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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

The Demon Hunt 0.96u

Submitted by SanKakU
This bundle is marked as approved. It works and satisfies the submission rules.
Note: As far as I know, I have fixed the Macintosh Issues with the official version of Demon Hunt 0.96p, as posted on this webpage. Although it's unlikely, contact me if you find additional game crashing errors while playing on your Macintosh Computer.


[rainbow]THE ULTIMATE IN WARCRAFT 3 TAG MAPS IS HERE![/rainbow]
[​IMG]
It features many different kinds of Demon Hunters and Demons.
Items for Demon Hunters are featured, and Demons can build outposts.
3 modes, TIME LIMIT 45 MINUTES, TIME LIMIT RANDOM FROM 30-60 MINUTES, AND NO TIME LIMIT MODE.

[rainbow]Now with a great Camera Functionality. Turn the map around according to your desire with chat commands.[/rainbow]


CREDITS ARE FOUND IN THE TRIGGER EDITOR.
THIS IS AN OPEN SOURCE MAP. MODIFYING THE MAP IS FORBIDDEN, YET YOU CAN AT EXPORT EVERYTHING WITH NO LIMIT. JUST GIVE CREDIT WHERE IT IS DUE.

Latest Update: Fixed a bug with items disappearing from the game entirely.

Keywords:
tag, sheep, hide, seek, run, chase, hunt, demon, DH, hunter, chaser, tournament
Contents

The Demon Hunt 0.96u (Map)

Reviews
Moderator
14:16, 23rd Aug 2008 Septimus: http://www.hiveworkshop.com/forums/791379-post5.html
  1. 14:16, 23rd Aug 2008
    Septimus:

    http://www.hiveworkshop.com/forums/791379-post5.html
     
  2. SanKakU

    SanKakU

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    I hope you all enjoy this map a bunch!
     
  3. yakonshus

    yakonshus

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    Even though i will play this map 1v1, i think i can win. after all, That is what i always do.
     
  4. SanKakU

    SanKakU

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    updated to 0.93

    changed colors of doodads and made a few other aesthetic improvements.
     
  5. Septimus

    Septimus

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    Review
    Notice & Contact
    This map had been examined by Alexis Septimus.
    If you think this map review is not accurate or require another review, feel free to contact Alexis Septimus. But, map would only be review again for second time and also for the last time unless under certain circumstances. It would be selfish to request constantly a mod/admin to keep review your map as there is many other maps waiting for approval as well.

    However, if you still insist of another review after it had been review for second time. Feel free to contact other admin.

    To contact Alexis Septimus, please click this [​IMG]Visitor Message.


    Map Review
    1) Terrain - Bad (2)
    2) Trigger - Bad (2)
    3) Minor Error - Bad (2)
    4) Major Error -
    5) Replay Value - Average (3)
    6) Fun factor/gameplay - Average (3)
    7) Use of imported material - Good (4)
    8) Single player -
    9) AI support -
    10) Camera -
    11) Originality - Good (4)
    12) File Size - Bad (2)
    13) Internet/Lag Friendly -
    14) Balancing -
    15) Packaging - Average (3)
    16) Credits - Excellent (5)
    17) Storyline - Bad (2)
    18) Theme -
    19) Protection - Excellent (5)
    20) Quality - Average (3)
    21) Description/Information/Detail - Good (4)
    22) Hiveworkshop rules & regulation - Good (4)
    23) Game Mode - Average (3)
    24) Difficulty -
    25) Unit Placement - Bad (2)

    Total Accumulation Point : 51/85 * 100 + (-3) (Review) = 57

    [+] -
    [!] - Use black colour for hotkey is not a good idea.
    [-] - Some minor leak found at trigger.
    [-] - Some trigger could be much simple.
    [-] - Some gold mine are being place too close to ramp.
    [-] - Some destructible/doodad should not exist at the environment.

    Review : First of all, the terrain isn't that impressive as there is a few destructible/doodad that should have never exist at such a environment.

    Second, some trigger have minor leak while some could be develop in much simple way.

    Third, it is a bad idea to place something close to the ramp. It make it difficulty for unit to by pass it.

    I did not fully test this map, but I think it could be approve.

    Another -3 points for this map.



    Rating & Miscellaneous information
    Score - 57/100
    Rating - 3/5
    Condition - Average
    Status - Approve
    Review - 1


    Reminder
    The map might not be fully tested, if any user of the map found bug/error or anything else.
    Feel free to contact Alexis Septimus by clicking this [​IMG]Visitor Message.
     
  6. SanKakU

    SanKakU

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    oh, thankyou for checking out the map.


    edit:
    you know what? i think i have all the memory leak fixed now.
    i'll update with a new version of the map with no leak (hopefully) as soon as it is ready.

    edit:
    Updated with memory leak fixing and ending cinematics!


    edit again: wow i've really learned so much about map making since i started on this map, Alexis will be so proud of me when I release 1.0!
     
