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Techtree Contest #12 - Evolution

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Level 7
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Now whip me up with some of your WIPs so I don't feel like a loner.

Tell you what, I'll drop a third WIP screenshot. Here's a somewhat-battered army of Shadefrost Nerubians fighting against their natural enemy, the Undead.
Warcraft III 6_23_2018 10_43_41 PM.png
 
Seems unfortunate to lose people. I've been working with Spellbound, and he's ahead of me in terms of team work done and progress, but I've started getting things done to contribute on the weekends.

Ya gotta look inside yourself. (Isn't that a quote from somewhere?)
 
Level 7
Joined
Feb 10, 2016
Messages
59
Well, here's my first draft:
Banner.png
When Azjol-Nerub fell to the Undead Scourge, a select group of Nerubians chose, rather than defending their home to the death, to flee past the Icecrown Glacier. There, in the shadows of the icy mountains, they carved out a series of tunnels in the Shadefrost Ice Sheet, eventually burrowing even further down into the rocky depths. With their technology and craftsmanship so far behind them, these Nerubians realized that they would need to change their way of life in order to stand a chance at revenge. Substituting their flesh for their masonry, they began to experiment and alter their own physiology, allowing them to breed at even greater paces than before, and even mutating themselves into more monstrous and animalistic forms. Capturing and breeding a nest of Arachnathids to round out their forces, these new Shadefrost Nerubians have at last surfaced and begun spreading throughout the world, determined to drive all who stand before them, especially the hated Undead, to total extinction.
Using the Shadefrost Nerubians

Understanding the Gameplay

Units

Heroes

Strategy


The Shadefrost Nerubians use only six structures:
  1. Bastion (main base with 2 upgraded forms, and also standard upgrades)
  2. Ziggurat (food source, upgrades into 2 different towers)
  3. Altar of Shadefrost (makes heroes)
  4. Reliquary (item shop and lumber dropoff)
  5. Sculptuary (enables spellcasters and upgrades them)
  6. Hatchery (creates Arachnathid eggs, has upgrades)
Aside from the Altar and Hatchery, you won't use structures to build your army. Instead, the majority of your units will either be laid in an egg by one of your units, or evolve in a cocoon from one of your units. You can easily tell the eggs and cocoons apart by their color.
The basic units of your army evolve into each other in a linear fashion. Some of the more specialized troops will either branch off of that line, or be acquired in a different way.
The Ziggurat and Bastion are summoned by your basic Melee and Ranged unit, respectively. The other structures will require you to sacrifice one of your worker units.



Collector.png
Vanguard.png
Stinger.png

Laid by VanguardEvolves from CollectorEvolves from Vanguard
Total cost: 75 gold 1 foodTotal cost: 140 gold 2 foodTotal cost: 200 gold 35 lumber 3 food
The basic worker unit of the Shadefrost Nerubians.
  • Evolve to Vanguard: Spend 65 gold to evolve this unit into a Vanguard.
  • Summon Foundation: Places a foundation at a target location. Once the foundation is placed, this unit can be sacrificed to summon a structure into the foundation.
  • Restore: Repairs mechanical units and structures. Costs resources.
  • Gather: Mines gold from gold mines. Can't harvest lumber.
Primary troop and lumber harvester.
  • Lay Collector: Spend 75 gold to lay an egg that hatches into a Collector.
  • Evolve to Stinger: Spend 60 gold and 35 lumber to evolve this unit into a Stinger.
  • Evolve to Bombarder: Spend 75 gold and 40 lumber to evolve this unit into a Bombarder. Requires you to upgrade your Bastion into a Bulwark first.
  • Summon Ziggurat: Spend 125 gold and 50 lumber to summon a Ziggurat at a target location. Ziggurats provide 8 food, and can be upgraded into towers.
  • Gather: Harvests lumber from trees. This harvesting is at double speed, like how Ghouls do it.
Basic ranged troop.
  • Lay Corruptor: Spend 130 gold and 20 lumber to lay an egg that hatches into a Corruptor. Requires a Sculptuary.
  • Evolve to Brood Queen: Spend 80 gold and 20 lumber to evolve this unit into a Brood Queen. Requires a Hatchery.
  • Summon Bastion: Spend 385 gold and 185 lumber to summon a Bastion at a target location. Bastions act as both Town Hall and Blacksmith for Shadefrost Nerubians, allowing resources to be dropped off and core upgrades to be completed.
  • Poison Sting: Deals minor damage over time to organic enemies.
  • Web: Binds air enemies to the ground. Requires a research from the Hatchery.


