are best used out of combat. While regular units can have full 6 slot inventories that can add up to quite a large bonus.
common
Most stackable items fall into this category.
uncommon
A slight grade above common items these items apply more benefits but are slightly more rare.
rare
These items have even less chance to drop.
unique
These items are least likely to drop and are probably the best to put on a unit.
Items stack onto each other to apply bonuses.
Items will look like this one for example:
Small Sword (Common) (x = number of item charges)
Adds 5*x to damage. Stack Chance: 100%- x*15 Break Chance: 25%
Stack Chance refers to the chance that when a Small Sword dropped on-top of another Small Sword that- the items will be combined and the stacked sword will have 2 charges adding 10 damage. The item being stacked on-top of the small sword will be destroyed.
Break Chance refers to the chance that when a Small Sword dropped on-top of another Small Sword that- the stacked sword will break and the stacked sword will lose 1 charge and +5 damage. The item being stacked on-top of the small sword will also be destroyed. Warning: If the Small Sword being stacked on-to only has 1 charge and it breaks then it will be destroyed! (Happens very rarely.)
If a Stack Chance is an success when an break chance is an success the item being stacked on-top will be destroyed, but the item that is being stacked on-to will not change at all.
Higher grade items Stack Chance will decrease slower so you can stack more on-top. And their Break Chance will also be lower. This provides a system where lower class items can be better than higher class items until more higher class items are found and used.
Spells
Buffs:
Spells work by applying certain buffs as they are cast. Here is the current list of implemented modular buffs. Buffs can stack, be negated, or be stolen(unless stated otherwise). They are categorized by what they modify on the unit. Green Buffs are POSITIVE, Red Buffs are NEGATIVE, and Blue Buffs are NEUTRAL.
Position/Hold Modifiers
These buffs modify the unit's position by set x, and set y or by preventing movement.Similar to wc3's system a unit entangled cannot be impaled or be caught in a cyclone. This buff hold system I made will work in a similar fashion.
Returning/Returned <-- This buff has two versions one is the completed buff(returned) for extra visual effect
Knockback <-- a unit with this buff is knocked back (this buff cannot be stolen, but it can be negated); an entangled, webbed, or cycloned unit cannot be knocked back.
Root --> a unit rooted can't be webbed, knockbacked, or caught in a cyclone
Web --> a unit webbed can't be rooted, knockbacked, or caught in a cyclone
Cyclone --> a unit in a cyclone cannot be rooted, knockbacked, or webbed
Chained --> (attaches a rock to a unit preventing it from moving a certain distance) this unit cannot be picked up by a tornado(cycloned), but can be rooted, knockbacked, or webbed
Shackles --> (this unit is unable to move until the caster of the effect stops channeling, the spell is disrupted, or this unit is pushed out of range) this unit cannot be picked up by a tornado(cycloned), but can be rooted, knockbacked, or webbed
Damage Per Second Modifiers
These all do damage over time.
Sub-Category: Poison Modifiers
Disease -->Dmg over time, but spreads to nearby units
Poison --> Dmg over time
//======Sub-Category End
Immolation -->Dmg over time to only units around the unit
Movement Modifiers
These modify movement behavior.
//Sub-category Injuries Modifiers
BleedOut --> Movement causes the target to lose more life
BrokenLeg -->Unit movespeed is crippled (buff cannot be stolen)
//End Sub-category
Acceleration --> Increases movement speed as long as the unit is moving (Knockback counts as moving)
Attack Modifiers
These modify the way that attacks behave.
Riochet -->Makes a unit's attack bounce to another unit, lasts y attacks
Lust -->Improves attack speed
Vampirism --> Steals life, life stolen will go to unit who stole the buff
Manaburn -->Makes next attack steal mana, mana stolen will go to unit who stole the buff
Pillage --> Steals gold, gold stolen will go to unit who stole the buff
//Sub-category Injuries Modifiers
FrostBite --> Reduces attack speed
Burned -->Next attack on this unit deals extra x damage, lasts y attacks (buff can be stolen)
DeepWound -->Next attack on this unit deals extra % damage, lasts y attacks (buff cannot be stolen)
//end sub-category
Range Modifiers
These modify attack range.
