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[Altered Melee] W40k Vanguard Strike

Discussion in 'Map Development' started by biridius, Mar 17, 2020.

  1. biridius

    biridius

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    Rokkits.jpg
    I'm not very good at editing geometry and the extra model would take more space.
    So just using bloodlust and rokkits as attachments.
    Edit:
    The Warboss model is a bit unfinished. No teamcolor and poor animations, unnamed bones (half were called joint#x) and unattached attachments, so I'll have to work on them now.
    warboss editing.png
    Edit2:
    Done I guess. Added some teamcolor on the banner and kneepads, fixed attachments and Portrait animation boundaries, remade Walk and Attack animations.
    Bigger orks with banners and power weapons = Nobs
    Sluggas.jpg
     
    Last edited: Jun 18, 2020
  2. biridius

    biridius

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    All Ork units so far.
    Ork base and army.png
    The "Deff Rolla" vehicle (steam tank) is a transport that can ram through units. It has the same cannon as imperial Leman Russ tank but with a little less range, two flamers, and fires 3 extra rocket launchers while a squad is on board (or just some grots). It is cheaper but has less damage reduction than the Russ.

    Other things to add
    - Weirdboy, Mad doc (these won't be heroes)
    - Nob squad
    - Mek gun artillery - Bubblechukka upgrading into Traktor kannon or Lifta-droppa
    - Cannons and Runtherds for Grot squads
    - Lobbas (pretty much standard wc3 orc demolishers)
    - some upgrades, active abilities for Warboss
     
    Last edited: Jun 20, 2020
  3. biridius

    biridius

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    Don't know what models to use for the ork artillery, but here's a new useful feature.
    Before, the secondary weapons on vehicles would just fire at random units per wc3 ai, but now you can specify what they should shoot at.
    TargetSponsons.png
     
  4. biridius

    biridius

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    Updated (0.94b)

    Added Orks (see OP for description of units)

    General changes
    - added new abilitiy for vehicles, allowing to specify a target for their secondary weapons
    - added second attack tooltip for squads switching between melee and ranged
    - melee units attacking from the back or flank now receive double the damage bonus (50% for flanking and 80% for backstabbing)

    Bug fixes
    - fixed units being forced into melee by dummy units or portraits
    - fixed initial builder unit costing no food
    - removed death sound when building with a squad
     
  5. biridius

    biridius

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    Updated, 0.95b
    General
    - improved flamer projectile model
    - improved deep strike animation for flying units and space marines

    Orks
    - added "Mob rule", granting morale resistance to large squads of orks
    - added Weirdboy squad, Lobba, Flash gitz
    - changed Mek Traktor to fire bursts of splash damage instead of a continuous beam
    - added more buildings, upgrades and options
    - increased health of Nobs by 20%, 50% after an upgrade

    Imperium
    - Command squad: added Grenade launcher and Company standard options
    - Command squad's Devotion aura ability now requires purchasing the Company standard
    - Company standard and Medics now require building Tactica control
    - Space marine Assault/Tactical/Devastator squads are now available in Tier 2
    - Hellfire dreadnought removed
    - Added some upgrades for space marines

    Tyranids
    - Ripper swarms now slow down vehicles, having a 25% chance to inflict "crew shaken" with each attack

    Bug fixes
    - fixed Grot Kannon being unable to damage trees and friendly units
    - lowered life bar height position for Mek Traktor
    - reduced Stikkbomb knockback strength
     
  6. biridius

    biridius

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    Remade the AI system.
    It should now work for all races.
    Also added commands for making ai pick a race.

    General
    - removed movement traces
    - removed Taloi from far left/right creep camps

    New AI
    - new ai system, now supports proper build orders
    - added commands to force ai to pick a specific race: -orks, -imperium, -eldar, -tyranids, -chaos
    - ai will now attempt to capture strategic points
    - ai gets a bit of extra resources at the start depending on ai difficulty selected in the lobby

    Imperium
    - Assault marines: added sergeant, plasma pistol options

    Bug fixes
    - ordering a squad to build far away will now make the squad go there and build, instead of standing still
     
  7. GhostThruster

    GhostThruster

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    I used to be very into DoW; downloaded your map, and played Imperium on Normal and Survival modes.

    My feedback:


    The systems were fun and had potential. Not exactly like DoW, but hard to be given Wc3's engine limitations. I would suggest a couple of things:
    1. The reinforcing/squad upgrades mechanic wasn't too intuitive, coming from a guy who's played DoW and also made a map with reinforcing squads before (if you'd like to check it out, it's my map Realm of Carnage). I couldn't glean a cooldown from it, couldn't figure out from a glance if the numbers on the items meant number of reinforcements available, or number currently in my squad.
    2. I think the arrow-key camera system is entirely unnecessary; at least let the player use their mouse scroll like normal
    3. Perhaps offer a individual-unit control mode? Wc3's pathing is quite awful, and sometimes I just wanted to micro individual units just a little bit. I know this isn't in DoW, but I think it's one benefit that a DoW adaptation in Wc3 could use.
    The art was decent; you used basically what was best available + some rips where no substitutes existed.

