The Peasant Part 5

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The Peasant Part 5
The Peasant Part 5
by Amigurumi

Informations

Map Type: Cinematic
Genre: Humor
Duration: 7:00 minutes
Size: 8.50 MB
Version: 1.02
Story

After the brave peasant reached the end of the
creepy forest, he was caught by some evil orcs.
He knows, that he is near at his home, and that his adventure will end.

But he doesn't know, what dangers or surprises
will awaits him.
Author's Comment

I was really lazy the last time, and I wasn't sure, if I should
finish this cinematic in the next 3 months. I began working on another
project, but finally I did it. I found it hard to find fitting music/sounds
and of course exciting and funny scenes. But I finally came to an end.
And here it is: The peasant part 5, the last part (I think so) of the peasant cinematic.
I hope you will enjoy watching it.

And I also have to thank all the people, who have done these awesome models,
Skins, Sounds, Systems, blabla... which I used in this cinematic.
Credits

Credits are in the map, but I want to list them here too.

  • Nasrudin
  • draknyte1
  • Dark Hunter1357
  • communist_orc
  • Buster
  • shamanyouranus
  • Hueter
  • Thomas Hughes
  • Westwood/Nox
  • Infogrames
  • Septimus
Now it's your turn

  • watch it
  • comment & criticise
  • rate, and vote
Screenshots

146403-albums1766-picture15758.jpg


146403-albums1766-picture15759.jpg


146403-albums1766-picture15760.jpg


146403-albums1766-picture15761.jpg


Changelog
v1.00
  • uploaded
  • hmm no description, second upload

v1.01
  • changed animation speed
  • added more wildlife
  • fixed some typos
  • removed unnecessary stuff
  • added some things at the description
  • added screenshots

v1.02
  • added more wildlife
  • cinematic is now skipable D:
  • fixed last screenshot in description

Keywords:
amigurumi, peasant, part, 5, family, children, ogre, orc, naga, bandit, humor, laugh, cinematic
Contents

The Peasant Part 5 (Map)

Reviews
23:44, 29th Jul 2009 Linaze: Read Septimus review, took a quick look. Good enough for approval.

Moderator

M

Moderator

23:44, 29th Jul 2009
Linaze: Read Septimus review, took a quick look. Good enough for approval.
 
Level 31
Joined
May 3, 2008
Messages
3,156
The Peasant Part 5 by Amigurumi was a cinematic that involves the story of a peasant that are consists of 5 chapter and this chapter was the finale chapter of this sequence.

To begin with, this cinematic have a rather good packaging that attract the interest of user to download it. However, it would be good if the author could add 1 or 3 screenshots of this cinematic.

Next comes the terrain, the terrain was nicely done. Sadly, it lack of certain element that gives a rather odd feeling to users. The element that was lacking is wild life. All of the terrain focus heavily at forest theme, but I do not see any single wild life. You could add some wild life such as a destructible/doodad of a flock of bird or maybe some unit such as stag or rabbit.

As for music and sound, the music certainly fit for this cinematic. However, I must say that it is negative for the sound and sound effect as I do not hear any single sound at all despite watching this cinematic twice with my speaker volume been set to the max. Despite looking at the trigger, it seems you does add the necessary sound. But, as for this minor error; it should be wise to ask other audience to see if they experience the same problem or not.

Special effect and animation seems to be fine, I seen nothing wrong with it even though the animation speed was slightly high at certain scene (Refer to the animation of the peasant when the bandit was running away).

For the camera, it was slightly choppy and have several unfitting angle. I notice the camera was slightly off to the bottom right when it was viewing the peasant and the naga.

1.jpg


The camera was choppy because you did not set it properly, it should be like this.

This is wrong way to set it.

