• 0

    posted a message on [Data] - Weekly Ability (Fire Wave)

    Reserved.

    sry guys. (if anyone was even interestet in this weakly ability tutorial stuff)
    But i have to suspend my tutorial's since i have started on a project with a friend that requires some work.
    I will see if i can make time to create some but it wont be weekly.

    Posted in: Tutorials
  • 0

    posted a message on [Data] - Weekly Ability (Fire Wave)
    Fire wave tutorial. Completely from scratch.
    In this Tutorial / Guide I will be walking through all the steps needed to create a fire wave ability that sends out a wave of fire in a cone in front of the caster setting units on fire.
    I won't be going to deeply in to what the different things does and why so if you are new to the data editor I recommend going through the recommended reading first.
    Recomended Reading:
    [Data] Introduction to Ability Creation by LaVacaMorada.
    [Data] Working with Actors (Beginner Difficulty) by ProzaicMuze.

    Open the data editor.
    Set it up like this.


    Go to the buttons tab.
    Create a Button.
    Name it Fire Wave.
    Set the Icon to whatever you think fits.
    Tip: type btn in the search field to get all the button assets.
    I have opted for btn-tips-walloffire.dds.
    Set Tooltip to what fits the ability.
    In this case I wrote.
    “Wave of Fire Dealing up to 10 initial damage.
    Sets units on fire dealing 2 damage each second for 5 seconds.”
    You can link to the actual damage of the ability but I’m not going to show how to do that.
    (I don't know how :P ).

    This is the Button that will show in the command card as the ability.


    Go to the effects tab.
    Create an effect of the type Damage.
    Name it Fire Wave (Damage).
    Set combat amount to something you would like. I sat it to 2.
    Set Effect – Death to Fire.
    (This sets the death animation that plays if a unit gets killed by this damage).
    That's it for the damage.

    This is the damage effect that we will apply to the units that gets hit by the ability.
    It hits units within the area of effect 5 times and continues to hit them every second for 5 seconds after.


    Go to the behaviors tab
    Create a Behavior of the type Buff.
    Name it On Fire.
    Set Behavior – Alignment to Negative.
    Set Effect – Effect – Periodic to the “Fire Wave (Damage)”.
    Set Stats Duration to 5.
    Set Stats – Period to 1.
    Set Stats – Period Count to 5.
    Set UI – Icon to whatever Icon you like. (This icon shows up in the info panel as a buff)
    I sat the Icon to btn-techupgrade-terran-bearclawnozzles.dds
    Set UI – Tooltip to something like.
    This unit is one Fire.
    2 Damage each second.

    This is the negative buff that gets applied to units hit bu the ability essentially it sets them on fire.


    Go back to the effects tab
    Create an effect of the type Apply Behavior.
    Name it Fire Wave (Apply Behavior).
    Set Behavior – Behavior to the Behavior “On Fire” we just created.

    This is the Effect that applies the On Fire buff to units that get hit by the ability.


    Create an effect of the type set.
    Name it Fire Wave (Set).
    Duple click Effect – Effects and add the effects “Fire Wave (Damage)” and ”Fire Wave (Apply Behavior)”

    An effect of the type set is essentially just an effect linker that is used when something needs to apply more then one effect. You put all the needed effects in this and then run this effect instead of the other effects.


    Create an effect of the type Search Area.
    Name it Fire Wave (Search).
    Duple click Search – Area +.
    Add a new search area (Green cross at left side of window)
    Set effect to “Fire Wave (Set)” and radius to 0.75.
    Click OK.

    Duple click Search – Exclude +.
    Add new exclude and set the value to Caster.
    Click OK.
    Duple click Search – Search Filters.
    Uncheck Ally and remove any Type you don't want to damage by Duple clicking till it says excluded.
    Click OK.

    This is the area of effect (AoE) effect it searches for units within its radius and applies the set effect to anything it finds except what we exclude. Normally you would use the search area directly in the damage effect but because we want to add a negative buff and damage the unit we use a search effect instead. Search effects are vary handy and can be used for a variety of things like healing fountains or proximity mines.


    Create an effect of the type Create Persistent.
    Name it Fire Wave (Persistent).
    Set Effect – Period Count to 5.
    Set Effect – Period Durations to 0.02.
    Set Effect – Period Effects to “Fire Wave (Search)”.

    Persistent effects are effect loops that run for certain times with either intervals or durations executing other effects each time it runs. In this case we use it to run our Search 5 times with an interval of 0.02 seconds.


