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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

WMW The Next Generation 2.0

Submitted by wSk_Avatar
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
Test the map and tell me what you liked/disliked about it! Post your suggestions in my map development-thread

News:
WMW TNG 2.0 will be the final version



About WMW The Next Generation
WMW TNG is based on Abu[Ser/Abuser[GER]'s WMW Reborn 9.6b. I balanced 11 races up to now and disabled the others (maybe they'll be back in the next version!). Also I tried to make the races themselves more unique e.g. by giving them special abilities.

Requirements
Warcraft III The Frozen Throne

Map Type
Wintermaul Wars (a tower wars like map) with 2 teams fighting each other

Players
2-6 in 2 teams

What you got to do
- You're either in the upper team(red,blue,teal = Force 1) or in the bottom team(purple, yellow, orange Force 2).
- Summon ground creeps at your Shrine (= Dark Portal) or flying creeps at your Air Nest to increase your income (= amount of gold/lumber you receive every 25 seconds) and to attack your opponents.
- Choose up to 2 builders and build towers to defend your lives against the enemy force's creeps.
- Creeps will walk from waypoint to waypoint (= places where lightning comes down the sky) so make sure you build your towers around them.
- You win if enemy force's lives (starting lives = 25) reach 0. You lose if yours do. Every creep passing all the waypoints and entering the ship causes your team to lose 1 life.




Update 07.10.09

See for a list of all changes

Archive (contains older versions of WMW TNG or even WMW Reborn 9.7)



Keywords:
Wintermaul, Wars, Wintermaulwars, WMW, Reborn, balance, skill, Tower Wars, Maul, TNG, The New Generation
Contents

WMW The Next Generation 2.0 (Map)

Reviews
Moderator
ap0: Rejected Leaks, not original at all. 15:23, 11th Jul 2009 PurplePoot: I guess that WMW can't really be considered to have any definite source. Reset to pending.
  1. wSk_Avatar

    wSk_Avatar

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    I'll put it on my to do list and add it in the next version.
     
  2. CloudMax

    CloudMax

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    wow... i wonder how many WMW it is out there. :S
    I dont even know who the original creator is anymore :p
    I was going to fix it myself about a year ago but i never did it becouse SOMEWHERE on the net, i know that there is an awesome version already. Used to play it with my bro. It was a very nice version and it wasnt even protected. :eek:
     
  3. King Bushido

    King Bushido

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    Same for me, but I like this Version better then the old one :D
    Nice balancing at the towers, good interface, it keeps updating, never gets old, best version I've played so far :)
     
  4. CloudMax

    CloudMax

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    Then you havent played all versions.
    This one is nice but it leak (i think). Cus my friend said that it lagged more and more the more we played and last time a game i hosted was.... i dont really remember.
    And its pretty poor triggering :p
    And some tooltips is totally messed up. The most units have color errors in the map (entire names turns into yellow cus you forget the r after |). Flying units is a little imba at the start.
    You cant choose mode (one side only, no air, all random) and such things.
    The problem is that i reinstalled my wc3 a while ago and cant find the version i used to play :[
     
  5. King Bushido

    King Bushido

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    Yeah, haven't played all, still this one is the best for me.
    Air is to "imba"? yeah right, it's the easiest thing and still people cry "no air plzzzzzz"
    I've played it today and only the late game laggs (for me)
    it starts when I send upper being.
     
  6. wSk_Avatar

    wSk_Avatar

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    I've got an pretty average computer (Intel Core 2 Duo E6600, 4096MB DDR2-667, ATI RADEON HD3850X2) and I don't have any problems with lagging ever. So if you have a bad computer then lower your screen resolution and texture details. WC3-engine isn't made for games like this and in big mazes it really consumes a lot of ressources regarding the fact that it's almost 10 years old by now.

    I didn't do any colour-things with the creeps. If there are errors they have been there before I edited the map and changing the tooltips is a time-consuming and boring work because for every tooltip you change you have to wait about 20 seconds or so until the computer finished editing. I rather use the time for making important changes than fixing such little bugs.

    I don't even know what "one side mode" is... Also in my map development thread I posted I wouldn't make a "no air mode" because air is part of this map and it's rather easy to handle with, but im working on a voting system for other things.
     
  7. CloudMax

    CloudMax

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    If all players in your team spam 10 air each without the other team is ready, its already game over. I won in less them 10 min using that tactic 3 times.

    Lag can appear even for people with really good computers. And this map isnt that big, i have seen bigger. But when you play maps that have leaks in the triggers, everyone will start lag the more you play. Also i noticed that everyone complained on lag but the host never lagged himself, that only happens when i play this map and it happens when my friend hosts too. Tryed in Garena and battle.net.

    And when your the orc race your to strong at the start, specially when you choose random and get it. You can build an entire maze when everyone else only can buy like 3-5 towers. Maybe make them a little stronger and make them cost a few gold more (maybe 2g).
     
  8. wSk_Avatar

    wSk_Avatar

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  9. D3zmodos

    D3zmodos

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    For those of you that enjoyed this map you should go here and download THIS MAP. It is very similar but better (IMO). I dont have anything against this map or anything but just try it out.

