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[Defense / Survival] The Last Stand

Discussion in 'Map Development' started by sonofjay, Apr 21, 2014.

  1. sonofjay

    sonofjay

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    [​IMG]
    ********************[​IMG]********************

    [​IMG]

    Map Type: Survival/Defense
    Players: Up to 4 Players
    Map Size: Tiny (64x64)
    Current Version: Alpha 0.1 (04.22.14)
    Download: Click Here


    [​IMG]

    The Last Stand is your typical Survival/Defense Map where you fight waves
    of enemies per round.

    Players objective is to survive all the waves and not let the enemies to
    destroy the "Crystal of Life".

    The Last Stand doesn't really bring any groundbreaking ideas to the table
    of Survival Maps but instead introduces you to a fresh combat mechanics
    (Which is fast paced and very action packed), Character Customization
    (Will be stated in full detail in "Features") and many others.


    [​IMG]

    Custom Stats

    'The Last Stand' introduces its player to three Stats which is the source of
    damage of every attack. This Stats is unique to their respective Weapon-Types

    Damage Type:
    Counter Weapon:
    Melee Power Indicates how strong your melee attacks
    Range Power Indicates how strong your range attacks
    Magic Power Indicates how strong your magic attacks


    [​IMG]


    Custom Combat

    Most Warcraft 3 Maps relies heavily on Warcraft 3's default Combat System
    which sometimes lacks the kick and very boring. 'The Last Stand' removes
    the Auto-Attack features of Warcraft 3 and instead uses Warcraft 3 'Spell'
    to delivers the Hero's attack. This gives players more challenge because the
    of aspect of aiming, conserving stamina (or Mana if you prefer that) and other
    minor stuffs that you'll learn when you play the game. Every weapon gives
    the hero 3 Attack Spell.


    Equipments

    Before I go in-depth about Equipments I just want to say that every equipment
    that your hero carries will really show in your Hero. (e.g. having a sword
    in your inventory will give your Hero's model a sword model). This simply
    means that you'll be able to see in you Hero's Model what kind of items
    you're currently carrying in your inventory.



    Equipments plays major role for The Last Stand. This is are the game's
    main source of "Damage", "Armor", "HP" and other statistics and buffs.

    There are three different type of Weapon-Type that plays along with the
    Custom Stats. This Weapon-Type and their respective Damage-Type is
    obviously obvious but for the sake of description here is a small table:

    Weapon-Type: Damage Type:
    Melee-Type Melee Power
    Range-Type Range Power
    Magic-Type Magic Power


    Different Weapon-Types have their own Pros and Cons.

    This Weapon Types have a subgroup that is called "Weapon-Class" this isn't
    simply for visualization because different Weapon-Class also offers their own
    Pros and Cons. I'll not make a table of Weapon-Class yet because I'm still
    adding some Weapon-Class but just so you can grasp the idea here is what
    the maps currently have:

    Melee-Type: Hammers, Swords
    Range-Type: Throwing Knives, Bow
    Magic-Type: Staff

    Each class have their own attack set.

    Random Enemy-Type per Wave

    Title should be self explanatory. Basically, this is a way to improve the map's
    replay value. Each wave only spawns one Enemy-Type but this Enemy-Type
    have three (currently) possible Enemy-Type that will spawn.

    Just to explain this more clearly here is a table of possible Enemy-Type for
    Wave 1 and 2.

    Wave 1 Archer or Footies or Ghoul
    Wave 2 Bandit or Gnoll Archer or Wolf


    Difficulty

    I first planned to make a Difficulty System where players will be able to choose
    from a 'Dialog Box' between 'Easy', 'Normal' and 'Hard' but I scrap this because
    this is a pain to balance and for a one man team like me that is just more
    painful. So instead of that I just made it that when only one player is playing
    Creep Wave will only spawn in one area, if two players are playing then Creep
    Wave will spawn in two areas and so on.

    [​IMG]

    This Images are Taken on an early version of the map. Things that you can see in
    the image is subject to change.

    Click
    [​IMG]


    Click
    [​IMG]


    Click
    [​IMG]


    Click
    [​IMG]


    Click
    [​IMG]


    [​IMG]


     
    Last edited: Apr 22, 2014
  2. sonofjay

    sonofjay

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    [​IMG]


    THIS IS AN ALPHA VERSION OF TLS

    Map only consist limited contents atm and this are
    the following:

    GAMEPLAY:
    *5 Waves with each wave have 3 possible enemy units.
    *Working Winning and Defeat Conditions
    *Revive System
    *Working Score Board
    *Should be able to support multiplayer matches.