    Last edited: Apr 6, 2009
  7. SanKakU

    SanKakU

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    ok the map should be ready for play testing now...
    i still need to add a few more runners and make a few other unthought of as of yet improvements and take care of any unforeseen imbalance issues, and after all that we'll finally be at version 1.0 right now this is 0.931

    and since my above post mentioned that i fixed the memory leak, that means this map shouldn't crash your game. i've only had time by now to test it once as hunters and once as demons and i must say i think you'll find it fun.

    edit: ok released 0.932 now.

    edit again: ok we got me filling some popular demands, most notably changing the runners like adding runners that are like those from tree tag and vampirism...let me know if you guys have anything else you want changed.
     
    Last edited: Apr 6, 2009
  8. Templarion

    Templarion

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    Just a basic Tag map. You know what this is if you have ever played "Golem Tag", "Kodo Tag" or maps like that.

    Quite boring after a short period of time and the starting is really weird: Why do I have to destroy one of the shops? Why don't I simply spawn at the area where I can start without weird walls?

    There are better tag maps out there with more balanced skills and better gameplay.
     
  9. SanKakU

    SanKakU

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    edit: with newest versions 0.95 you'll notice the start with the shops is a little bit different, the chasers start near the portal and can walk through the portal or break through the trees. this is an interesting twist because now if the runners want to rescue they will have to teleport in if the hunters don't go through the portal or they will have to break down the barrier. breaking down the barrier can happen immediately if you have 6 runners cast damage building on one shop...so even at the beginning of the game before the hunters come out they can destroy the barrier if they want, but at the cost of precious head start seconds. an interesting side point to this is that if you have a demon slayer you can teleport to the wall shops and not have to break out, thus hunting a bit faster, or if you have a pandaren demon hunter you can also burn through the trees much faster than by attacking them and thus start the hunt faster. /edit

    about the start with the shops...that is how the original tag map that i played from starcraft was. it was archon tag, and the archons had to destroy the machine shops to get out and get at the probes. it gives the runners a bit of a head start. archon tag was by far the best starcraft tag map, so, to make the best warcraft tag map, that was my goal, so i copied this aspect of starting procedure from archon tag.

    about it being boring...did you play with a few ammount of people?

    yes, 1v3 is a little boring and any less you shouldn't even attempt.
    2v6 is a bit more interesting enough to be called fun i think and 3v9 is very fun.

    also the skills should be very balanced, each of the chasers have their own special skills...one can run fast and disappear, another is just invisible, some set traps and others can sniff out runners another can replace trees with warriors and crush town halls with ease, another can mana burn, another sleep, etc...there is a bit of variety, and the ultimates have two levels and the other two skills 4 levels. so since you have to level up your skill, it's not so great at first, so you have to earn kills on the runners. of course the runners are fully rescuable, and they have many tricks to be able to do this.

    i think most people who would complain about it being unbalanced are confused with what type of tag map it is.

    in a game like vampirism, which is extremely popular, the type of tag map it would be best to be called is an assimilation tag map.

    in an assimilation tag map the runners only get one life, then they turn into a chaser.

    it is an interesting twist to the tag function.

    my tag map isn't like that, so it's not so important that the runners have extremely evasive and unrealistic skills like warden blink level 3 as a neutral hostile type skill.
    since the runners can be rescued, it's not so necessary for them to be able to teleport.

    now i know people still like to teleport, so i included that in the map, of course.

    if you will take the time to notice there are about 20 different runner types or so. there is a great variety in what they can all do. i didn't want to make some clone of another tag map, but make something original.

    look at their various skills, a quick windwalk, a blink skill, a mirror image skill, a transmute skill, an inner fire skill, an unholy frenzy skill, a summon workers skill, a phase shift skill, even an evasion skill, all of these skills are edited appropriately to fit in with the tag style of game. phase shift doesn't last 5 minutes but it isn't as short as the melee version either. it lasts something around more like 10 seconds. same thing with windwalk, it isn't some level 3 wind walk that blademaster has, just as my blink isn't some level 3 blink that warden has. the map balances out because of the rescue system.

    so please remember it does have alot of skills that you can use, you just have to have more variety in picking your runners and chasers. of course if everyone picks runner a and chaser a it's going to be a little boring, that's why there's about 10 chasers and about 20 runners to choose from.

    one more thing i might as well add is that the runners can repick their runner in case they feel they couldn't survive well enough with their last choice.

    in other words, when they get captured and after that when they get rescued, they don't have to use the runner they picked at the start of the game. which really adds to the variety.

    at any rate, with a good runner or chaser the game becomes very fast paced since the runners can get so many resources so fast if left unchecked/unchased and the chasers if they're fed too much can really end the game quickly likewise by fine use of items they will earn through kills. anyway don't confuse someone being better or worse than you with the map being unbalanced, that is a common mistake.
     