ConcaveScope //ConvexScope
Unit Modifiers
Hex
Stun
Banish
Phase --> collision doesn't effect the unit, THIS IS NOW USED BY THE ATTACK SYSTEM(to provide less lag for moving large amounts of units) and is also non-stealable
Invisible
SpellImmune --> Cannot be stolen (because the unit with the buff is currently spell immune)
Control --> the unit is controlled by another player (doesn't work on heroes)
Disabled attack -->completely disables the unit's attacking capabilities
Silenced -->prevents the unit from casting spells
Stat Modifiers
These modify the stats the unit has.
WeaponBreak//WeaponForge -->Modifies Damage
ShieldBreak//ShieldForge -->Modifies Defense
ArmorBreak//ArmorForge -->Modifies Reduction
AccuracyLoss//AccuracyGain
EvasionLoss//EvasionGain
ChanceLoss//ChanceGain -->Modifies spells chance that have the attribute Chance
CritPercentLoss//CritPercentGain
MultiCritPercentLoss//MultiCritPercentGain
WeakVitality//StrongVitality -->Modifies Life
WeakEnergy//StrongEnergy -->Modifies Mana
Charge --> Movement speed gain
Regeneration Modifiers
These modify regeneration behavior.
Drowse//Rejuvenation --> Health regeneration
Diminish//Energize --> Mana regeneration
Spell Modifiers
These modify how spells behave.
Refresh Cooldowns--> Refreshes all the unit's abilities cooldowns
No Cooldown -->Unit has no cooldown on next ability cast
Spells Slowed -->slows the effects of spells
Spells Hastened -->quickens the effects of spells
Note: If a unit has both spells hastened and spells slowed spells will occur at their normal speed.
Death/Item Modifiers
These modify what happens on death of the unit.
PermaDeath -->Unit cannot be ressed if it dies with this buff (doesn't work on heroes)
SecondChance -->Unit is ressed with 50% life instantly on death
Pinata -->Unit has better chance of dropping an item at all
LuckyLoot -->Unit has better chance of dropping higher end items
DepletedGoldMine -->Unit has no chance of dropping items
Removing Modifiers
These manipulate buffs by negation or stealing them. These buffs cannot be stolen.
Antidote -->Removes all Poison Modifiers
Bleach -->Removes all buffs
Bandage -->Removes all Injury Modifiers
Magnet (North)-->This unit has been ripped of all POSITIVE type buffs
Magnet (South)-->This unit has been ripped of all NEGATIVE type buffs
Note: This buff list may change or be added to but generally now it has most of the buffs that are common to any type of spell. And i am always open to suggestions to add to the list of common buffs. Here is a template for submitting buff ideas:
Modifier Category(ex. Death Modifiers):
Buff Type(POSITIVE,NEUTRAL,NEGATIVE):
Description(what should the buff do?):
Update: Spell Orbs:
In addition to spells being based on buffs there will also be a spell orb dropped that contains the mana cost of a last cast spell and the ability id of that spell everytime a spell is cast. A sort of residual spellcasting system. These orbs can be used to manipulate previous cast spells like storing them in an item, capturing their mana costs etc. The orbs dissipate over time eventually.
Also some spells may require corpses, kills, or sacrifices these spells are dark spells that often end up having a greater effect because of the requirements.
Screenshots
Unit Info
Looking at the unit's UI (User Interface)
All unit's can level or de-level in battle. Strength, agility, and intelligence are converted into a more modular system that can show 6 stats.
Accuracy works in a very simple way- the accuracy this unit has is a % and it's subtracted by the evasion % on the other unit.
The green addition looking part will show the evasion of the unit.
Criticals are on regular attacks or spells. Every attack can critical more than once! MultiCritChance is the chance after the first critical to succesfully critical a second, or third, etc time on the same attack.
The green additional looking part will show the MultiCritChance.
Armor is a straight # reduction of damage, similar to sc2's damage system.
MaxCritCount is the number of max criticals a unit can make on one attack.
The green additional looking part will show the Max CritCount.
Reduction is a % damage reduction that is applied last-- after the Armor(#) is reduced from the total damage dealt.
Note: I'll update this picture soon but just imagine Armor(#) is actually Defense(#) and would be Def in the screenshot rather than Arm. Since I decided to rename armor to defense to prevent confusion of thinking of it as regular wc3 armor.
Features
Here are some unique features you may not find in every map:
Stealable, negatable, stackable buff-linked spells.
Modifying Cooldowns
Modifying Stacking Evasions.
Modifying Stacking Critical Bonuses.
Modifying Spell's speeds.
Physics related:
A unit Lock system that makes a unit only able to be effected by certain spells based on priorities.
(It is an extremely intuitive way of dealing with multiple physic type spells)
Movement Speed System that allows movement speeds past 522!