  • Trigger 1c
    • Events
    • Conditions
    • Actions
      • Camera - Apply Cam03 <gen> for Player 1 (Red) over 6.00 seconds
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display Aloha! I love this .... Modify duration: Set to 3.00 seconds and Wait
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display We are going to hav.... Modify duration: Set to 3.00 seconds and Wait
      • Camera - Apply Cam04 <gen> for Player 1 (Red) over 5.00 seconds
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display You now what I mean.... Modify duration: Set to 5.00 seconds and Wait
      • Camera - Apply Cam05 <gen> for Player 1 (Red) over 5.00 seconds
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display Come on, answer me!.... Modify duration: Set to 5.00 seconds and Wait
      • Set TempPoint = (Target of (Current camera))
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyTrigger(GetTriggeringTrigger())
This is the way to eliminate the choppy movement. Still, it isn't that great though. If you want to know more about choppy camera movement, you can download Anitarf Cinematic System to get more acknowledge about it.

  • Trigger 1c
    • Events
    • Conditions
    • Actions
      • Camera - Apply Cam02 <gen> for Player 1 (Red) over 0.00 seconds
      • Camera - Apply Cam03 <gen> for Player 1 (Red) over 6.00 seconds
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display Aloha! I love this .... Modify duration: Set to 3.00 seconds and Wait
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display We are going to hav.... Modify duration: Set to 3.00 seconds and Wait
      • Camera - Apply Cam03 <gen> for Player 1 (Red) over 0.00 seconds
      • Camera - Apply Cam04 <gen> for Player 1 (Red) over 5.00 seconds
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display You now what I mean.... Modify duration: Set to 5.00 seconds and Wait
      • Camera - Apply Cam04 <gen> for Player 1 (Red) over 0.00 seconds
      • Camera - Apply Cam05 <gen> for Player 1 (Red) over 5.00 seconds
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display Come on, answer me!.... Modify duration: Set to 5.00 seconds and Wait
      • Set TempPoint = (Target of (Current camera))
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyTrigger(GetTriggeringTrigger())
Next is the scripting, the scripting was very well done in every aspect because it even eliminate memory leak. However, my only complain is that you set it this way.

  • Trigger 1c
    • Events
    • Conditions
    • Actions
      • Camera - Apply Cam03 <gen> for Player 1 (Red) over 6.00 seconds
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display Aloha! I love this .... Modify duration: Set to 3.00 seconds and Wait
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display We are going to hav.... Modify duration: Set to 3.00 seconds and Wait
      • Camera - Apply Cam04 <gen> for Player 1 (Red) over 5.00 seconds
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display You now what I mean.... Modify duration: Set to 5.00 seconds and Wait
      • Camera - Apply Cam05 <gen> for Player 1 (Red) over 5.00 seconds
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display Come on, answer me!.... Modify duration: Set to 5.00 seconds and Wait
      • Set TempPoint = (Target of (Current camera))
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyTrigger(GetTriggeringTrigger())
Do you know that dialog actually use wait? :p

When you make it this way, you actually make the camera have a possibility to zoom in rather fast rate.

The right way to do it are to separate it like this example below.

  • Trigger 1c
    • Events
    • Conditions
    • Actions
      • Camera - Apply Cam02 <gen> for Player 1 (Red) over 0.00 seconds
      • Camera - Apply Cam03 <gen> for Player 1 (Red) over 6.00 seconds
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display Aloha! I love this .... Modify duration: Set to 3.00 seconds and Wait
    • Custom script: call DestroyTrigger(GetTriggeringTrigger())
  • Trigger 1d
    • Events
    • Conditions
    • Actions
      • Camera - Apply Cam03 <gen> for Player 1 (Red) over 0.00 seconds
      • Camera - Apply Cam04 <gen> for Player 1 (Red) over 6.00 seconds
      • Cinematic - Send transmission to (All players) from Villager (Male 2) 0004 <gen> named (Name of Player 1 (Red)): Play No sound and display We are going to hav.... Modify duration: Set to 3.00 seconds and Wait
    • Custom script: call DestroyTrigger(GetTriggeringTrigger())
So, if the wait last 5 seconds or longer; the choppy camera movement could be notice as well even if you use 2 camera like the technique I shown you.

