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This is my first map I actually finished, so I don`t know what you will think.
At least my friends liked playing it.
It`s generally a normal melee map with the following changes:
- Trees have maximum hit points
- Goldmines have maximum gold
- The creeps in the middle re-spawn after 120 seconds, note that killed creeps also
re-spawn when they are not all dead
- Workers don`t go on the population limit
- You can buy wood bundles at the item shops players can build
Every player has 2 goldmines at the start base and there are three other goldmines in every quarter of the map.
In the middle are 2 goblin-shops, 2 mana- and 2 health-fountains and 2 mercenary-camps.
The teleporters in the cardinal directions go clockwise and not to the opposite site of the map. There is also a tavern in every base.
Epic for human or orc player!
Play as undead you will find it bad!
Play as night elf you will find it terrible!
Also you should remove Do Nothing from your triggers because there is no need for it!
Triggers need optimization as well, I will try to show you how it should look like and replace 10 with 1 or 2 triggers!
EDIT:
Here you go your item drop system for now!
ItemDropSystem Kobas
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Neutral Hostile
Actions
Set TempPoint = (Position of (Triggering unit))
Item - Create (Random level (Level of (Triggering unit)) Any Class item-type) at TempPoint
Custom script: call RemoveLocation(udg_TempPoint)
EDIT 2:
Melee Initialization Kobas
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
Set NeutralHostileUnit[1] = Eredar Warlock 0065 <gen>
Set NeutralHostileUnit[2] = Felguard 0068 <gen>
Set NeutralHostileUnit[3] = Felguard 0066 <gen>
Set NeutralHostileUnit[4] = Felguard 0067 <gen>
Set NeutralHostileUnit[5] = Felguard 0069 <gen>
Set NeutralHostileUnit[6] = Fel Ravager 0073 <gen>
Set NeutralHostileUnit[7] = Fel Ravager 0072 <gen>
Set NeutralHostileUnit[8] = Fel Ravager 0071 <gen>
Set NeutralHostileUnit[9] = Fel Ravager 0070 <gen>
For each (Integer i) from 1 to 9, do (Actions)
Loop - Actions
Set TempPointArray[i] = (Position of NeutralHostileUnit[i])
Spawn Trigger Kobas
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
For each (Integer i) from 1 to 9, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(NeutralHostileUnit[i] is dead) Equal to True
Then - Actions
Unit - Create 1 (Unit-type of NeutralHostileUnit[i]) for Neutral Hostile at TempPointArray[i] facing Default building facing degrees
Else - Actions
I hope that you will understand how this work!
If you have questions be free to ask (VM/PM or posting question here as well)
P.S. I uploaded your map with fixed triggers to save you some time
P.P.S For larger number of spawned units (different units, different time and so on) coding like this way will be fail, you will need complex systems instead!
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