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Techie Wars

What should the player combination be in Techie Wars?

  • 3v3 (6 players)

    Votes: 2 22.2%
  • 2v2v2 (6 players)

    Votes: 0 0.0%
  • 4v4 (8 players)

    Votes: 4 44.4%
  • 2v2v2v2 (8 players)

    Votes: 3 33.3%

  • Total voters
    9
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Level 9
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Messages
477
TechieWars_Splash.jpg



"Techie Wars"
A Hero Arena Created by Bane
Idea Factory Post


Disclaimer: This is my map idea (Bane) of the Hiveworkshop.com and you in no
way are allowed to take heroes, abilities, terrain, triggers, or the whole
concept from this thread without my permission.


TechieWars_Divider.jpg


"What is Techie Wars?"

Techie Wars will be a six or eight man (undecided)
Warcraft 3 Custom Map in the Hero Arena genre. The teams will either be
composed of:


  • 3v3 (6 man)
    [*]2v2v2 (6 man)
    [*]4v4 (8 man)
    [*]2v2v2v2 (8 man)
Please vote in the poll of what you
think would be the best composition of players. Whether 6 or 8 people is
better and whether the teams should be split in half or into thirds/fourths.

The players will have a choice of which hero (techie) they play. Some of the
ability concepts include:

  • Mines
    Static (Walk Over)
    Remotely Detonated
  • Rockets
    Global
    Stun
    Homing
  • Suicides
    Jihad
    Suicide
  • Booby Traps
    Trap-Ins (Stuck for a Period of Time)
    Net
    Stun
    Summons Minions
  • Summons
    Summon Helicopter
    Summon Turret
    Summon Tank
  • Main Frame Hacks
    Stat Swappers
    Position Swappers
    Banish
    Active Camo


TechieWars_Divider.jpg


SPLASH_Heroes.jpg


"Techie Wars Heroes"
Heroes are coming.

This is all for now, please vote on how many player slots should be
in the map aswell as the combination of the teams.
More to come!

Cheers,
-Bane


PS: If you vote please take the courtesy to atleast post your thoughts.
 
Last edited:
Level 15
Joined
Dec 18, 2007
Messages
1,098
I think you should give more options for the players. For example, you make a force of 12 players (or 2 forces, 1 host and 11 players). When the game starts, the game should show possible team combinations based on the current players playing (example: 12 players, options: 6 teams of 2/4 teams of 3/3 teams of four/2 teams of 6).
This allows the game to be played with any number of players. Also, the idea is great!
PS: I have not voted.
 
Level 9
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Messages
477
Okay, thank you zack1996; thats a great idea, so the game can be played with any number of people.
 
Level 9
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Messages
477
funny how dota "creates" these minimaps with its heroes. Well anyway it might be a good and fun map. so gl.

what do you meen? This map is not related in any way to DotA.
DotA is an AOS map. None of the abilities are similar to dota, and none of the heroes are similar to dota. what are you talking about.
 
Level 12
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Apr 18, 2007
Messages
1,130
...It's what a Goblin's life is about. You've got to be kidding me, Mr. new flamer with already -7 rep.
 
Level 5
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Messages
199
Off-Topic: Dota was not the first map using suicide.

I thing you should do as Zack1996 said.
 
Level 9
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Messages
477
goblin techies? mines? suicide? cmon you gotta be kiding me...

Get over yourself pal.
DotA was not the first map to have goblin techies. Infact they were from the original Warcraft III but you probably didnt even take the time to play the campaign before coming onto the hive and flaming people. Mines are in so many games i cant count, also from the original Warcraft III. And suicide was also in the original Warcraft III. People said the same thing to icefrog when he was making dota "your copying so and so" look where his game is now. Go get your facts straight. Stop trying to flame people. Learn to spell. Have a nice day.
 