Bombarder.png
Corruptor.png
Fireshaper.png

Evolves from VanguardLaid by StingerEvolves from Corruptor
Total cost: 215 gold 40 lumber 3 foodTotal cost: 130 gold 20 lumber 2 foodTotal cost: 180 gold 70 lumber 3 food
Basic flying unit with a ranged attack.
Primary spellcaster.
  • Parasite: Deals 5 damage per second. If a unit dies with this buff, it spawns a Scarab.
  • Shadow Blend: Turns a unit invisible, while slowing and regenerating it. The unit becomes visible while attacking or spellcasting, but only for a moment. Requires Adept training.
  • Merge: Permanently combines with an Arachnathid to form an Injector. Requires Master training.
  • Evolve to Fireshaper: Spend 50 gold and 50 lumber to evolve this unit into a Fireshaper. Requires a Reliquary.
Long range siege unit with splash damage. Can't attack at close range.
  • Permanent Immolation: Burns nearby enemies for 10 damage per second.
Brood Queen.png
Seer.png
Arachnathid.png

Evolves from StingerLaid by Brood QueenLaid by Hatchery
Total cost: 280 gold 55 lumber 4 foodTotal cost: 160 gold 20 lumber 2 foodTotal cost: 200 gold 80 lumber 3 food
Tactical ranged unit that can be upgraded to serve a siege role.
  • Lay Seer: Spend 160 gold and 20 lumber to lay an egg that hatches into a Seer. Requires a Sculptuary.
  • Brood Spawn: Summons 2 Scarabs. These Scarabs can help divert damage from your more important units.
  • Poison Sting: Deals minor damage over time to organic enemies.
Support spellcaster.
  • Inner Frost: Increases a friendly unit's attack damage, and regenerates their mana when nearby units cast spells.
  • Spell Shield: Removes negative buffs from friendly units, and heals them by 25 per buff. Also blocks the next spell cast on those units, but this shield only lasts 20 seconds. Requires Adept training.
  • Liquid Energy: Speeds up friendly units, but disables their abilities. Requires Master training.
  • True Sight: Can see invisible and burrowed units.
Armored short-range unit. Its eggs are laid by the Hatchery, instead of by a Shadefrost Nerubian unit.
  • Noxious Blast: Deals damage over time to a target and nearby enemies.
  • Burrow: Digs underground, becoming invisible and regenerating faster. Requires a research from the Hatchery.
  • Merge: Permanently combines with a Corruptor to become an Injector. Requires Corruptor Master Training.


Injector.png
Sky Palace.png

Merge Corruptor and ArachnathidBuilt by Collector
Total cost: 330 gold 100 lumber 5 foodTotal cost: 375 gold 175 lumber 8 food
Fast and heavily armored melee attacker. Complicated to make, but superior in ground combat.
  • Noxious Blast: Deals damage over time to a target and nearby enemies, and slows them.
  • Burrow: Digs underground, becoming invisible and regenerating faster. Requires a research from the Hatchery.
Heavily armored anti-air structure with a much weaker attack versus ground units.
  • Genocide Gas: Damages all units, friend or foe, underneath this unit. Ignores spell immunity. Requires a research from the Sculptuary.