    ITEMS:
    -8 weapon equipments
    *2 Swords
    *2 Staffs
    *1 Throwing Knife
    *1 Bow
    *2 Hammers

    -6 armor equipments
    *2 Head gears
    *2 Body armors
    *2 Shields

    Notes:

    This Alpha Release purpose is for me to
    receive feedback, bug reports and balance
    issues. I'll update this frequently along the
    way until it reach fully functional and playable
    state before uploading on the map section.

    I'm aware fully aware that the map contains
    bugs and minimal content atm.




    [​IMG]

    Click the image above this text to download.

    [​IMG]

    Q: So what is the future plan for TSL?

    A: Right now, I'm fully focusing on adding contents (items, more waves
    and boss fights).
    But that doesn't mean that I haven't laid a plan for TLS.

    This are the things I'll be working on moving forward.

    -Custom Leveling Stat System
    -More Weapon-Class
    -Increase the number of waves
    -Custom Ultimate Attack System
    -Additional gameplay mechanics
    -Additional Attack Spells for
    each Weapon-Class
    -Boss Fights
    -Player AI
    -and many more


     
    Last edited: Apr 21, 2014
  3. sonofjay

    sonofjay

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    [​IMG]
    # 1

    Welp, I just finished making the First Boss today that will be included
    on Alpha 0.2. Also I started making the AI, its still need a lot of serious
    work but the normal functions are working (attacking, healing, blocking, etc)
    so it will not be feature on any of the early future release of the map.

    Here are some screenshots of me with the AI and a picture with the boss
    fight.

    Just us taking care of business.
    [hidden="Click][​IMG][/hidden]


    Lalala
    [hidden="Click][​IMG][/hidden]


    And.... we're dead. D:
    [hidden="Click][​IMG][/hidden]


    I think I'll make the boss wave to only spawn 1 per area since
    we didn't even kill a single boss on that game.

    The boss have a triggered spell called "Barrage"
    Where it will hit you with 5 very quick attacks.

    [hidden="Click][​IMG][/hidden]


    Known Bugs of Alpha 0.1:

    • Wave counter doesn't increase
    • Vitality Ring doesn't give HP
    • Crystal of Life can be knockback
      with Thunder Smash
     
  4. Whitewolf8

    Whitewolf8

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    I don't like that model.
    ...
    The map looks wonderful so far, too bad I don't like the genre in WC3.
     
  5. sonofjay

    sonofjay

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    Well, do you have something in mind? As long as the filesize isn't scary then I'll consider it.
    Map Filesize is still just around 1.7 mb but I wanna make it as small as possible.

    Contrary to your taste, I always feels that Warcraft 3's survival/defense maps are better than other professional games out there.
     
  6. Whitewolf8

    Whitewolf8

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    Only model I can think of is 4.26 MB and it's not even finished yet... Yeah.

    I meant the style of combat, not genre.
    ...
    Braindead moment much? *Headdesk* lulow.
     
  7. sonofjay

    sonofjay

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    Hahaha
    haha
    haha
    ha..
    ha

    No.

    Ah, yeah, that is true, even though I want it to look and feel as fast paced as possible it is still slow because the model lacks crisp animations.
     
  8. Heinvers

    Heinvers

    Arena Moderator

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    I died numerous times jayjay. *shoots at Seki*. I have nothing to complain about the terrain though *figures*.
     
  9. sonofjay

    sonofjay

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    Question:

    Hey guys, does the Enemy-Unit-Type randomizer works properly?
    What I mean is that I know that it works but I need to know if you guys are getting a new set of enemy unit type when you restart the game(without quitting Warcraft 3). Just asking because blizzard made a silly bug that stops randomizing integers(well at least for the way I use it) making the same unit-type to spawn the same when I test it in World Editor.

    Aradar said that this only happens when I start it on World Editor but I just wanna make sure.
     
  10. Garodar

    Garodar

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    Seems ok. I think I'll give it a shot even if I think it isn't so smart to use WoW ability name for project. U know what I mean. Sue me now. :p