• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

The Tide Archive

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
The Tide Archive

Hey Hiveworkslop! I asked AI to make me another AI slop map after someone questioned The Cold Aisles for only being 3 minutes of playing time.

Prompt:

❯ Hi Claude. I uploaded The Cold Aisle to Hive Workshop and that seemed to work pretty well, but some people commented that they were surprised it was over in about 3 minutes. Can you make
a third AI generated map using our same tools and everything we learned that is a longer-running hero and puzzle mission? I think for some goals, we can have: (a) use Sunken Ruins tileset
since it's cool for puzzle maps and has the look of ancient buildings from a lost era, (b) have the map start with the player(s) picking from one of three or four hero characters that
each have custom skins using our color swap tech that we used in our previous map to customize the hero, (c) have those custom heroes each have modified unit data with a list of abilities
that doesn't match the original game, like how we edited the ability list of the hero in The Cold Aisles, (d) use your ability to make scripts so that we have a series of puzzles,
similar to how we spawned a grove of trees in our first map Genesis likewise use the destructable function to spawn some doors blocking the path that are set to invulnerable on startup
and only open from scripted events such as buttons (another kind of destructable called "Foot Switch" that looks cool if you have a "unit enters region" trigger on it and then kill the
destructable from code to make it appear to depress) or levers (a killable destructable that could fire an "on death" trigger) and maybe other events like killing bosss and ideas you come
up with, (e) several custom items for the hero to choose from during their adventure as well as maybe some default ones spawned into the mix like Tomes of Experience and other stat
tomes, so there can be numerous items and the player feels a sense of growth despite the 6 slot inventory limit in the game since the 6 slots can be used for 10 or 20 (mostly custom?)
permanent items maybe the player has to pick whether to hold on to across the gameplay (f) target a playing time of 30-60 minutes assuming that The Cold Aisles took 3 minutes to play
according to someone online. If you run out of map space based on the map size you choose you can make script events to have the player return to previous areas for new reasons, and make
the balance where there's a chance the player will die but put in somewhere along the way the player can find Ankh of Reincarnation so skilled players manage to survive to the end even if
they might die once, and (g) during the story wherever you insert cinematics to tell story between the puzzles, always use a nonstandard camera angle so it is thematically similar to the
ending cinematic of The Cold Aisle which was better than its opening cinematic that had only one camera angle, and (h) make a voice guides file similar to what was done on The Cold Aisle
so that it can have AI generated audio but the human has to go and fetch that for us using the online services and paste it back to add to the map when you're done. You may need to
create a plan before building this that plans out the various puzzles, the time they take to solve, the thematic art and where to put cool doodads and terrain to make the map look stylish
(maybe use the cliff system from warcraft 3 for some walls, we hadn't tried that in our previous maps but the logic for how it works is in warsmash).


This came out pretty good. I was using Claude Fable which based on the hype is supposed to be AGI or something so it makes sense it could make me a good 30 minute puzzle mission with good replayability just generated out of its digital consciousness without any world editor or anything.

Also I wasnt watching usage limits so I'll probably find out tomorrow it used $500 of tokens (and enough data center water to inadvertently lead to the death of 6 retirees) so please enjoy my map. I worked really hard writing the prompt to make it, almost as much effort as opening world editor was when I was a prepubescent 8 year old.
Contents

The Tide Archive (Map)

Reviews
deepstrasz
Playable starting unit selected during cinematic mode and having the Wander ability which makes it move by itself at times. The Blademaster hero has Wind Walk and Shockwave with the same hotkey W. The golem has no name. Terrain is quite bare, flat and...
Maybe one day it can make a campaign?
It could do that probably even today but the problem is that in order for it to make a campaign, it would have to know the w3n format. However, what I was doing to make these maps was feeding the AI the open source code of the Warsmash game and letting it use that code as a tool to compare against for what APIs and formatting to use in the map files.

Unfortunately the Warsmash game system open source rewrite of Warcraft 3 does not currently support the w3n files, and as a result the AI making maps that target that ecosystem would have no idea how to make campaigns. But that's not really a limitation of the AI, I don't think -- it's more a limitation of the tools that I presented it with.

Maybe we could ask it to upgrade those tools.
 
Playable starting unit selected during cinematic mode and having the Wander ability which makes it move by itself at times.
The Blademaster hero has Wind Walk and Shockwave with the same hotkey W.
The golem has no name.
Terrain is quite bare, flat and monotonous.
The hero fights the Archivist during the cinematic scene.

While seemingly better than the other,
Simple.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Back
Top