    The gameplay was fun and a bit nostalgic for me. However, I felt it was way too slow... I had all 5 Generators up, but energy trickled in at a snail's pace.
    • I found it absurd that an Imperial Guard regiment - a basic troop type - cost 1,000 as well. Earning 15 energy per second (that's a player's max earning rate), it takes 28.5 seconds for a player to have the resources needed to make a faction's basic unit (ignoring the training time as well).
    • That would be like, in default Wc3, a Footman costing 840 gold (3 expansions, harvesting 10 gold/second for 28 seconds)
    • My suggestion: double Generators' energy generation, halve the cost of units. This would speed up gameplay a lot.
    Overall, the map was good fun. Its systems were a highlight, but pace was way too slow for me.
     
  8. biridius

    biridius

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    Thanks for the review.

    Yes the numbers on "items" work the same as in DoW, they show how many units there already are in the squad.
    The maximum squad size is in the description of the "add guardsmen" item.
    The cooldown is shown on the life bar of the newly added squad member, there just wasn't anywhere else to put it.

    I'll add a command for turning the camera rotation system on/off and increase starting power to allow building the first squad faster. Maybe also the power income from each generator to 3/s.
     
    Last edited: Jul 4, 2020
  9. biridius

    biridius

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    updated 0.97b
    General
    - increased starting power by 500 and income from generators by 50%
    - added "-cam" command to turn arrow key camera rotation on/off (keeps zoomout)
    - if you don't choose a race, a random race is picked instead of only Imperium, same goes for AIs
    - increased Explosive damage against Superheavy armor from 33% to 50%

    Bug fixes
    - fixed facing direction of squad members when building with a squad
    - fixed Gretchen Kannon animation while they are building
    - fixed Nob squads, Flash gitz, Weirdboys being unable to board transports
    - fixed units with heavy weapons not being able to flee
    - fixed AI trying to capture allies strategic points
    - AI will now purchase squad options, learn hero skills

    Orks
    - added Tier 2 upgrade, required for Nobs, Tank bustas, Mek shop and Shrine of Mork
    - added some upgrades and options

    Eldar
    - added ultimate ability for Farseer, Eldritch storm

    Chaos
    - Defiler: fixed animations, missing second attack tooltip, increased cannon range
     
    Last edited: Jul 9, 2020
  10. biridius

    biridius

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    Updated, 0.98b

    slugga formation.png

    General
    - added squad coherency check, if a unit moves far away from squad center, it will return back into the squad
    - squad formation now also applies to the attack move order (A+click)
    - squads will restore formation after building structures or after the coherency check procs 5 times
    - fixed squad formations when facing in angles other than up or down
    - added formation indication with special effects when ordering a squad to move
    - changed squad portrait unit position to center mass of the squad instead of first member

    Imperium
    - added sergeants for Tactical squads
    - added flamer option for Assault squad

    Orks
    - added ultimate ability for Warboss
     
    Last edited: Jul 15, 2020
  11. biridius

    biridius

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    Update 0.99b
    The map is pretty much done, I'll look if there are any bugs left before posting it in the Map Resources section.

    Reavers in game.png
    New reaver jetbikes made out of converted mandrakes, parts of talos and the rifle from kabalite warriors.

    General
    - changed icon for squad "build" ability from undead hand to hammer
    - suppression no longer affects squads fighting in close combat
    - suppression attack speed debuff increased back to 50%
    - knockback from weapons like tyranid Venom cannon or ork Rokkit launcha no longer affects heroes

    Chaos
    - changed Chosen to use the same model for both ranged and melee modes, dropped the bolter model to save space

    Eldar
    New unit: Reaver jetbikes
    - very fast squad of 3-6 lightly armoured jetbikes, have Jump ability, melee charge and vampiric attacks
    - up to 2 may be equipped with blasters
    - may hunt vehicles at range, kite enemy melee troops, or slaughter ranged infantry in close combat
    - limited to 2 squads per player

    Changes to Mandrakes
    - changed cost from 800/0 -> 600/40
    - changed Mandrakes to passive invisibility instead of active windwalk-like ability
    - Mandrakes may now teleport as an active ability
    - Mandrakes gained a ranged baleblast attack at 400 range, which freezes targets but does not leech health
    - changed appearance to a darker hue with blue glow

    Other Eldar changes
    - fixed Webway gate selection glitch
    - changed Farseer & Incubi icon positions in the Shrine of Khaine
    - Talos gained Jump and Cleave abilities, but deals slightly less damage
    - added Splinter cannon option to Kabalite warriors
     
    Last edited: Jul 16, 2020