Heroes.png
Warrior Hero, skilled at defending allied units and absorbing damage.
Mystical Hero, counterpart to the Undead Lich.
Cunning Hero, adept at manipulating large battles.
Vicious Hero, capable of quickly killing groups of enemies and chasing down important targets.
Ice Fissure.png
Ice Fissure
Warp Bolt.png
Warp Bolt
Scream.png
Scream
Pursuit.png
Pursuit
Can be cast two different ways:
Target a point to create an arc of ice, dealing damage to all enemy ground units within.
Target an enemy ground unit to create a cross of ice, dealing double damage to the target and half damage to all other enemy ground units within.
Either way, all units damaged by this spell have their attack damage reduced for 10 seconds.
  • Level 1 - 50 base damage, 10% damage reduction.
  • Level 2 - 100 base damage, 20% damage reduction.
  • Level 3 - 150 base damage, 30% damage reduction.
Short-range blast of darkness that reduces the movement and attack speed of the target and all nearby hostile units.
  • Level 1 - Slows movement speed by 30% and attack speed by 30% for 10 seconds.
  • Level 2 - Slows movement speed by 40% and attack speed by 45% for 12 seconds.
  • Level 3 - Slows movement speed by 50% and attack speed by 60% for 14 seconds.
The Venom Widow lets loose a powerful blast of sound in a target area. For 10 seconds, friendly units in the area gain armor and life regeneration, while hostile units are slowed.
  • Level 1 - 3 armor and 5 life per second, 30% attack rate.
  • Level 2 - 4 armor and 7 life per second, 40% attack rate.
  • Level 3 - 5 armor and 10 life per second, 50% attack rate.
The Predator digs into the ground and tunnels towards a target, damaging enemy ground units in the way and pushing them aside. If the Predator hits an enemy ground unit head-on at the end of the tunnel, that unit takes extra damage and is stunned for 3 seconds.
  • Level 1 - 25 damage during the tunnel, 75 damage at the end.
  • Level 2 - 50 damage during the tunnel, 150 damage at the end.
  • Level 3 - 75 damage during the tunnel, 225 damage at the end.
Coiling Darkness.png
Coiling Darkness
Torment.png
Torment
Venom Stream.png
Venom Stream
Crimson Energy.png
Crimson Energy
Teleports friendly units in the target area to the Guardian one by one, healing them in the process. The amount of healing increases with each teleport. Each unit teleported costs an extra 25 mana, and the spell will stop if the Guardian runs out of mana.
  • Level 1 - First heal is for 50 life, adds 10 each time.
  • Level 2 - First heal is for 80 life, adds 20 each time.
  • Level 3 - First heal is for 130 life, adds 30 each time.
Strikes a target unit with a bolt of dark lightning, dealing damage based on the number of debuffs the target has.
If the target has a debuff that stuns, slows, or snares it, nearby hostile units will flee in fear, unable to fight.
  • Level 1 - 100 base damage, 50 per debuff. Fear lasts for 5 seconds.
  • Level 2 - 150 base damage, 75 per debuff. Fear lasts for 7 seconds.
  • Level 3 - 200 base damage, 100 per debuff. Fear lasts for 10 seconds.
Periodically causes the Venom Widow's attack to unleash a blast of venom at enemy units in a line that deals 20 initial damage, and 5 damage per second over 5 seconds. Drains mana for each blast.
  • Level 1 - 5 second cooldown.
  • Level 2 - 4 second cooldown.
  • Level 3 - 3 second cooldown.
Increases the Hero's attack rate for a short amount of time. If the Hero kills an enemy unit while this spell is in effect, its cooldown will be reset.
  • Level 1 - 40% bonus for 8 seconds.
  • Level 2 - 100% bonus for 10 seconds.
  • Level 3 - 175% bonus for 12 seconds.
Inciting Aura.png
Inciting Aura
Soul Haze Aura.png
Soul Haze Aura
Mana Bleed.png
Mana Bleed
Draining Whirl.png
Draining Whirl
Increases the life regeneration rate of nearby friendly units. When an enemy attacks a unit under the effect of this aura, they have a chance to be forced to attack the Guardian.
  • Level 1 - 5% chance to taunt, minor regeneration bonus.
  • Level 2 - 10% chance to taunt, moderate regeneration bonus.
  • Level 3 - 15% chance to taunt, greater regeneration bonus.
Increases the mana regeneration of nearby friendly units when nearby friendly units are being attacked. When a nearby friendly unit dies, the Dark Elder will have the cooldown of one of his abilities reset.
  • Level 1 - Lesser mana regeneration.
  • Level 2 - Moderate mana regeneration.
  • Level 3 - Greater mana regeneration.
When the Hero is attacked by a unit with mana, a small amount of mana will be transferred from that unit to the Hero. Also increases the Hero's Intelligence.
  • Level 1 - Transfers 2 mana, 3 bonus Intelligence.
  • Level 2 - Transfers 4 mana, 4 bonus Intelligence.
  • Level 3 - Transfers 6 mana, 5 bonus Intelligence.
Gives a 15% chance with each attack to deal damage to all nearby ground enemies. Heals the Predator for half of the damage dealt to non-mechanical units.
  • Level 1 - 25 damage.
  • Level 2 - 60 damage.
  • Level 3 - 100 damage.
Summon Ice Titan.png
Summon Ice Titan
Abyss Well.png
Abyss Well
Terminal Injection.png
Terminal Injection
Blood Storm.png
Blood Storm
Summons a powerful Ice Titan. The Ice Titan is immune to magic, has Bash, and deals Siege damage. It can also use its mana supply to heal your Heroes and restore their mana.
Lasts 120 seconds.

