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Zagad RPG

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This my first map so I hope you like it.

There are 5 classes:

Warrior
Ranger
Wizard
Witch Doctor
Barbarian
Contents

Zagad RPG (Map)

Reviews
19:30, 26th Jul 2009 Linaze: Lacks a category and a proper description. 02:42, 30th Jul 2009 Linaze: Still lacks a proper description. 23:58, 3rd Aug 2009 Linaze: Read above. 0:12, 9th Aug 2009 ap0calypse: Rejected Read post #8.

Moderator

M

Moderator

19:30, 26th Jul 2009
Linaze: Lacks a category and a proper description.

02:42, 30th Jul 2009
Linaze: Still lacks a proper description.

23:58, 3rd Aug 2009
Linaze: Read above.

0:12, 9th Aug 2009
ap0calypse: Rejected

Read post #8.
 
Level 2
Joined
Jul 28, 2009
Messages
17
nothing is really original in this map. all the abilities are typical warcraft things. Also its just really not that fun to play. Perhaps some more practice with triggering and such will help you give this map the improvement it needs.

Look around the forums and at tutorials for some help.
 
Level 5
Joined
Jun 16, 2008
Messages
80
I don't think the map is so bad.
I liked to play, but i died and then i didn't respawned.... that is fuck >.<
make a respawn trigger ^^
and yes there are normal abilitys but i just played the wizard (who has not any triggered skills) but i liked itto play.
3/5
 
Level 9
Joined
Apr 11, 2008
Messages
515
hmm lets see how whiny he goes this time.
Review:
General: 96x96 is kinda small for an rpg,if you aren't good at triggers shouldn't you practice by making a cinematic or something easier than an rpg since they are probably one of the hardest one(thats what i think). 92 kb size is good ofc but to me it sounds like alot is missing.

Creeps: lots and lots of spam.. (make them stronger instead of spam!) and they aren't even on camp.

Heroes:
Some of the spells doesn't fit what people generally think about them example: a wizard that has death coil like wth thats a necromancer spell or more wc like death knight spell

Triggers: triggers arent well done you should go read some of the GUI tutorials

Item Drops: make them drop from the boss instead its simply ridicilous that you can basicly run in get item run out...

rating 2/5(im being extremely nice here) vote for rejection
ALSO DO NOT LIE!!!
it isn't your first map lol the other one got rejected ^^
 
Level 28
Joined
Jan 26, 2007
Messages
4,789

Basic Info:


First of all, you always need to name your triggers and put them into correct categories.
This will make sure you can easily find your triggers back, instead of looking at all those Untitled Triggers, wondering which trigger is the one you want to edit/check.

You also need to know how to create and use variables properly.
Variables are the basic of every mapper, you will need it in every map (except melee-maps), it stores data (any data you want) and you can load it at any given time.
Arrays make it possible to store more data into 1 trigger, this is often used in loops, or to remove location leaks.

This is an example of a variable without array:
  • Trigger 1
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set PlayerName_1 = (Name of Player 1 (Red))
      • Set PlayerName_2 = (Name of Player 2 (Blue))
      • Set PlayerName_3 = (Name of Player 3 (Teal))
      • Set PlayerName_4 = (Name of Player 4 (Purple))
      • Set PlayerName_5 = (Name of Player 5 (Yellow))
      • Set PlayerName_6 = (Name of Player 6 (Orange))
      • Set PlayerName_7 = (Name of Player 7 (Green))
      • Set PlayerName_8 = (Name of Player 8 (Pink))
      • Set PlayerName_9 = (Name of Player 9 (Gray))
      • Set PlayerName_10 = (Name of Player 10 (Light Blue))
This is an example of a variable with array:
  • Trigger 2 (Array)
    • Events
      • Map initialization
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set PlayerName[Integer A] = (Name of (Player((Integer A))))
As you can see: the last trigger is a lot better than the first one, since it only uses 1 variable in an efficient way, while the first trigger uses 10 variables.


Important Info:


Something you really need to know is how to fix leaks, since they can crash the game and cause lag.
I believe I have already given you a tutorial, so that should be fine.

Another remark is to make your triggers more efficient, so instead of
  • Trigger 1
    • Events
      • Unit - Zagad 0211 <gen> Dies
    • Conditions
    • Actions
      • Game - Victory Player 1 (Red) (Show dialogs, Show scores)
  • Trigger 2
    • Events
      • Unit - Swagler 0689 <gen> Dies
      • Unit - Swagler 0690 <gen> Dies
      • Unit - Swagler 0691 <gen> Dies
    • Conditions
    • Actions
      • Unit - Create 5 Sludge for Player 12 (Brown) at (Position of (Dying unit)) facing Default building facing degrees
You can combine them, which is a lot more efficient.
That will look something like this:
  • Combined Trigger
    • Events
      • Unit - Swagler 0689 <gen> Dies
      • Unit - Swagler 0690 <gen> Dies
      • Unit - Swagler 0691 <gen> Dies
      • Unit - Zagad 0211 <gen> Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Dying unit) Equal to Swagler 0689 <gen>
              • (Dying unit) Equal to Swagler 0690 <gen>
              • (Dying unit) Equal to Swagler 0691 <gen>
        • Then - Actions
          • Set Loc = (Position of (Dying unit))
          • Unit - Create 5 Sludge for Player 12 (Brown) at Loc facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_Loc)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Dying unit) Equal to Zagad 0211 <gen>
            • Then - Actions
              • Game - Victory Player 1 (Red) (Show dialogs, Show scores)
            • Else - Actions

How to learn triggering faster:


When you are new to triggering, there is no tutorial that explains everything.
The best thing is to mess with the world editor by using game messages and your own eyes.
For example: Create the first trigger I've given you, add a game message that shows the data inside variable "PlayerName[Integer A]" and see what happens.

You can apply this for most things: creating special effects, picking unit groups, even things that aren't noticeable in-game, but can have a large influence on the game, such as the movement speed of the unit.

When you know what most triggers do, try to create some easy systems (income-system for example), create a multiboard, keep advancing those things (more buildings that add income, a moving text in a multiboard, buildings that decrease your income, lumber income, create a progress-bar in the multiboard, ....).
You will notice that, after you've been advancing them for a while, you will find new methods to do it more efficiently, then you're off to the real mapping-side ^^


Unfortunately, I have to reject this map as well, since the description is really bad, the spells are standard, there is no background story, the terrain is too flat and because of the bad triggering.

I can see you are improving, though... the creeps aren't all standard (though you also need to change the level, for the XP you gain from killing them) and the overall quality is a bit higher than your other map.

Maybe your next map will get approved... who knows ;)
 
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