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Techtree Contest #5 - Innovation

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@Dionesiist: I tried playing your map, but i was completely unable to build the Colossi (which was a shame, since it seemed like the coolest unit) - the two requirements were both displayed as "default string", and i couldn't train it even though i had build every structure available and upgraded everything. EDIT: i found the reason: you had added a requirement that was.. well, nothing, and especially not the one required for the colossi, to the ability that spawns them.

Also, the gargoyle spire building had no function, as far as i could see. I could get the upgrade for those improved hellgoaler-type guys before i built it.

Finally, i think you should make it so that morphing a phaseling into another unit is a unique cast (or whatever it is called), right now, i keep accidentally turning all my phaselings into units i only want one or two of, like support casters.

EDIT: oh, and yeah, no defensive structures?
That is lame.

EDIT2: I think the unsummoned units should heal more, but slower. Right now it feels kinda awkward when they insta-heal like 50 hit points or so and drains all their mana, it would be nicer if they were a unit that you could use to slowly heal your units after battle with. Right now, it is really hard to keep your soldiers alive since you have to wait for them to self-heal.
 
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Guys I won't have internet for the next few days, I don't have money right now to pay :sad:
But I will upload map ofc from buddy PC.
Presentation will be there as well.

I hope that my WIP is ok with next rule:
Your submission must be posted before the deadline. The post containing your final submission must also contain the following:
Several screenshots of race in action.
The file in the appropriate format.
Sorry for screenshots, map should be enough.
My idea is nomad tuskar race (with maybe few more units) that don't use buildings.
I still have right to change anything created if I find it unbalanced or unacceptable compared to other units.
 
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aw man... i was so motivated to get it done in the 2-3 days i had left. oh well now i can concentrate on making it better than it would be.
 
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wait... how can you win with something unplayable and a wip?
this way :grin:

Pharaoh_ said:
Laziness has not been rewarded in the past :p
So, what kind of a WiP is that?
its almost finished, but for some reason the "another melee race settings" didnt work, so 4 triggers have to be disabled and in the final map it creates nothing for you :D and for the same reason i didnt even test it so there might be a lot of bugs...


(yes, the map has smaller file size than the last wip, i deleted a lot of imports :D)
 

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Ima JOININ. Tbh, I was looking forward to the challenge of finishing in 2 days :}

The Khalyr
Overview -
Well, the Khalyr are a bunch of demons/dark elves. In terms of units and mechanics, the biggest source of inspiration for this race is the Zerg, however the Khalyr have a very different playstyle.
They are much more offense and speed oriented, and are open to numerous guerilla strategies. Um, Dionesiist, I hope you won't mind that alot of the unit models used will be made by you...

Special mechanics -
*Summoning Runes, acts similarly to Zerg Larvae. Difference is they do not die, although the unit training times are longer to compensate for this.
*Power Level, acts similarly to Tech Levels from Halo Wars. Basically, they are a replacement for Tiers (like Town Halls>Keeps>Castles). Max level is 5 and level will be displayed in all of the player's Town Halls' command cards.
*Hero Spirits, a mechanic available through an upgrade, that allows a hero to create a Hero Spirit, upon their death. The spirit can sacrifice another unit (owned by the player) to tavern revive (half his HP, no mana) his hero or he can return to an Altar building. It is an insta-revive, but will also cost gold.