If the Guardian has Inciting Aura, and the Ice Titan is standing in it, units that attack the Guardian have a chance to be taunted by the Ice Titan.
Creates a sphere of darkness that damages everything based on how close it is to the center. Units that get too close are pulled in.
The sphere and its area grow as more damage is dealt, and it will slowly move towards the Dark Elder. Be careful not to channel the spell for so long that the caster is killed!
Injects one of your ground units with a powerful and dangerous stimulant. The stimulant increases the unit's attack rate by 75%, makes it move faster, causes it to regenerate 10 life per second, and makes it immune to magic for 1 minute. When the stimulant wears off, the unit dies instantly.
Cannot be used on Heroes or Mechanical units.
Unleashes a whirling storm of blood towards a target point. The storm's target point can be changed during the spell's duration. After reaching its target, the storm will move towards the Predator until it is re-targeted. Enemy units caught in the storm will take 100 damage per second.
Lasts 12 seconds.


  • The total amount of time that it takes to make a Shadefrost Nerubian unit is longer than normal. However, you can turn this around through clever micromanagement. For instance, to get a Vanguard faster, you can have a Vanguard lay a Collector egg, then immediately have one of your Collectors evolve into a Vanguard. Now, instead of a 27 second turn-around time, you get your Vanguard in 7 seconds and replace your Collector in 20 seconds!
  • Time your egg-laying and evolution around your battles! Before going into battle, have your units lay eggs to replenish the forces you will lose. After battle, have your injured units evolve, and the resulting units will be at full health. If you've researched Resilient Shells, you can do some of this mid-battle, since your normally Unarmored eggs and cocoons will get Fortified armor.
  • Usually, the Shadefrost Nerubians want their Heroes close to the front line, taking damage in place of the regular units. Be sure to keep your Heroes stocked with healing items!
  • If you wall off part of your base using your Ziggurats, be sure to summon your Altar of Shadefrost and your Hatchery outside of the wall. Otherwise, the units they produce may become trapped.


  • Vanguards are the real key unit to maintaining your army, even if you're not putting them on the front lines. Keep on laying more Collectors, and keep on evolving those Collectors into Vanguards, to ensure you have a steady supply of troops.
  • You usually don't want Vanguards in your army during Tier 2, since Arachnathids and Brood Queens can handle the front better. At Tier 3, on the other hand, the Vicious Claws upgrade makes them relevant again.


  • Be choosy about when you have Web turned on. If you have Sky Palaces in the back, it's better not to Web weaker flying units, since the Palaces can obliterate them in the air. You might still want to Web enemy Frost Wyrms and Dragonhawk Riders, since they are strong against Sky Palaces.
  • If your opponent isn't using Mechanical units, a hit-and-run strategy can help you get the most out of Poison Sting, especially once you've upgraded it to slow enemies.


  • Bombarders take a while to hatch, and they're most effective when you have a lot of them, so maintaining a large supply of Vanguards to transition into them is essential.
  • Bombarders attack slowly, so watch your timing if you're doing a hit-and-run with them.


  • Shadow Blend is a very useful tactical spell, especially for units that are slow and vulnerable. Using it on your Fireshapers can make your siege attacks very difficult for enemies to deal with, for instance. Don't waste Shadow Blend on cheap units, because it isn't worth it.
  • Keep in mind that Merge takes 100 Mana to use. If it all gets spent on Parasites, you might have a hard time transitioning into Injectors. You can mitigate this problem by getting the Magenesis upgrade.


  • Permanent Immolation might not seem very useful for a siege unit, but it can help prevent the Fireshaper from being picked off by enemy melee units, if you think fast. Use your other troops to pin the melee units close to the Fireshaper when they move in to attack it, then use the added damage to focus them down.


  • Brood Spawn might be on Autocast, but sometimes you can time your Scarabs better by casting it manually.
  • Scarabs will chase enemies down, but eventually they will come back to the place they were summoned. Since they're expendable, it's worth taking a moment to select them all and order them to attack, so they won't return to you at an inopportune moment.
  • The Ram upgrade can let you use Brood Queens as a siege unit, but this will backfire against Orcs with the Spiked Barricades upgrade. If you still must use them this way, try having just one Brood Queen ram the building while a bunch of your ranged units (such as Fireshapers) hit it from safety.


  • It's usually better to cast Spell Shield on your units right before battle, even if you miss out on some healing this way. Your opponent will have a harder time picking targets that don't have a shield amidst the crowd.
  • Inner Frost is useful and all, but try to save some mana for Liquid Energy! Liquid Energy is especially useful for empowering units that don't rely on abilities, such as Vanguards and Scarabs.


  • Hit your enemies early with Noxious Blast, so that the damage will have as much time as possible to pile up.
  • Despite having a ranged attack, Arachnathids work great on the front line. Their armor is high, and if they take too much damage, you can just Burrow them and let them regenerate in safety.