    Last edited: Apr 6, 2009
  10. SanKakU

    SanKakU

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    changes

    so i added some new chaser abilities, i took out sniff the wind for chaser j and kept that for chaser h and took out chaser h chaser image and gave her sneak attack and gave chaser j auto flame strike.

    ok, newest changes in 0.935...
    i finally fixed the Chaser J Auto Flame Strike, heh heh i am using 24 triggers for just one ability! also, i added a new ultimate for Chaser E, and changed his avatar ability to a regular ability, like level 1 is spell immunity, level 2 is adding on bonus dmg, level 3 is adding on hp, and level 4 is adding on extra hp and extra dmg.
    i really like his new ultimate, let me know what you think.
    also i added a few new items, and rebalanced the items. the item bonus guys are still good chasers but they were extremely overpowered before with finding bonus omnicience potions and speed potions. now you have to buy those items.
     
    Last edited: Sep 25, 2008
  11. SanKakU

    SanKakU

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    Last edited: Nov 4, 2008
  12. wereguy2

    wereguy2

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    I really liked the fact that there was multiple chasers/runner to choose from.
    5/5
     
  13. SanKakU

    SanKakU

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    thanks for the commendation.
    version 0.94f here, and i want to take this moment to say that i plan on definitely getting this map crashing free by the time it hits version 0.95.
    if i have to, i'll do 0.94g-z, and then 0.941a-z, and up to 0.949z until i hit 0.95...haha...but hopefully if some expert map makers give me some more help i'll get there faster.

    update: wow custom script doesn't remove leaks fully? i copied the actions from the kodo tag extreme 4.1 that Panik submitting that removed leaks properly.

    game seems to not crash anymore. 0.94h

    edit: ok so i found out the map stopped crashing because i broke autoflamestrike, when i tried to bring it back the game crashed some more...
    so i finally fixed flame strike with the help of someone else who is obviously better at making spells than me...Spiwn

    and so now...here is version 0.94n.
    newest interesting change is you can now pick a random runner or a random chaser.
    other minor changes include things like adding more random tips for the ESC button tips.

    ok you know what? somehow spiwn's autoflame strike wasn't working either. so i scrapped it for awhile and now autoflamestrike is dead. but pandaren flames lives on in version 0.94w!
     
    Last edited: Dec 26, 2008
  14. Mitchomitch

    Mitchomitch

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    This map is fun, 5/5! Keep updating! ;)
     
  15. Dragoon_Jett

    Dragoon_Jett

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    Just a response to the updates about you talking about Archon Tag, yes that map is awesome. But also remember that editor had A LOT more limitations and using newer methods would be better.
     
  16. SanKakU

    SanKakU

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    yes, of course that's true...Dragoon_Jett, no doubt about it. it's definitely not a clone of another tag map... i was just referencing the archon tag break out function to explain the reasoning behind the start of the game in my map...just because Templarion was confused because he never played that sc map before this one. at any rate the machine shops are now selling items in wc3, so it is a newer method.

    since i feel like i wanna just get it out there and over with, here was my thoughts on the various tag maps...just to let you know that i really put a lot of thought into making this map while i was going through the beginning stages and even now all my changes reflect my original goals when making the map:

    fyi, although archon tag did have limitations, the machine shops were put in on purpose to make the archon tag more interesting. do you spent time trying to break down the wall so you can rescue faster? or do you just rescue and get out of town? same principle applies in my map and it's something put there on purpose. of course there are many things about the map that show that it uses newer methods.

    indeed, similiar to archon tag, workers can run away and build towns, building mining operations, and eventually some strange tech tree to make some units. multiple races are used, but not all units are used. mining operation theory is expanded on in wc3 to make mining happen at a fast rate, for a fast paced game. further, even warrior/worker combinations are possible with allowing basically unlimited types of workers. to make things even more interesting, there are over 20 different runner types, and 10 different chaser types.

    as you can see the map takes various good features of other maps and uses them to be a solid tag map.

    Archon Tag: great start, great concept of building a base altered melee style in order to fend off chasers is also present in Demon Hunt. can eventually build towers in addition to the walls in order to kill off the chasers.

    Island Defense: great variety with runners and chasers and thus great replay value, this map also featured a story along with it, and it had some quirky and original ideas for tag maps. Demon Hunt also continues the tradition of making a tag map more original, and not some silly clone of another map.