Heroes - [~~ = Ultimate spell]
Dread Ranger - agility hero. Good at spawning a nice cadre of support creatures and weakening the enemy. Has:
~Cursed Arrows - autocast. Arrows deal extra damage and reduce the attack of attack targets.
~Dreadspawn - insta-cast. Spawns a number of Dreadlings equal to Level of ability x 3.
~Conceal - target unit. Makes a unit invisible. If it is an ally, the ally will get an additional speed bonus. If it is an enemy, it will be slowed and take damage. Can't target self.
~~Infectious Chain - target unit. Casts a bouncing spell that hits max 7 enemies. They all get Parasited, and turn to Dreadlings if they die.
Valkyrion - agility hero. Great at killing single units and doing modest AoE damage quickly. Has:
~Ethereal Bind - target unit. Turns an enemy unit Ethereal, and deals damage to it whilst it is still Ethereal.
~Swift Cutdown - target point. Quickly dashes to a point, and deals damage to any units in the way.
~Counter-curse - passive. When this hero is attacked, the attacker is Cursed to have a chance to miss attacks.
~~Valkyrion Dance - insta-cast. Increases move speed for 5 seconds, and sends out flurries of knives every second that deal AoE dmg.
Anarcheon - intelligence hero. Very good disruptor of enemy ranks and softening them up. Has:
~Pyre Blast - target point. Throws a ball of fire that explodes on the ground to deal initial dmg, then sends out streams of fire that burn enemies they come in contact with.
~Blood Tribute - target unit. Kills a unit with less than 50% HP. Regenerates the heroes HP and mana over time. Regeneration is more effective if target belongs to you.
~Corruptive Aura - passive. Causes nearby units to explode on death and deal AoE dmg to nearby enemies.
~~Orbs of Anarchy - passive. 3 orbs float around the hero, which deal AoE dmg to and stuns any unit they collide into. Orbs regenerate after 5 seconds, but there can only be max 3 orbs.

Units
Servitor - worker unit. Builds buildings and harvests resources.
Hellion - base defense. Can receive lumber and Repair. Slow speed, but great anti-air and siege unit.
Reaver - basic melee unit. Costs 1 food, and has Blood Frenzy, which takes away HP to increase move and attack speed.
Infernion - ranged assault. Costs 4 food, has Infernal Blaze (burns attack targets) and Resistant Skin. Attacks ground only.
Chaotic - suicidal. Can Explode and also has Blood Frenzy. They're Banelings, but awesomer. Can be upgraded to Chaos Flayers.
Chaos Flayers - FLYING suicidal. Can Explode. They're Scourges but awesomer.
Maliceon - T2 melee caster. Good shock trooper and ownage dmg dealer. Has:
~Sadistic - passive, increases his attack the lower his HP. Also steals Mana from attack targets.
~Leap - jumps to a location.
~Malicious Blow - uses up ALL his mana, but deals damage equivalent to mana cost.
Netherseer - T2 scout caster. Has:
~Nether Vision - channeling, drains mana but grants True Sight and larger vision radius.
~Buff Drain - removes buff of a unit and adds mana to it equal to no. of buffs removed x 10.
~Nether Veil - channeling, drains mana but grants AoE invisibility to allies.
Defiler - T2 infiltrator. An awesomer Infestor. No attack. Has:
~Defile - mini death n decay.
~Shadowwalk - turns invisible, but slows speed.
~Mind Seize - channeling, takes control of a unit.
Impalor - T2 ranged unit. An awesomer Hydralisk. Has Critical Spines, which has a chance to deal bonus damage (different to Critical Strike, more like Bash without stun).
Terror - aerial harass unit. An awesomer Mutalisk. Attacks ground only. Has Dark Venom (passive faerie fire) and Terror Missile (passive, an ability to describe the attacks of Terrors; drops a bomb that deals AoE dmg on impact, and then sends out little poison missiles. Does not affect buildings)
Brutalion - T3 ultimate. An awesomer Ultralisk. Has Rampage, which sends the Brutalion in a frenzy and causes it to charge at fast speeds and knockback and dmg enemies in its way. Can learn Brutal Force, which gives a chance to explode attack targets and deal AoE dmg. VERY SMALL chance though.