  • Injectors might be a pain to get, but make no mistake: they are the true masters of melee combat, especially once the Vicious Claws research is complete. Hit the enemy with the improved version of Noxious Blast to keep them from escaping, then just let their attacks do the rest.
  • Burrow is even more important for Injectors, since that's a more expensive unit that you're rescuing. Keep an eye on their life, and don't be afraid to pull them out of combat if things are looking dicey.


  • This is the only Mechanical unit that the Shadefrost Nerubians use, and it's worth repairing them if they get battered. Each Palace is a big investment on your part. If you're a StarCraft player, think of them as your Battlecruisers.
  • Sky Palaces are the only flying unit that has Heavy armor, which means that traditional anti-air isn't all that effective against them. If your opponent tries to focus-fire a Sky Palace with Archers or something, fly right on top of them and use Genocide Gas. You should survive long enough to destroy them.

This is the second version of the Shadefrost Nerubians, and the map file is attached. I don't have a replay for it right this second, but I can create another if there's demand for it. This is most likely my final version, unless something unforseen comes up.
I'm working on a campaign-style map that teaches how to play as the Shadefrost Nerubians, but it won't be done by the end date. It's not part of the contest, anyway, but it might be fun for some.

Update:

alfredx_sotn:
Chaos Spider Model
Nerubian Egg Icon
Nerubian Egg Model
Nerubian Stinger Model
AlienAtSystem:
Circle Buffs Model
Alok:
Nerubian Worker Model
-Berz-:
Frost Spell Icon
Nether Bolt Icon
Blood Raven:
Black Pendant Icon
Burning_Dragoon5:
Ice Elemental Model
Nerubian Flying Bombarder Model
Callahan:
Nerubian Guard Model
Nerubian Widow Model
Radioactive Cloud Model
CRAZYRUSSIAN:
Blood Pool Icon
Frost Shock Icon
CreatorD3292:
Energy Shield Model
crl:
Blood Cloud Model
Daelin:
Frozen Mana Model
dansaDisco:
Water Stuff Icon
Darkfang:
Arcane Blast Icon
Hatchery Egg Icon
Monstrous Armor and Nerubian Chitin Icons (co-credit Blizzard)
Volatile Waters Icon (co-credit Blizzard)
D.ee:
Mana Breathe Icon
dhguardianes:
Green Ring Model
flying sheep:
Spider Strength 2 Icon
Ginufe:
Poison Dagger Icon
-Grendel:
Crypt Mother Icon
Crypt Mother Model
Nerubian Elder Model
Nerubian Infector Model
Nerubian Youngling Model
Hellx-Magnus:
Eye Of Shadows Icon
Nerubian Scepter Icon
Plague Nova Icon
Hermit:
Empathic Bond Model (co-credit Blizzard)
infrenus:
Plague Spreader Icon and Model
JesusHipster:
Venomous Gale Model and Buff Model
JetFangInferno:
Aqua Spike Model
Blood Tornado Model
Dark Lightning Model
JollyD:
Green Stone Icon
kellym0:
Acid Spew Model
KelThuzad:
Sonic Blast Icon
Kenntaur:
Blood Beetle Model
Kino:
Instant Whirl Model
-Kobas-:
Mana Orb Icon
kola:
Arcane Bolt Icon
Lelling:
Noxious Fumes Icon
Marcos DAB:
Conjuring Webs Icon
Scaled Egg Icon
MatiS:
Nerubian Building Pack
Muoteck:
Nerubian Widow Icon
NFWar:
Acid Bottle Icon
NightSkyAurora:
Cosmic Insperation (sic) Model
Nudl9:
Tremor Icon
OgeRfaCes:
Purple Orb Icon
Paladon:
Blind Eye Icon
Palaslayer:
Blade Storm Icon
PeeKay:
Acid Stinger Icon
Law of Blood Icon
Law of Blood Model
Magic Shield Icon
Nerubian Elder Icon
Punish Icon
Punish Model
Tiger Strike Icon
Viper Icon
Pyritie:
Darkness High and Uber Models
s4nji:
Ice Incinerate Buff Model
Sellenisko:
Dark Elf Aura Icon
Dark Elf Aura Model
The Panda:
Ice Fissure Icon
Nerubian Icon Pack
Saturation Icon
Sparkle Icon
Thrikodius:
Warp Dark Caster Model
Warp Dark Target Model
UgoUgo:
Orb of Corruption Model
Water Enchant and Buff Models
valkemiere:
Ice Slam Model
VaLkYroN:
Total Darkness Icon
Vortigon:
Dark Orb Model
WaremDarkslayer:
Watery Fog Model
WILL THE ALMIGHTY:
Black Hole Model
Windrunner29:
Nerubian Building Icon Pack
xyzier_24:
Void Skull Aura Model