Terrain related:
Terrain that serves a function; besides looking mindbogglingly awesome. The terrain is well planned out for strategies and more.
Map specific models like a drawbridge with chains, a casting bar, and probably more.
(I'll give more info on terrain soon.)
Change Log
No release yet. Private beta testing will come soon.
Credits
Credits will be added after the map is finally out of beta.
Notes
Currently in Alpha testing(alpha = mostly just me testing).
A note to myself, probably not worth looking through:
ATTACK TYPE
AttackType: Self-explanatory
Range: The units attack range.
HIT CHANCES
Accuracy: The attacker's chance to hit.
Evasion: The defending unit's chance to evade.
PROJECTILES
unitHeight <-Thrown in to make projectiles act correctly
missileArt <- Should eventually be alterable with items etc, but just serves as a placeholder for the unit's original missileArt at the moment
projSpeed <- the projectile's speed can be beneficial to the unit when increased cause it will damage another unit faster
real projArch <- mostly just a visual effect
DAMAGE MODIFIERS
Defense: Is a flat reduction of an # from the damage like sc2's armor system.
ReductionType: The reduction type is shown where armor for wc3 was. It is a flat armor type reduction that cannot change.
Reduction: Reduction is shown where armor for wc3 was. It is a % reduction on damage.
Life Steal: The % of life steal the unit takes from a single attack.
Life Reap: The # of life returned per attack.
Thorns: The % of damage returned from a unit's attack.
Damage Return: The # of damage returned from a unit's attack.
Summons //A group containing all the unit's summons
Summon Level //A special summoning skill level
Master //The owner of the summons
MISC: UNIT STATS
Kills
Bounty: How much gold the unit gives on death.
USED BY PHYSICS SYSTEM IGNORE THESE TWO BELOW:
LockId
LockPriority
USED BY COOLDOWNS IGNORE THESE BELOW:
LastCast-> The ability last cast by the unit
OnCooldown1 -> is ability 1 on cooldown?
OnCooldown2
OnCooldown3
OnCooldown4
Abil1-> What is ability 1?
Abil2
Abil3
Abil4
Documentation Update 4.1!:
Unit Data Form is complete.
Item Data Table will be on way soon.
Buff Data Table is completed, except for maybe % versus raw # bonuses.
FIXED GOTOTABLE : )!
To-do:
Physics system description coming soon.
Provide examples of items. (Provide format for submitting item ideas) //this is coming much sooner, i've gotten the idea for items completely set now just need to find time to edit it and provide format for submitting item ideas.
[HIDDEN=Unit Submitting Form][table][table]
[IMG]http://www.hiveworkshop.com/forums/members/141575-albums3291-picture31245.jpg[/IMG]
[/TABLE]
[table]
[COLOR=#60A600][B]KEY:[/B][/COLOR]
[COLOR=#60A600][B](S)[/B][/COLOR] = String
[COLOR=#60A600][B](R)[/B][/COLOR] = Real between 0.00 and 1.00
[COLOR=#60A600][B](#)[/B][/COLOR] = Integer Number (no decimal places)
[COLOR=#60A600][B](%)[/B][/COLOR] = Percent between 0% and 100%
[COLOR=#60A600][B](%!)[/B][/COLOR] = Percent between 0% and 200%, Default is 100%
[/table]
Basics:
[COLOR=#60A600][B]Name/Title(S):[/B][/COLOR]
[COLOR=#60A600][B]Unit Model(S):[/B][/COLOR]
Profile Characteristics:
[COLOR=#60A600][B]Unit Category:[/B][/COLOR]
[COLOR=#60A600][B]Unit Race:[/B][/COLOR]
[table]
Category Attack Bonuses:
[COLOR=#60A600][B]Structures(%!):[/B][/COLOR]
[COLOR=#60A600][B]Normal(%!):[/B][/COLOR]
[COLOR=#60A600][B]Mass(%!):[/B][/COLOR]
[COLOR=#60A600][B]Champion(%!):[/B][/COLOR]