Buildings - [PL = Power Level]
Citadel - town hall. Receives gold and lumber. Trains Hellions and has 4 summoning runes.
Spawning Pit - food building. Has an Explode ability that kills this building and deals AoE dmg (affects your unit too though).
Altar of Chaos - hero building. Can return Spirits here to revive the hero with full HP and 100 mana.
Daemonic Guard - tower. Cross between Broodlord and Cannon Tower. Shoots out Daemons, which are basically Broodlings. Attacks ground only. Requires PL1
Idol of Power - increases Power Level by 1. Higher power levels enable new units, buildings, and technologies, much like Tiers. Also has a small healing aura.
Bulwork - allows Reavers. Also contains melee upgrades.
Infernal Keep - allows Infernions and Impalors (though Impalors also need PL3). Also contains ranged upgrades. Requires Bulwork and PL1.
Reliquary - sells items. Allows Chaotics.
Gateway of Agony - allows Maliceons. Units rallied to a point near the Gateway is teleported there when finished training. Requires Reliquary and PL3.
Defiled Haven - allows Netherseers and Defilers. Also contains upgrades for those casters. Requires PL2, though Defilers are unlocked at PL3.
Spire of Terror - allows Terrors and Chaos Flayers. Has aerial upgrades. Requires PL3.
Brutal Stronghold - allows Brutalions. Also contains Brutalion upgrades. Requires a Gateway and PL5.


Be posting a WIP soon.

EDIT: @Ahmitar: Your map is seriously bugged, the dialog didn't even work.
 
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i know, i know, and i have absolutely no idea why. im 95% dropping out.

You forgot to copy the custom script bit of the dialog system. Here's where it is;
 

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Developing a heavily inspired Norse and Age of Mythology dwarf race.

Here's a couple of snaps of Combat and their unique gathering system.

DwarfCombat.jpg


DwarfGather.jpg
 
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Great to see we got extra time...now I'm off to try and finish this damn thing...

Ok...buildings still give me problems with finding appropriate models...hells...
 
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@Wazzz - Creativity is limited especialy in War3 since it's an old game and there is not much left to show as completely new idea.
Additionaly: the fact that someone add some stuff into his race doesn't mean that he owns it and that it's reserved for him.
Furthermore, all the participants could upload the same race, in case everyone can have differend look at it.
 
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Originality is not necessarily in making the best ideas of "spells" or "systems", it is also by combining old things in new ways...

For example-how many of you before me had a hero with a sapper style hero ability? (and yes, it KILLS the hero.) few if any right? but its nothing new, just new combination of existing things.


BTW-mobile gold deposit? now that's something you don't see every day. (not that I see why you need it, or a mobile lumber yard for that matter, WC3 is a game that focuses lots of resources in given "base locations", not scatter them around the map...)

Mobile buildings in general has been done to death. workers that don't need a drop spot? also been done. there is little room for actual NEW things, anything new you might do probably haven't been does because it is a bad idea. true originality is in the art of finding unexplored areas in existing materials...
 
@Wazzz - Creativity is limited especialy in War3 since it's an old game and there is not much left to show as completely new idea.
Additionaly: the fact that someone add some stuff into his race doesn't mean that he owns it and that it's reserved for him.
Furthermore, all the participants could upload the same race, in case everyone can have differend look at it.

no shit, but the idea is /innovation/. there are still plenty of unexplored ideas, to say that everything's been done is the easy way out for people too lazy to come up with new ideas. it could be something very simple that adds a whole new level of gameplay.

and where the hell did the same race thing come from? nobody's mentioned that as of late, seems a bit off-topic to me.

Mobile buildings in general has been done to death. workers that don't need a drop spot? also been done. there is little room for actual NEW things, anything new you might do probably haven't been does because it is a bad idea. true originality is in the art of finding unexplored areas in existing materials...

if it's a 'bad' idea, figure out a way to make it work. simple as that.
 
Originality is not necessarily in making the best ideas of "spells" or "systems", it is also by combining old things in new ways...

For example-how many of you before me had a hero with a sapper style hero ability? (and yes, it KILLS the hero.) few if any right? but its nothing new, just new combination of existing things.


BTW-mobile gold deposit? now that's something you don't see every day. (not that I see why you need it, or a mobile lumber yard for that matter, WC3 is a game that focuses lots of resources in given "base locations", not scatter them around the map...)

Mobile buildings in general has been done to death. workers that don't need a drop spot? also been done. there is little room for actual NEW things, anything new you might do probably haven't been does because it is a bad idea. true originality is in the art of finding unexplored areas in existing materials...

when I wrote "systems" I meant all systems (harvesting,leveling,spell casting etc). And dudes this game is from 2003. It means that there are no new ideas globaly (in the world). What you can do however is make a map with "innovated" systems in this contest. Person who is most "innovative" should get a first place and so on and so forth.
 