    Now we create the effect that spreads out in a cone shaped wave in front of the caster.
    Create an effect of the type Create Persistent.
    Name it Fire Wave (Persistent initial).
    Set Period – Count to 28. (This is the number of offsets in front of the caster).
    Now we need to set the Period durations.
    We have 28 Periods so go ahead and duple click Effect – Period Durations and add 28 Durations.
    We will be setting up the periods like this.
    Caster.
    [ 1]
    [ 2][ 3]
    [ 4][ 5][ 6]
    [ 7][ 8][ 9][10]
    [11][12][13][14][15]
    [16][17][18][19][20][21]
    [22][23][24][25][26][27][28]
    The first one needs to fire immediately so well leave it at 0.
    Number 2 needs to wait a bit so it looks like a wave.
    We sat the Fire Wave (persistent) effect to 5 periods at each 0.02 sec so it takes 0.1 sec to burn out.
    So lets make the wait time 0.1 for number 2.
    Number 3 is part of the same wave step as number 2 so this we set to 0.
    We repeat this step for 4, 7, 11, 16 and 22 leaving the rest at 0.

    so now each step of the wave spawns at 0.1 sec intervals.
    But they all still spawn at the same place so Duple click Effect – Periodic Offsets and add 28 offsets.
    Ok here is a little explanation of offsets.
    +X is right of the Caster, -X is left of the Caster.
    +Y is Behind the Caster, -Y is in front of the Caster
    Dont mind Z we wont use it :)
    (Borrowed from ProzaicMuze's Uberlisk tutorial).
    Lets map out the offsets. <span class="console">[x|y]</span>
    <span class="console">                                    Caster.
                                     [ 0.0|-0.5]
                               [ 0.5|-1.5][-0.5|-1.5]
                          [ 1.0|-2.5][ 0.0|-2.5][-1.0|-2.5]
                    [ 1.5|-3.5][ 0.5|-3.5][-0.5|-3.5][-1.5|-3.5]
               [ 2.0|-4.5][ 1.0|-4.5][ 0.0|-4.5][-1.0|-4.5][-2.0|-4.5]
         [ 2.5|-5.5][ 1.5|-5.5][ 0.5|-5.5][-0.5|-5.5][-1.5|-5.5][-2.5|-5.5]
    [ 3.0|-6.5][ 2.0|-6.5][ 1.0|-6.5][ 0.0|-6.5][-1.0|-6.5][-2.0|-6.5][-3.0|-6.5]</span>
    add them from left to right.

    Set Effect – Periodic Effects to Fire Wave (Persistent).
    Set Target – Location + to Caster Point.
    Set Target – Location Offset Start + to Caster Point.

    This is the magical effect in this ability.
    Basically what it does is run 28 times changing location each time it runs starting right in front of the caster and working its way out in a cone shaped wave.
    Each line with an interval of 0.1 seconds.
    This might be a bit confusing for some namely because I had a hard time explaining it properly so if anyone have questions to this part I will do my best to explain it.


    Go to the abilities tab
    Create and ability of the type Effect – Target.
    Name it Fire Wave.
    Duple click Ability – Commands +
    Select the Execute command.
    Scroll down to Default Button and select “Fire Wave”.
    Click OK.
    Set Effect – Effect to “Fire Wave (Persistent Initial)”
    Set Stats – Range to 6.

    This is the ability that fires all the effects and behaviors we just made all abilities starts here.
    Well since I worked my way backwards it ends here.

    Now we have a fully functional ability but it has no animations or sounds.
    So lets get started with the models sounds and actors.


    Go to the models tab.
    Create a model of the type Generic with the parent PersistentSpellFX.
    Name it Fire Wave (Ground).
    Set the model to “Assets\Effects\Terran\TerranBuildingFireMedium\TerranBuildingFireMedium.m3”

    This is the animation that will play at each 28 spots in front of the caster


    Create a model of the type Generic with the parent BuffFX.
    Name it Fire Wave (On Fire Buff).
    Set the model to “Assets\Effects\Terran\TerranBuildingFireSmall\TerranBuildingFireSmall.m3”

    This is the animation that will play on a unit that is on fire.


    Go to the actors tab
    Create an actor of the type Model with the parent ModelAddition.
    Set Art – Model to Fire Wave (On Fire Buff).
    Duple click Event- Events +
    Left click in the Actor Event window and add an Event.
    Set the Msg Type to Actor Creation.
    Click on the action and set the Msg Type to Animation Play.
    Set the Name to anime001 by clicking the button Customize while you have the name selected.
    Write the name in the add Name box and press the green X.
    Now the name should be added.
    Set flags to Play forever.
    Add another event.
    Set the Msg Type to Behavior.
    Set the Source Name to On Fire.
    Set the Sub name to On.
    Set the action Msg Type to create.
    Now copy paste this event and set the event sub name to off and the actor msg type to destroy.
    Click OK.

    Duple click Hosting – Host + and set the Subject to _Unit.
    Click OK



    This actor actually plays the on fire animation.