Level 9
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Messages
477
lol.
Okay everyone, the map is going to have 100% trigger enhanced spells, nothing will be done strictly from the object editor. Heres two of the spells from the Grenadier, an example of what the spells will be like; trigger wise:

  • EMP
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to EMP
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of EMP for (Triggering unit)) Equal to 1
        • Then - Actions
          • Set EMP_POS[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
          • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of (Triggering unit)) facing Default building facing degrees
          • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
          • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
          • Wait 0.25 seconds
          • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
          • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
          • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 25.00 damage of attack type Spells and damage type Normal
          • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
          • Wait 0.25 seconds
          • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
          • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
          • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 25.00 damage of attack type Spells and damage type Normal
          • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
          • Wait 0.25 seconds
          • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
          • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
          • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 25.00 damage of attack type Spells and damage type Normal
          • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
          • Wait 0.15 seconds
          • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
          • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
          • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 25.00 damage of attack type Spells and damage type Normal
          • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
          • Wait 0.15 seconds
          • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
          • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
          • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
          • Special Effect - Create a special effect at EMP_POS[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
          • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 200.00 at EMP_POS[(Player number of (Owner of (Triggering unit)))], dealing 100.00 damage of attack type Spells and damage type Normal
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of EMP for (Triggering unit)) Equal to 2
            • Then - Actions
              • Set EMP_POS[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
              • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of (Triggering unit)) facing Default building facing degrees
              • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
              • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
              • Wait 0.25 seconds
              • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
              • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
              • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 50.00 damage of attack type Spells and damage type Normal
              • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
              • Wait 0.25 seconds
              • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
              • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
              • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 50.00 damage of attack type Spells and damage type Normal
              • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
              • Wait 0.25 seconds
              • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
              • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
              • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 50.00 damage of attack type Spells and damage type Normal
              • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
              • Wait 0.15 seconds
              • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
              • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
              • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 50.00 damage of attack type Spells and damage type Normal
              • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
              • Wait 0.15 seconds
              • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
              • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
              • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
              • Special Effect - Create a special effect at EMP_POS[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
              • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 200.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 150.00 damage of attack type Spells and damage type Normal
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of EMP for (Triggering unit)) Equal to 3
                • Then - Actions
                  • Set EMP_POS[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
                  • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of (Triggering unit)) facing Default building facing degrees
                  • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
                  • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
                  • Wait 0.25 seconds
                  • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
                  • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
                  • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 75.00 damage of attack type Spells and damage type Normal
                  • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
                  • Wait 0.25 seconds
                  • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
                  • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
                  • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 75.00 damage of attack type Spells and damage type Normal
                  • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
                  • Wait 0.25 seconds
                  • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
                  • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
                  • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 75.00 damage of attack type Spells and damage type Normal
                  • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
                  • Wait 0.15 seconds
                  • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
                  • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
                  • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 100.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 75.00 damage of attack type Spells and damage type Normal
                  • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
                  • Wait 0.15 seconds
                  • Unit - Create 1 EMP Dummy for (Triggering player) at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
                  • Set EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
                  • Unit - Order EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to Move To EMP_POS[(Player number of (Owner of (Triggering unit)))]
                  • Special Effect - Create a special effect at EMP_POS[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
                  • Unit - Cause EMP_DUMMY[(Player number of (Owner of (Triggering unit)))] to damage circular area after 0.00 seconds of radius 200.00 at (Position of EMP_DUMMY[(Player number of (Owner of (Triggering unit)))]), dealing 200.00 damage of attack type Spells and damage type Normal
                • Else - Actions
  • Arsenal
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Grenadier
      • (Level of Arsenal for (Triggering unit)) Greater than or equal to 1
    • Actions
      • Set ARSENAL_RNDM[(Player number of (Owner of (Triggering unit)))] = (Random integer number between 1 and 100)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Arsenal for (Triggering unit)) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ARSENAL_RNDM[(Player number of (Owner of (Triggering unit)))] Less than or equal to 15
            • Then - Actions
              • Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
              • Unit Group - Pick every unit in (Units within 200.00 of (Position of (Triggering unit)) matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to False) and ((Owner of (Matching unit)) Not equal to (Owner of (Triggering unit))))) and do (Actions)
                • Loop - Actions
                  • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 75.00 damage of attack type Spells and damage type Normal
            • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Arsenal for (Triggering unit)) Equal to 2
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ARSENAL_RNDM[(Player number of (Owner of (Triggering unit)))] Less than or equal to 15
                • Then - Actions
                  • Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
                  • Unit Group - Pick every unit in (Units within 200.00 of (Position of (Triggering unit)) matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to False) and ((Owner of (Matching unit)) Not equal to (Owner of (Triggering unit))))) and do (Actions)
                    • Loop - Actions
                      • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 110.00 damage of attack type Spells and damage type Normal
                • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Arsenal for (Triggering unit)) Equal to 3
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ARSENAL_RNDM[(Player number of (Owner of (Triggering unit)))] Less than or equal to 15
                    • Then - Actions
                      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
                      • Unit Group - Pick every unit in (Units within 200.00 of (Position of (Triggering unit)) matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to False) and ((Owner of (Matching unit)) Not equal to (Owner of (Triggering unit))))) and do (Actions)
                        • Loop - Actions
                          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 145.00 damage of attack type Spells and damage type Normal
                    • Else - Actions
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Arsenal for (Triggering unit)) Equal to 4
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ARSENAL_RNDM[(Player number of (Owner of (Triggering unit)))] Less than or equal to 15
                        • Then - Actions
                          • Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
                          • Unit Group - Pick every unit in (Units within 200.00 of (Position of (Triggering unit)) matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to False) and ((Owner of (Matching unit)) Not equal to (Owner of (Triggering unit))))) and do (Actions)
                            • Loop - Actions
                              • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 180.00 damage of attack type Spells and damage type Normal
                        • Else - Actions
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Level of Arsenal for (Triggering unit)) Equal to 5
                        • Then - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ARSENAL_RNDM[(Player number of (Owner of (Triggering unit)))] Less than or equal to 15
                            • Then - Actions
                              • Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
                              • Unit Group - Pick every unit in (Units within 200.00 of (Position of (Triggering unit)) matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to False) and ((Owner of (Matching unit)) Not equal to (Owner of (Triggering unit))))) and do (Actions)
                                • Loop - Actions
                                  • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 215.00 damage of attack type Spells and damage type Normal
                            • Else - Actions
                        • Else - Actions
PS: The spells will all have 5 levels, i still have yet to change EMP to have 5 unstead of 3.
(And EMP is one of the coolest looking / most unique spells i have ever created/seen, its pretty badass in my eyes. The spell is up for download here:
http://www.hiveworkshop.com/resources_new/spells/1602/
Please rate it, etc.
 