Originality is not necessarily in making the best ideas of "spells" or "systems", it is also by combining old things in new ways...
Agreed.
For example-how many of you before me had a hero with a sapper style hero ability? (and yes, it KILLS the hero.) few if any right? but its nothing new, just new combination of existing things.
Bad example, but yeah an example it is.
there is little room for actual NEW things, anything new you might do probably haven't been does because it is a bad idea. true originality is in the art of finding unexplored areas in existing materials...
Um totally disagree. There is BIG ROOM for new things. You should check out a mod called Creep Rebellion, it has a simple, yet very unique resource gathering system for gold and lumber. And yes, although combining multiple used/existing materials can create something original, lets not forget the dudes who made those materials first, and that we are not running short of ideas any time soon.
 
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Creep rebelion's system is a bit awkward, its almost like he thought "I gotta do something new at all costs" there...not to mention that there is no unifying concept other then "creeps" (and demons, and goblins apparently" going on there. so perhaps that's not the best race example. its fun, but totally random.

I actually considered a similar gathering system, but I figured it will be a bit exaggerated, but I'm trying something else now, and if that works it will be amusing...EDIT: and (apparently it does work, just slightly different then how I hoped...can still work with it though...)

The self-destruct hero does have inner-ability synergy to make it less of a dumb idea (at least when he gets his unti, before that its just mass destruction at the cost of a hero)
 
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can you test your map with other people?
(to check for balancing issues and the learning curve of the race.)


when I wrote "systems" I meant all systems (harvesting,leveling,spell casting etc). And dudes this game is from 2003. It means that there are no new ideas globaly (in the world). What you can do however is make a map with "innovated" systems in this contest. Person who is most "innovative" should get a first place and so on and so forth.

i disagree, have you ever seen a 2d projectile system that can deal with projectile collisions, and unit collisions for over 1000 projectiles?, It is a recent development in warcraft 3 it uses a completely different system for detecting collisions.+ there are always new ideas, just Look at RtC it came out a year ago.
 
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Well yea but AI will lack human understanding and will simply build what it is told and won't change tactics unless he has condition to say it while human will be curious and will try many combinations and to create personal tactics that he can change depending of situation. Plus AI won't tell you opinions, bugs, spelling errors...
 
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incidentally i have seen suicidal heroes done many times, it's not entirely /new/.

Really? crap. I never saw that before. I thought nobody else was dumb enough to come up with that idea yet...


Anyways...the lumber gathering system works out nicely, even if bit weird...

Problem is, I have a terrible timing for a "writers block" for ideas to finish the heroes, and for the buildings themselves...
 
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What?!?!?
NO! ANOTHER ELEMENTAL ARMY?


Gotta love the use of multiple "buildings" as one though...how did you pull that one off? (each of those is a separate building in my army...)
 
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Haha, you now have a rival Elemental army! But I believe that in the end, each of your races will be unique in its own way, so see someone who is making a similar race to yours as someone with similar interests- a good friend once said this to me.

@Malcous: That 4-in-1 building interests me too. Care to talk a bit about it? ;)
 
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For stuff like that you guys can always create your own pathing maps, there really easy to do.

Pathing maps are .tgas, and every pixel is the same size as one of the sections in the smallest grid size in the editor (so 2x2 is the same size as a barrel, 4x4 is a tree).

Anyways, blocking pathing is seperated into 3 color channels.
255 Red = ground pathing
255 Blue = buildable
255 Green = air pathing

if you combine them you block multiple things, so magenta (red+blue) would prevent ground pathing and be unbuildable. White would block everything, black blocks nothing (and can be built over).

Pathing maps are always centered on a unit, so if you wanted to pull off a pathing map for something like a terrain building that ends up asymmetrical with the add-on just add some black on the other end to balance it out.

I'm sure you could even place some walkable destructables down via triggers when some buildings are completed so they can actually be walked on as well.
 
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