    Create an actor of the type Model with the parent BuffOneShot.
    Set Art – Model to Fire Wave (Ground).
    Set Art – Scale to 2.5
    Duple click Event- Events +
    Left click in the Actor Event window and add an Event.
    Set the Msg Type to Actor Creation.
    Click on the action and set the Msg Type to Animation Play.
    Set the Name to anime002.
    Set the Animation Properties to Stand.
    Set the Time Variant to 0.1.
    Set the time Type to Duration.
    Add another event.
    Set the Msg Type to Effect.
    Set the Source Name to FireWavePersistent.
    Set the Sub name to Start.
    Set the action Msg Type to create.
    Add another event.
    Set the Msg type to Animation Done.
    Set the action Msg Type to Destroy
    Click OK.


    And this one plays the ground fire.


    Go to the sounds tab.
    Create a sound with the parent Spell.
    Name it Fire Wave (Ground).
    Duple click Sounds Assets +.
    Right click the sound window (File window) and press add sound.
    Search for Fire and add all the Terran Shared Fire sounds. (This will make the spell sound a bit different every time you use it)
    Press OK.


    This is the sound that will play at each 28 spots.


    Create a sound with the parent Spell.
    Name it On Fire.
    Right click the sound window (File window) and press add sound.
    Search for Fire and add all the Terran Shared Fire sounds (Small).
    Press OK.


    This is the sound that will play on units that is on fire.


    Go back to the actors tab.
    Create an actor of the type Sound with the parent SoundOneShot.
    Name it Fire Wave (Ground).
    Duple click Event- Events +
    Left click in the Actor Event window and add an Event.
    Set the Msg Type to Effect.
    Set the Source Name to Fire Wave (Persistent).
    Click on the action and set the Msg Type to Create.
    Add another event.
    Set the Msg Type to Actor Creation.
    Click on the action and set the Msg Type to Timer set.
    Set Duration to 0.1.
    Add another event.
    Set the Msg Type to Timer Expired.
    Click on the action and set the Msg Type to Destroy.
    Click OK.

    Set Sound – Sound to Fire Wave (Ground).

    This actor plays the sound for the ground fire.


    Create an actor of the type Sound with the parent SoundContinuous.
    Name it On Fire.
    Duple click Event- Events +
    Left click in the Actor Event window and add an Event.
    Set the Msg Type to Behavior.
    Set the Source Name to On Fire.
    Set the Sub Name to On.
    Click on the action and set the Msg Type to Create.
    Add another event.
    Set the Msg Type to Actor Orphan.
    Click on the action and set the Msg Type to Destroy.
    Click OK.

    Set Sound – Sound to On Fire.

    And lastly this actor plays the sound for the units that are on fire.


    And we are done with the ability.


    Now lets add the ability to a unit.
    I chose the Zealot for this.
    Go to the units tab and find the Zealot.
    Duple click Ability – Abilities +.
    Add A new ability and set it to Fire Wave.
    Click OK.

    Duple click Ability – Command Card +.
    Click an unused button on the command card.
    Add a Button (The green X on the Right side).
    Set the button to Fire Wave.
    Click OK.
    Set Command Type to Ability Command.
    Set Ability to Fire Wave.
    Set Ability Command to Fire wave.
    Click OK.


    Now the zealot should have our ability so try and place one zealot for player 1 on the map and some Zerglings for Hostile player and then test the map. Watch those Zerglings burn :P.


    from now on I’m gonna periodically make new guides on abilities like this one also they will be themed from now on.
    In the next guide I will be covering Synergy (How multiple abilities might effect each other).
    Posted in: Tutorials
  • 0

    posted a message on Making a custom ability and dont know how?

    Ok synergy Abilities.
    Atm i'm trying to make 2 abilities that work like this.
    One is a beam attack (Laser overload) that has a charge time just like the yamoto canon. this ability is done and works just fine for itself
    The other is a missile attack that sends out a slow missile in a targetet direction and exploads if it meats a unit or gets to far away from the casting pont (Desent explode at the point where the ability was clicked). This allso works fine by itself.

    Now for the synergy.
    I want to be able to target the missile with the beam attack thus creating an even larger explosion (Probebly an implosion).
    I'm guesing that ill have to give the missile a continues behavior and then add the explosion / implosion to the beam attack with a validator that searches for the continues behavior on the missile thus only exploading if it hits the missile.
    Well anyways i can for the love of god not figur out how to make it so i can target the missile with the beam ability. anyone knows how to do this?

    THX in advance and sorry for the bad english (It should be understandeble).

    Posted in: Miscellaneous Development
  • 0

    posted a message on effect that recharges an ability?

    Want to make a supply drop that works like a healing fountain except i want it to recgarge abilities that have charges.
    allredy made the behavior with the search area and so on. right now i have set the effect that gets applied to a generic effect.

