- Joined
- Sep 21, 2007
- Messages
- 517
Hello dear terrainers,
I am hoping to create a map of which nagas fight against eachother. This map will be a mix of AoS and Missile Attacking. Each player will control a "shooter", the "shooter" will be able to shoot arrow missiles directed towards a point. Now here is the deal: The arrows will be EXTREMELY FAST, as to copy a realistic view of missile warfares, it will be able to attack destructibles and destroy them and will be able to collide with walls and pass through water (shallow, for some reason deep water cliffs cause a problem to my "physics" system) Now the arrow will deal damage to units too. The trick here is that I DONT USE A PHYSICS SYSTEM IN THIS MAP. This reduces the lag of the map (since i use GUI) and can provide more potential to the map. I may add rocksliding events, and much more:
Now i have alot of things to add to the map, and i have a terraining challenge for you, but before i say this challenge i want you to know i will give YOU 50% CREDIT FOR THE MAP SO ITS A PARTNERSHIP AND WE SHARE IDEAS AND HELPEACHOTHER.
The terrain will have to be flat and should resemble a jungle war aftermath with a shading kind of light fog. When building destructables are made, i need you to put air and ground pathing blockers to the destructable, when other simple destructables are made such as trees, you dont have to put pathing blockers since the trees will be able to get destroyed via my system, my arrow or bullet currently causes 1 damage, and so in my example map i set the trees hp to 2 hp, getting destoyed after 2 hits. If there are places where u used high and low and added water i need you to put ground pathing blockers to it. All these requirements will make my missile "system" work as accordingly and without much physics involved. Unit movement should be on flat land, but buildings can be added along with destructables (if u dont want them to be able to get destroyed then add ground and flying pathing blockers to them to block unit movement too). I need basically, a "Ruins" type of feel, like using ruins small bricks for unit paths and much more. Preferably a size 128x128 map. This will be a team vs team type of map just so you know.
(custom imports may be used) BTW: You can add doodads like bushes etc in w/e places since they dont interefere with the missiles movement. Also when your making something like a waterfall design you need to add ground and air pathing blockers. (i can decide and help you decide on many of these decisions, infact, its my duty) The most important part of the terrain is that it has to be strategic, and trees or destructables must not be clustered together so the "shooter" can destroy one of the destructables (that dont have air and ground pathing blockers) and create his own paths to eliminate his enemy. The terrain overall must be strategic with 3 paths (lanes) in general and there must be a way to go to these lanes from each lane (remember the map should be flat) You can also add cliffs which can be detected by my "system".
i will help you on the terrain alot, so dont worry (in regards to where to add pathing blockers and strategic paths, also in setting up destructable hp to how many times it has to be hit to be destroyed, dont worry i will revive all types of destructables by programming it)
I WANT YOU TO KNOW THAT SINCE I EXPECT SO MUCH FROM YOU, I WANT YOU TO EXPECT ALOT FROM ME, I CAN DO ALMOST ANYTHING IN MAPMAKING (WITHOUT SOUNDING CONCEITED) AND WILL DO IT IF YOU EXPECT ME TO DO IT
I cant really give good examples but i want it to have a jungle ruins type of look.
p.s: custom imports for models, tile set etc may be used ( we can find models together)
Here is the bullet ability i created to show you how fast the shooting will be (except the shooter will be a naga and the missile will be an arrow, and some special effects will be changed accordingly)
also: as you can see, even if u shoot ALOT of missiles it doesnt lag, due to me not using physics (if i use jass it wouldv been fine but i use GUI)
*SHOOT TREES TWICE SO THEY CAN GET DESTROYED* (can be modified)
*EDIT: Fixed a bug where if bullet is really close to the cliff to the sides it may have awkward eye candy. (also fixed leak)
I am hoping to create a map of which nagas fight against eachother. This map will be a mix of AoS and Missile Attacking. Each player will control a "shooter", the "shooter" will be able to shoot arrow missiles directed towards a point. Now here is the deal: The arrows will be EXTREMELY FAST, as to copy a realistic view of missile warfares, it will be able to attack destructibles and destroy them and will be able to collide with walls and pass through water (shallow, for some reason deep water cliffs cause a problem to my "physics" system) Now the arrow will deal damage to units too. The trick here is that I DONT USE A PHYSICS SYSTEM IN THIS MAP. This reduces the lag of the map (since i use GUI) and can provide more potential to the map. I may add rocksliding events, and much more:
AdditionsPowerups
Headshot by increasing arrow height but making aiming harder
Multiboard to keep track of many statistics
visibility modifiers earned through items from gold which is earned by killing units
Items for different abilities (triggered probably), or other aspects besides movement speed or damage.
and more.... ( i suggest we brainstorm together )
The terrain will have to be flat and should resemble a jungle war aftermath with a shading kind of light fog. When building destructables are made, i need you to put air and ground pathing blockers to the destructable, when other simple destructables are made such as trees, you dont have to put pathing blockers since the trees will be able to get destroyed via my system, my arrow or bullet currently causes 1 damage, and so in my example map i set the trees hp to 2 hp, getting destoyed after 2 hits. If there are places where u used high and low and added water i need you to put ground pathing blockers to it. All these requirements will make my missile "system" work as accordingly and without much physics involved. Unit movement should be on flat land, but buildings can be added along with destructables (if u dont want them to be able to get destroyed then add ground and flying pathing blockers to them to block unit movement too). I need basically, a "Ruins" type of feel, like using ruins small bricks for unit paths and much more. Preferably a size 128x128 map. This will be a team vs team type of map just so you know.
(custom imports may be used) BTW: You can add doodads like bushes etc in w/e places since they dont interefere with the missiles movement. Also when your making something like a waterfall design you need to add ground and air pathing blockers. (i can decide and help you decide on many of these decisions, infact, its my duty) The most important part of the terrain is that it has to be strategic, and trees or destructables must not be clustered together so the "shooter" can destroy one of the destructables (that dont have air and ground pathing blockers) and create his own paths to eliminate his enemy. The terrain overall must be strategic with 3 paths (lanes) in general and there must be a way to go to these lanes from each lane (remember the map should be flat) You can also add cliffs which can be detected by my "system".
i will help you on the terrain alot, so dont worry (in regards to where to add pathing blockers and strategic paths, also in setting up destructable hp to how many times it has to be hit to be destroyed, dont worry i will revive all types of destructables by programming it)
I WANT YOU TO KNOW THAT SINCE I EXPECT SO MUCH FROM YOU, I WANT YOU TO EXPECT ALOT FROM ME, I CAN DO ALMOST ANYTHING IN MAPMAKING (WITHOUT SOUNDING CONCEITED) AND WILL DO IT IF YOU EXPECT ME TO DO IT
I cant really give good examples but i want it to have a jungle ruins type of look.
p.s: custom imports for models, tile set etc may be used ( we can find models together)
Here is the bullet ability i created to show you how fast the shooting will be (except the shooter will be a naga and the missile will be an arrow, and some special effects will be changed accordingly)
also: as you can see, even if u shoot ALOT of missiles it doesnt lag, due to me not using physics (if i use jass it wouldv been fine but i use GUI)
*SHOOT TREES TWICE SO THEY CAN GET DESTROYED* (can be modified)
*EDIT: Fixed a bug where if bullet is really close to the cliff to the sides it may have awkward eye candy. (also fixed leak)
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