The rest is either made by me or Blizzard.
Update 2:

Shadefrost Foundations will now vanish if the Collector that made them is killed before it can be sacrificed.
If you try to select a Shadefrost Foundation, it will select the Collector that made it instead.
Made some balance changes:
  • Arachnathid and Injector upgrades nerfed. Burrow takes longer to research, and Enhanced Metabolism doesn't add as much mana regen.
  • Bombarders deal piercing damage, have a faster attack, and have a few more HP.
  • Brood Queen deals less damage with her ranged attack, and no longer regenerates faster than other units.
  • Fireshaper attacks faster.
  • Stinger attacks more slowly and does less damage.
  • Vanguard has an extra point of armor.
  • Heroes other than Dark Elder have less base attack speed.
  • Predator deals slightly less damage with each attack.
  • Venom Widow and Guardian start with slightly higher attributes.
 

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Last edited:
Level 7
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Feb 10, 2016
Messages
59
I really like your presentation, but even the desktop version of the site doesn't show the full images; they are too big (maybe?).
I'm looking at it from my desktop right now, and I can see the full images. I cropped most of them down to help them fit on the page. The unit images are supposed to be 256x256 squares, and that's how I see them. If you're seeing something different, maybe take a screenshot and I can try to figure out what's amiss.
 
Level 7
Joined
Feb 10, 2016
Messages
59
I'm having the same size problem. This is what it looks like in my desktop:
Well, that's how it's supposed to do it. It looks like your desktop is smaller than mine, though, so you might have to zoom out in your browser to see everything.
Love the entry format, compare that to mine and it'll be like comparing an ant to a wasp.
Aww, thanks! Still, it's not the entry format that wins the contest. I hope some people will actually try the Shadefrost Nerubians out and give me feedback.
Side note, I've tried out the Wellings a few times, but so far I haven't been able to identify why I get lag spikes with them. Maybe it's just my computer. I'll check the code while I'm putting the finishing touches on my own race.
 
Yea, I'm aware of the lag spikes. My computer sometimes experience it too. Maybe I use too much global timers. I had to use them because I've found no workarounds for its triggers.

Computer is in a defragment schedule and probably will be done by tomorrow. I'll play your race once that's done (right now, my computer is loaded with months of no defrag).
 
Level 7
Joined
Feb 10, 2016
Messages
59
Is it too late to enter into this?
I don't think it's too late to enter, but you'll have less time to work with than the rest of us. Even so, I look forward to what you make!

Oh yeah, xYours Trulyx, I found a couple bugs with the latest version of the Wellings.
First bug: When a spire shard turns into a spire, it always forces the controller to select that spire, even if they weren't selecting the shard at the time.
Second bug: If you upgrade to an extractor spire, get it harvesting, then convert it back to a normal spire, it will keep on harvesting! You can even upgrade it into a different building from there, and it will still keep harvesting.

Also, I'm not sure if it's supposed to cost gold and lumber to convert spires back to normal. I wouldn't think so, but right now it costs 30 gold and 20 lumber to do so, just like building a Farm.
There's a lot to look at with the code, since your programming style is very different than mine. I've found tons of possible little optimizations, several involving the use of hashtables where you've been using arrays, but pinning down exactly where the lag spikes are coming from is tricky. I'll keep looking, though. I feel like I owe you one for keeping the thread alive while the rest of us were building our races.
 
Is it still too late to enter into this?
I want to make a bandit race.
Bandits? Like, human bandits? Curious to see how they evolve.

First bug: When a spire shard turns into a spire, it always forces the controller to select that spire, even if they weren't selecting the shard at the time.
This was intentionally put into the trigger to help with early game. Completing a spire shard removes the shard and therefore removes it from the player's selection. The trigger will help re-select the spire as it's rather cumbersome to select it back on your own.

Second bug: If you upgrade to an extractor spire, get it harvesting, then convert it back to a normal spire, it will keep on harvesting! You can even upgrade it into a different building from there, and it will still keep harvesting.
Oh wow, a rather tedious bug if I do say so myself. Fixed. Good find tho :)

Also, I'm not sure if it's supposed to cost gold and lumber to convert spires back to normal. I wouldn't think so, but right now it costs 30 gold and 20 lumber to do so, just like building a Farm.
I remembered this one a month ago. Forgot about it when I got called by my parents to do chores. It's now free to disenchant orbs.