[COLOR=#60A600][B]Boss(%!):[/B][/COLOR]
[COLOR=#60A600][B]Air(%!):[/B][/COLOR]
[COLOR=#60A600][B]Hero(%!):[/B][/COLOR]
Race Attack Bonuses:
[COLOR=#60A600][B]Undead(%!):[/B][/COLOR]
[COLOR=#60A600][B]Nature(%!):[/B][/COLOR]
[COLOR=#60A600][B]Orc(%!):[/B][/COLOR]
[COLOR=#60A600][B]Humanoid(%!):[/B][/COLOR]
[COLOR=#60A600][B]Summons(%!):[/B][/COLOR]
[/Table]
Attack Characteristics:
[COLOR=#60A600][B]Attack Type(S):[/B][/COLOR]
[COLOR=#60A600][B]Damage(#):[/B][/COLOR]
[COLOR=#60A600][B]Range(R):[/B][/COLOR]
[table]
Attack Chances:
[COLOR=#60A600][B]Accuracy(%):[/B][/COLOR]
[COLOR=#60A600][B]Crit Chance(%):[/B][/COLOR]
[COLOR=#60A600][B]MultiCrit Chance(%):[/B][/COLOR]
[/Table]
[table]
Attack Method:
[COLOR=#60A600][B]Attack Method(Bold One of These):[/B][/COLOR](Multishot/Splash/Bounce/Cleave/Normal)
[COLOR=#60A600][B]Target Max(#):[/B][/COLOR]
[/Table]
[table]
Attack Sfx(not needed if melee):
[COLOR=#60A600][B]Missile Effect(S):[/B][/COLOR]
[COLOR=#60A600][B]Missile Arch(R):[/B][/COLOR]
[COLOR=#60A600][B]Missile Speed(#):[/B][/COLOR]
[/Table]
Defense Type Characteristics:
[COLOR=#60A600][B]Evasion(%):[/B][/COLOR]
[COLOR=#60A600][B]Defense(#):[/B][/COLOR]
[COLOR=#60A600][B]Reduction Type(S):[/B][/COLOR]
[COLOR=#60A600][B]Damage Reduction(%):[/B][/COLOR]
[COLOR=#60A600][B]Spell Dmg Block(%):[/B][/COLOR]
[table]
Shield Characteristics:
[COLOR=#60A600][B]Shield Life(#):[/B][/COLOR]
[COLOR=#60A600][B]Shield Regeneration(R):[/B][/COLOR]
[/table]
[table]
Life Characteristics:
[COLOR=#60A600][B]Life(#):[/B][/COLOR]
[COLOR=#60A600][B]Life Regeneration(R):[/B][/COLOR]
[/table]
Death/Drop Characteristics:
[COLOR=#60A600][B]Bounty(#):[/B][/COLOR]
[COLOR=#60A600][B]Item Find(%):[/B][/COLOR]
[COLOR=#60A600][B]Item Quality(%):[/B][/COLOR]
[COLOR=#60A600][B]Experience(#):[/B][/COLOR]
Misc:
[table]
All these start off at 0 in most cases:
[COLOR=#60A600][B]Life Steal(%):[/B][/COLOR]
[COLOR=#60A600][B]Thorns(%):[/B][/COLOR]
[COLOR=#60A600][B]Bash(%):[/B][/COLOR]
[COLOR=#60A600][B]Bonus Revive Life(%):[/B][/COLOR]
[/table]
[COLOR=#60A600][B]Quick Role Description:[/B][/COLOR]
[table]
[R][IMG]http://www.hiveworkshop.com/forums/members/141575-albums3291-picture31245.jpg[/IMG][C][COLOR=#60A600][B]Name:[/B][/COLOR]
Spell Description...
[R][IMG]http://www.hiveworkshop.com/forums/members/141575-albums3291-picture31245.jpg[/IMG][C][COLOR=#60A600][B]Name:[/B][/COLOR]
Spell Description...
[R][IMG]http://www.hiveworkshop.com/forums/members/141575-albums3291-picture31245.jpg[/IMG][C][COLOR=#60A600][B]Name:[/B][/COLOR]
Spell Description...
[R][IMG]http://www.hiveworkshop.com/forums/members/141575-albums3291-picture31245.jpg[/IMG][C][COLOR=#60A600][B]Name:[/B][/COLOR]
Spell Description...
[/TABLE][/TABLE][/HIDDEN]
It's been a while since i last updated the documentation of this project mainly due to I had the project on hold for a while since between school and looking to drastically change some parts of the code. Here is the new Unit Submitting Form.
I reformatted the project a bit to be more open source in the sense that anyone can submit ideas for units. Though the form may look complicated it's not nearly as complicated as telling you to edit a small map to create an item/tower then send it like youtd. Instead it's you just put some values to the stats and explain spell ideas. I'll mix and match and throw things together to create probably one of the most interesting wc3 games ever.
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