    Vampirism: runners can build attacking units(although archon tag had this, this was the first wc3 tag map to feature this), also teleportation for all units is possible through way gates in vamps and TDHT

    Tree Tag: Chasers can buy items to assist in hunting, they also have hunting skills, hiding as a main feature in tree tag shows up as a not so primary goal but still very important aspect of Demon Hunt

    History of not so great tag games:

    Sheep Tag (original kind) was first wc3 game and was simply not very good quality...good programming for sure but bad concept...calling raiders shepherds was completely wrong. shepherds are nice to sheep and save them, not slay them. shepherd should have been like medivh or maybe furion, some guy with a staff. even jaina would've been a decent shepherd model. plus the gameplay style was very very boring...build farms. build farms. do anything else? no, just build more farms.

    this kind of map is not what my map is like
    next:

    Kodo Tag:
    this map was probably meant to be kindof like archon tag, i can imagine, as it used ai. pretty smart ai too i think. anyway the map is actually a bit too hard for any kind of newb and it's honestly not really as fun as it could be. a good try but ultimately a failure. good inspiration though and i believe it was open source...not sure about the sheep tag game...which probably helped other maps really come along. so i gotta say it's probably a good contribution to the wc3 community, but other than that it's nothing spectacular and if you're a casual player you're not missing much to pass up playing it.

    Sheep tag i think was the first wc3 map though at any rate so it has the most different kind of versions, especially since it was such an easy to design map...so it also gets a bit of a credit for being a bit of a pioneer map.

    about tree tag it became very popular which was interesting because it was a pretty well screwed up map in some ways, theoretically balanced, but in practice it wasn't, it included some really cool features that of all custom maps, few had, including cinematics and a story background. furthermore the map just made sense, and had a touch of reality. i think that part of the map making made people feel at home, like the map had so many errors in spelling and whatever else but it was kinda fun to play anyway, i think from a map maker's perspective it was just really inspiring for a lot of them and so it helped them to come up with these other maps....such as...

    Vampirism, Island Defense...even other not so well known maps such as if i remember their names right...island of frogs... farmers and hunters, and so on.

    at any rate Vampirism was huge for having a variety of game versions, also it was quite well sponsored, which is very interesting. furthermore, it features the assimilation style tag...which is new to the genre of rts/rps tag mini-games. i'm not sure which came first, island def or vamps, but i think island def did. at any rate, assimilation tag is interesting...but ultimately, although island def did have that pro going for it of the variety of the runners/chasers, which is a pretty big pro indeed, a major bad point in the island def maps....is the imbalance. this map was was more imbalanced than all the other tags, no joke, even the first ones, just because it did a bad job of properly applying the assimilation into the balance equation. that said, it's interesting to note that island def's fault was actually part of what helped make it so popular. it was so easy to win on that map. the catch is, you had to be a builder/runner. which brings us back to vampirism, where, although it didn't feature the smart variety in runners/chasers that island def did, they at least made an effort to balance out the assimilation aspect of the tag game. and that really helped make the map even more popular than island def, by leaps and bounds.


    so....my long essay almost over...the conclusion is, that i've taken to heart the lessons behind the production of all these diffrent tag maps...and i've learned from them. and now i've made a complete new theme on the tag mini-game based around the demon hunter, which is one of the main characters in the warcraft game.

    anyway this newest version supports camera view changing, which should be cool, although you still have to explore that area that the camera sends you to or it's kinda pointless...of course it alters your angle but you can always go back to the original angle.
     
  17. SanKakU

    SanKakU

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    ok released 0.95a...but there is a problem. i didn't notice it but i messed up one trigger which caused 2 or more bugs. I'm going to have to work on recoding my triggers some more. I really like this new method of coding my triggers so i'm excited to be working on this...be patient with me a while longer and I'll have 0.95b released soon. you can check out this version, but the bugs although minor, are technically critical to the gameplay.
    thankyou for your patience.

    edit: ok i've re-released 0.95a, so if you downloaded the map before this date then you better redownload it and not host the old 0.95a. the editing footprints will take longer than i thought it would for the next version so that's why i am re-releasing this one.
     
    Last edited: Mar 21, 2009
  18. ninjaen

    ninjaen

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    i though i would test but couldnt open in we so.. im way to lazy to test a tag if i need to go into wc3 that way
     
  19. SanKakU

    SanKakU

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    well then get the new world editor or pm me and i'll send you a custom text only version of the current map so you can open it even with the old world editor.

    new version just released!

    let me know what you guys think of the new footprints...i'm planning on making more changes to those so it's a work in progress.

    i also hopefully have a prettier loading screen now and I've made a few other minor changes/additions.

    i also have a cool new idea for a new runner so let's see if we can't get a bunch of you guys to vote on which runner(s) you DON'T like, so i can replace it with my new runner.