There's a lot to look at with the code, since your programming style is very different than mine. I've found tons of possible little optimizations, several involving the use of hashtables where you've been using arrays, but pinning down exactly where the lag spikes are coming from is tricky. I'll keep looking, though..
Yeah, I use probably the simplest way to make triggers as I'm kinda good at it. I can't Jass, I don't know how to use hashtables, but I know how to properly index things (maybe). My bet is on the timers that I often use that causes the lag spikes.

I feel like I owe you one for keeping the thread alive while the rest of us were building our races.

I haven't thought of it that way before. Feels like I just spam the crap out of my WIPS to fill the thread with filler :p

@EternalOne Also, I tried playing your race today but for some reason, I can't start it. It just brings me back to the map selection when I try to play it.
 
Level 7
Joined
Feb 10, 2016
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This was intentionally put into the trigger to help with early game. Completing a spire shard removes the shard and therefore removes it from the player's selection. The trigger will help re-select the spire as it's rather cumbersome to select it back on your own.
Pardon me for being so blunt, but that's a bad way to handle it. The correct way to handle it is, right before you remove the shard, make a Player Group of all the players that had that shard in their selection. Then, remove the shard and add the spire. Last, pick every player in that group you just made, and add the new spire to their selection. To avoid memory leaks, you should call DestroyForce() on the group after all that is finished.

@EternalOne Also, I tried playing your race today but for some reason, I can't start it. It just brings me back to the map selection when I try to play it.
When I read this, I had a different computer download the map and play it. It worked just fine on that other computer, which means that the problem is probably on your end. Try re-downloading the map, or, if that still doesn't solve it, try opening it in World Editor and testing the map, then substitute the resulting test map in for the one you downloaded. These are things that I've tried when I had this problem after downloading a map.
 
Pardon me for being so blunt, but that's a bad way to handle it. The correct way to handle it is, right before you remove the shard, make a Player Group of all the players that had that shard in their selection. Then, remove the shard and add the spire. Last, pick every player in that group you just made, and add the new spire to their selection. To avoid memory leaks, you should call DestroyForce() on the group after all that is finished.

I just use this:
  • Selection - Add (Last created unit) to selection for (Owner of UPG_Building)
I mean, you can't upgrade the shard without it being in your selection. Simple, but I think it's not a problem and works correctly.
 
Level 7
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I just use this:
  • Selection - Add (Last created unit) to selection for (Owner of UPG_Building)
I mean, you can't upgrade the shard without it being in your selection. Simple, but I think it's not a problem and works correctly.
There are three problems with this:
  1. If you've shared your unit control with an ally and they tell your shard to upgrade, it would add the spire to your selection, but not theirs.
  2. If an enemy is selecting the shard to see what it does, the resulting spire wouldn't appear in their selection.
  3. This is the big one: Ever heard of Shift-ordering? If you hold the Shift key while you issue an order, the unit(s) will wait until their current order is done, then follow the order you gave them. You can even queue up several orders in a row this way. If someone Shift-orders a shard to upgrade, then deselects it and goes on to other things, the spire would be added to their selection at an incorrect time. This is what I was doing when I found the selection bug, by the way.
You don't have to change how you handle this if you don't want to, but the judges will be trying to break your race however they can. They will spot this stuff. It's better to make your code foolproof.
 
There are three problems with this:
  1. If you've shared your unit control with an ally and they tell your shard to upgrade, it would add the spire to your selection, but not theirs.
  2. If an enemy is selecting the shard to see what it does, the resulting spire wouldn't appear in their selection.
  3. This is the big one: Ever heard of Shift-ordering? If you hold the Shift key while you issue an order, the unit(s) will wait until their current order is done, then follow the order you gave them. You can even queue up several orders in a row this way. If someone Shift-orders a shard to upgrade, then deselects it and goes on to other things, the spire would be added to their selection at an incorrect time. This is what I was doing when I found the selection bug, by the way.
You don't have to change how you handle this if you don't want to, but the judges will be trying to break your race however they can. They will spot this stuff. It's better to make your code foolproof.

Meh, I guess it's back to work.

Also, I found out why I can't play your race. Your version of Warcraft is too damn high for me.
 

The Wellings


Construction is quite tricky, since the backswing is completely instant, so an accidental press could mean construction at the wrong place.

Also, there is a collision in Key mapping when constructing with Welling Spire (Pillar of the Loch over Prestige Well)

Is it possible to preload the race first? Lag spikes are present when creating the units.
 

The Wellings


Construction is quite tricky, since the backswing is completely instant, so an accidental press could mean construction at the wrong place.