    Oh and after a quick play, I came up with this:
    - Highlight the hotkey letters in your tower's names so players can use them :p
    - Make a game message to notify players on all teams when a team leaks to the ship
     
  10. wSk_Avatar

    wSk_Avatar

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    Thanks for the advice.

    Updating tooltips is a thing I really dislike because it consumes lots of time(loading). That's why I haven't changed the tooltips yet(I bet you noticed most are incorrect), but as you can see on my to do list in the map delevopment-thread it's already on it and I'll update them when I have the time for it.

    Yeah I wanted something like that, too, but I thought a message for all teams might be confusing. I wanted to make the game play a sound if a unit no matter on which side enters the boat like it is in WMW Reborn 9.6b, but it doesn't work yet. Don't know why.
    What I'm thinking about now might be a red message for the leaking team and a green message for the "attackers". This should prevent confusing the players I guess.

    Btw. if you know how to make a proper trigger to play that sound I'd be grateful.
     
  11. CloudMax

    CloudMax

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    Just go the the sound editor (F5) add as sound.
    Then use this action:
    • Actions
      • Sound - Play GhostSound(Name of Sound Effect) <gen>

    Works perfectly for me.
     
  12. wSk_Avatar

    wSk_Avatar

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    I did that one, but it doesnt work :/

    • Team 1
      • Events
        • Unit - A unit enters Team 1 Ship <gen>
      • Conditions
        • (Owner of (Triggering unit)) Equal to Player 12 (Brown)
      • Actions
        • Sound - Play GnollDeath <gen>
        • Set team1lives = (team1lives - 1)
        • Unit - Explode (Triggering unit)
        • Game - Display to (All enemies of (Owner of (Triggering unit))) the text: (|cffFF0303 + ((Name of (Triggering unit)) + ( has boarded the ship |r + ((String(team1lives)) + |cffFF0303 lives left!!!|r))))
        • Trigger - Run Team 2 Win <gen> (checking conditions)
     
  13. CloudMax

    CloudMax

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    What sound type did you set it to? Unit sound? Interface?
    If you want it to work perfect choose Interface and disable loop.
    Thats exactly what i took.
     
  14. wSk_Avatar

    wSk_Avatar

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    Thanks for the help. Using the sound as interface works perfectly. It'll be part of the next version. Don't want to update every day with "unimportant" changes. This is a nice-to-have, but no must-have :)
     
  15. D3zmodos

    D3zmodos

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    That leaks, you should add an action (either with a wait or a few actions down) that then removes the sound. I may be wrong about this though...
     
  16. wSk_Avatar

    wSk_Avatar

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    I tested it and I didn't have any problems... Do you think the game could lag after some units boarded the ship? That's the only thing I can think of because the sound doesn't loop...
     
  17. CloudMax

    CloudMax

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    Ya, you should remove the sound after its done, otherwise the sound is still there, not doing anything. If you dont delete it, the sound will always exist but it wont play.
    But if you delete it the sound will get removed.
    I think thats how it work im not really sure about that though..
     
  18. wSk_Avatar

    wSk_Avatar

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    • Team 1
      • Events
        • Unit - A unit enters Team 1 Ship <gen>
      • Conditions
        • (Owner of (Triggering unit)) Equal to Player 12 (Brown)
      • Actions
        • Sound - Play AmmoDumpWhat1 <gen>
        • Set team1lives = (team1lives - 1)
        • Unit - Explode (Triggering unit)
        • Game - Display to (All enemies of (Owner of (Triggering unit))) the text: (|cffFF0303 + ((Name of (Triggering unit)) + ( has boarded the ship |r + ((String(team1lives)) + |cffFF0303 lives left!!!|r))))
        • Trigger - Run Team 2 Win <gen> (checking conditions)
        • Wait 3.00 seconds
        • Sound - Stop AmmoDumpWhat1 <gen> Immediately


    Is this better then?
     
  19. CloudMax

    CloudMax

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    I dont know so much about leaks myself but i think that this is better:
    • Sound - Destroy AmmoDumpWhat1 <gen>

    insted of
    • Sound - Stop AmmoDumpWhat1 <gen> Immediately

    Also, i wouldnt use wait since if they leak another unit 2 1/2 sec later, that wont play until its finished, it will stop becouse of that action.

    I would use a timer that is set to 3 everytime a unit leaks and when that timer is 0 the sound plays, that way it wont cause sounds to dissaper.
    Or
    Have a condition so that the sound wont play if the same sound already is playing, otherwise it would sound awful if you hear about 10 of the same sound at the same time since they leak many units :p
     
  20. wSk_Avatar

    wSk_Avatar

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    I tested it with destroy sound, but that means that the sound really is destroyed and it won't ever play again.
    If there are two units entering the ship within a short time only one sound is played and not two. Means the trigger leaks, but prevents me from editing it ^^
    Might be a noobish view, but as long as the map works I don't really care if the triggers are bad - just as long as they fulfill their duty.

    Hmpf... I'm fed up with these map rejections and accusations of map theft... I explained it to another mod already and even showed him my permission...