As for the replayability, I would said it was between hillarious and facepalm. Some people would have a good laugh at it while some would say it was a rather lame cinematic because this cinematic full of random lolz. Overall, it was a comedy cinematic that full of silly action that would makes you laugh if you are the fans of such a comedy or makes you completely facepalm with thumb down if you are not that kind of type.

For the fighting scene, I urge those who love to watch fighting scene to stay out of this. This cinematic definitely not your type because it was comedy genre. The fighting scene would make you say "ho hum, just another waiting syndrome cinematic with omnislash show".

Overall, it was a rather well made cinematic and only need to have several minor part such as the camera to be fix to make the quality much better. This cinematic was certainly recommend because it was done very well in many aspect including the scripting, but certainly not recommended for those who does not like a comedy cinematic that was full of silly action.

My rating was 4/5 (Recommend). The last time I ever vote a map 4/5 was 24th Jun 2009 :p (For those who might possibly ask me)
 
thanx, for the review septimus, +rep

@ Camera: wouldn't it reset the camera, if I apply it a second time, and then apply the next one?

@ Wait: I wasn't sure, if it the transmission wait the same thing like the normal wait. And if I seperated it in different triggers, there would be alot of triggers...

@ Fighting scene: Well, I never did a real fighting scene, and it would be hard to do it with a villager model, which has 2-3 boring attack animations.

@ Wildlife: I tried to add some wildlife, but I think it was too less, or I added them out of the camera view :p . I will take a look at it.

@ Rating: thx, I think it says a lot, if you rate a map with 4/5.

@ Sounds: I will look at it.

@ Animation speed: I think I reset it too late... :p

[EDIT]

argh, forgot to ask: Is the english alright? I tried my best, but I'm not the best one in english, and my main language is german. So if someone finds grammatical or typo errors, please tell me. thanx
 
Level 31
Joined
May 3, 2008
Messages
3,156
Camera: wouldn't it reset the camera, if I apply it a second time, and then apply the next one?

No. When you start the cinematic with the first camera, you set the trigger like this sample

Apply - Camera 000 to Player 1 over 0.00 seconds.

Then, when you want the camera to move. You set it this way.

Apply - Camera 000 to Player 1 over 0.00 seconds.
Apply - Camera 001 to Player 1 over 5.00 seconds.

Then the next this way.

Apply - Camera 001 to Player 1 over 0.00 seconds.
Apply - Camera 002 to Player 1 over 3.00 seconds.

If you set the camera with precise timing, it won't have any problem. For example, you want camera A move to B for about 5 seconds. You set the trigger last for 5 seconds as well.

Once the camera stop moving, so does the trigger since the trigger last at the exact time like your camera. The only time you do not need to set 2 camera together like that is when you make instant switch. For example, from camera A to B in within 0 seconds since there is no movement involves.

@ Wait: I wasn't sure, if it the transmission wait the same thing like the normal wait. And if I seperated it in different triggers, there would be alot of triggers...

Indeed it was necessary if you want to avoid choppy movement. After all it was GUI, what can you expect from GUI. The only way to avoid massive amount of trigger was to use Anitarf Cinematic System which it was a JASS.

If you look into my BoK cinematic, there is about 150 trigger on it.
 
Level 13
Joined
Jan 3, 2008
Messages
1,167
:D, Its finally finished. Im gonna download it and watch after. Arigato!

<Insert inhuman groan here>

I was rather sad, When i watched it i thought it was gonna end nice, But the story. It was really random, He just runs away from trouble. Meets another one, Kills it, Meets another one, Kills it again, And something wonderful happens to him. <Insert confused face here>

Animation: Well, Its ok i think.
Camera: Well, Since Septimus already said what i was going to say, I really don't need to repeat it.
Story: One word, Confusing.
SFX: Well, It was nice. When the peasant blinked towards the knight and beat him up. Neat.


BUGS

Why is it in the last why was the screen covered by a <Insert color here> screen?
 
Last edited:
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