Also, there is a collision in Key mapping when constructing with Welling Spire (Pillar of the Loch over Prestige Well)

Is it possible to preload the race first? Lag spikes are present when creating the units.

Want me to put a backswing timer to the cast? Cause I have no more ideas left on how to make it delayed.

That's Warcraft. I didn't find any work around for this.
Oh you meant the hotkeys? I'll fix that in the next update.

I don't exactly know how to preload. If you could give me the triggers for this, I'd happily put it in the race.
 
Last edited:
I think it was the list of abilities and such that caused delays in creation of units. My suggestion is to create and remove units with those abilities on map Initialization.

JASS:
function InitTrig_<> takes nothing returns nothing
    local unit u = CreateUnit(player, unitId, x, y, facing)
    call RemoveUnit (u)
    ...
    set u = null
endfunction

As for the shard, there is a cast point and a backswing point for it, located in the Art section (I think)
 
A swarm of air targeting units invading the undead base. There were plenty of them, because of a certain ability mechanic that I introduced to the main units, but that was in debug mode (When the main unit dies, ~5 copies of the main unit spawn with 50% hitpoints and ~400% attack speed, A.K.A hax+).

I'll post yet another WIP of the map with updated models, icons, and such.
 
A swarm of air targeting units invading the undead base. There were plenty of them, because of a certain ability mechanic that I introduced to the main units, but that was in debug mode (When the main unit dies, ~5 copies of the main unit spawn with 50% hitpoints and ~400% attack speed).

I'll post the map with updated models, icons, and such.

Is that the ultimate unit? Seems pretty OP to me (referring to the 400% attack speed) to be a basic tier unit. Do they have a lifespan or are they going to be permanent copies?
 
Level 21
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Jul 27, 2008
Messages
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I still haven't gotten any feedback on mine
Ah, I see the things haven't changed much. Pretty much the main reason why I want to test races because other than other contestants nobody does it. Well even contestants don't alwys do it unless you do it to them first. Don't even get me started on the polls.

Though I was aiming to do it durring the poll but sure I probably could take a look. Will probably need to check if my Wc3 is updated anyway.

@Kyrbi0
I took a year or so from the website (or was it longer?). Never got used to the whole "Hive 2" wibe and I have lost interest in Wc3. But now it is summer so I have some free time and well had to visit the last existing thing on this site that I like. I don't plan to compete cuz two weeks is not enough time with my very limited codding skills.

I am on Discord though, even if I keep Hive muted. And pretty sure we share also Minimage's server, the one about his story.
 
Level 7
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Messages
59
@xYours Trulyx Sorry about that, but I had to use a recent patch. There are a bunch of abilities in my race that dynamically change their icons and tooltips, and that's not something you could do in earlier patches, as far as I know. It also simplified the special effects of some abilities in a big way.

Normally I'd suggest playing it on the PTR if you don't want to update your core installation, but you mentioned having limited drive space on your computer. You have my honest sympathies. I hope you get some windfall one of these days that lets you buy a better computer.
 
@xYours Trulyx Normally I'd suggest playing it on the PTR if you don't want to update your core installation, but you mentioned having limited drive space on your computer..

I didn't remember saying that I have limited drive space on my computer. Did I? I don't know. Probably not. I actually have about 40 GB left on both Local Disk C and D. It's just my lousy internet that would make downloading the new patch takes days.
 
Level 13
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Sep 26, 2017
Messages
159
I should've know beforehand that I would drop out.
Yes, there's a reason: my concept doesn't seem what I was initially planned on doing anymore, and the idea for it has burned out, as I've worried.

I am quite sorry for stopping at 80% of completion, honestly, but I gotta pass my remaining luck on to the other contestants. Can't find the process of creating this concept satisfying anymore, and can't force myself to do it.
I will post my makrura concept in the near future as a separate map if I'll find myself willing to do so.

But there is definitely a bright side to this: to achieve at least half my concept, I've forced myself to learn quite a bit of modelling and some 2D stuff, like icons and skins. Although the icons I made for my race may not be of much use, I'll post them anyway sometime later I guess. And I got a hang at making custom SFX. Thanks to that push, I found myself capable of achieving another concept I've planned on for about a year.

Thank you, Spellbound, for hosting this contest.
 

Kyrbi0

Arena Moderator
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Messages
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I should've know beforehand that I would drop out.
...

Thank you, Spellbound, for hosting this contest.
While it's always a shame to see such happen, this is the real fruit of these Contests; self-improvement, self-actualization. : )

Lookin' forward to your faction (this is precisely what Kam made this sub-forum for ;P), and lookin' forward to your custom resource uploads, too. : )
 
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