Level 9
Joined
Sep 6, 2008
Messages
477
Because this is in the idea factory it just an idea and im still playing around with the ideas of the game.
There is no promise that i will continue the game, just playing with some ideas. Once i begin full time work on a map i will post it in the map development forum.

-Bane
 
Level 15
Joined
Dec 18, 2007
Messages
1,098
I think you should make the triggers shorter... It would reduce the map size. Use the POWER OF MATH! It rocks :p
I really feel you should complete this project and maybe the heroes can buy some weapons or mines or something. Maybe each class has an ultimate item, say the sapper has C5- The new version of C4, so powerful that it can damage all units on the entire map. Or something.
 
Level 12
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Apr 18, 2007
Messages
1,130
Or something. Like throwing it would deal damage to anything near it as it is thrown, like a target flying with immolation and then when it impacts on it's target it fries everything, making trees tiny pieces of charcoal, and incinerating all corpses nearby. And all units.
 
Level 9
Joined
Sep 6, 2008
Messages
477
Everyone, thank you so much for your input and i appriciate it but i am discontinuing this project because of the following reason:

There are so many Hero Arena's out there, i need something unique.

I am going to be working with a few new ideas for maps that will blow the custom game list off of battle.net.

As of now, techie wars is discontinued. It could be continued once again in the future but i doubt it.

-Bane

PS: Expect something amazing from me in the near future.
 
Level 9
Joined
Sep 6, 2008
Messages
477
Haha I still win! this project failed.

This wasn't a project. This was an idea that would have turned into a project if i had continued it.
It did not fail i decided to discontinue it. I could make this game into something great but i decided not too.
You don't win. Look at your reputation and post count. Look my reputation and post count. Obviously im doing something right. Obviously your doing something wrong. Get off your ass and stop critisizing and flaming projects when you have a project that is equivilant quality wise to a narutu map.

-Bane
 
Level 8
Joined
Jul 2, 2008
Messages
308
You don't win. Look at your reputation and post count. Look my reputation and post count. Obviously I'm doing something right. Obviously your doing something wrong. Get off your ass and stop criticizing and flaming projects when you have a project that is equivalent quality wise to a narutu map.

I know you doing very much something right.
I search many things for other people, but my rep not much as you.
It's because you help people with rep and i help many people that doesn't have 10 rep.
Don't say like that to other user.
Please respect other user.
 
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