    Have tried with the modify unit effect type using the cost in that effect to try and modify ither the charge count or the charge time on one certin ability with no effect. i figured that i could just make a bunch of these for eatch ability i neded to recharge and then put them in a set effect type. but no go...

    have also loked into doing it with triggers but there dont seam to be an event for unit gets effect or behavior and i would prefor it if i could do this in the data editor.

    THX.

    Posted in: Data
  • 0

    posted a message on Unnamed - Dota style map.

    Addition to the map idea. (Brainstorming with a friend).

    Each team is split up in 3 groups.
    2 Attackers.
    2 Defenders.
    1 Commander.

    The commander is chosen by who has played the map the most.
    Defenders and attackers are then chosen randomly.
    This will probably be customizable at beginning at map by vote.

    Now the idea is that attackers and defenders randomly receives timed objectives.
    When attackers on one side receives a new objective like take that point and hold it for set time, defenders then receives an objective to defend the same point.
    When the objective timer has elapsed the wining side then receives some command points.
    There will be more objective types then the one mentioned above.

    Now the commander can use the command points to do several things like sending reinforcements to a lane repairing defenses, building new defenses or calling down devastating off-map support.

    Posted in: Project Workplace
  • 0

    posted a message on Unnamed - Dota style map.

    Finally done with my preliminary Item ability list.
    Explanations not entirely complete but this should paint a picture of sorts.
    Won't be adding more to this list before I have made these abilities in the galaxy editor.
    Anyways feel free to look it over and come up with some pointers.

    The stars next to the ability item names is how many different items set item can be upgraded to.

    Tir 1.
    1: Stasis Prism. *
    Makes the user invulnerable to attack and other effects for A period of time.
    During this time the user can't move, attack or use abilities.
    2: Blink Device. *
    Teleports the user A short Distance.
    3: Radar. * * *
    Reveals an area on the map for a short time.
    4: Booster Rockets. *
    Boosts run-speed for a short Duration.
    5: Jump Rockets. * *
    Jumps a short Distance traversing impassible terrain.
    6: Cloaking Field. *
    Cloaks the user until energy runs out. Using an ability or attacking disables the Cloak.
    7: Holo-Generator. *
    Makes a Hologram Identical to the user.
    8: Shield Generator. * * *
    Protects the user from damage while active.
    9: Stim-Injector. *
    Increases attack and run speed but siphons HP while active.
    10: Grabling hook. *
    Grabs an ally or enemy and pulls the user to that location.

    Tir 2.
    1: Shock Generator. *
    Stuns all enemies in an area around the user.
    2: Nano Repair-bot field. *
    Replenishes health for all ally's in an area around the user.
    3: Energy field Generator. *
    Replenishes Energy for all ally's in an area around the user.
    4: Nano Repair-bot injector. *
    Heals the user or an ally.
    5: Time warp Grenade. * *
    Slows all enemies and speeds all ally's up in target area.
    6: Shield wall generator. *
    Makes an impassible wall at target location.
    7: EMP Grenade. * * *
    Disables all enemy abilities in target area for a short time.
    8: Time warp generator. * *
    Gives increased run speed to all ally's in an area around the user.
    9: Battery pack. * * * *
    Replenishes Energy for the user or an ally.
    10: Shoulder Reinforcement. *
    Charges at an enemy stunning him on impact.

    Tir 3.
    1: Quantum Link. * *
    Links the user with an enemy so the enemy receives the same amount of damage as the user.
    2: Pulse bomb. *
    Damages all enemies in an area around the user.
    3: Missile pack. *
    Fires small missiles at random locations in a large area.
    4: Static Field bomb. *
    Damages all enemies over time at a target area.
    5: Viral grenade. *
    Trows a grenade at a target location area inflicting targets with a disease that damages over time and transmits to other enemies.
    6: Lightning Generator. *
    Discharges a lightning that jumps up to 4 enemy units damaging less for each jump.
    7: Artillery beacon. *
    Call's down a massive artillery strike in A small area.
    8: Auto turrets. *
    Places an auto turret at a location that dies after some time.
    9: Crawler mines. *
    Places a mine that follows enemies if they get to close.
    10: Fusion injector. *
    Greatly increases normal attack damage. (passive).

    Ability items can be combined to make even more potent ones.

    Tir 1 Combinations.
    1: Cloaking Field (Tir 1) + Holo-Generator (Tir 1) → Holo-Cloak.
    Creates a Hologram identical to the user and Cloaks the user.

    2: Shild Generator (Tir 1) + Stasis Prism (Tir 1) → Stasis Generator.
    Makes the user invulnerable to attack and other effects for A period of time.
    During this time the user can't move or attack but can use abilities.

    3: Stim-Injector (Tir 1) + Nano Repair-bot Injector (Tir 2) → Advanced Stim-Injector.
    Increases attack and run speed. No longer siphons HP while active.

    4: Shield Generator (Tir 1) + Battery pack (Tir 2) → Improved Shield Generator.
    Protects the user from damage while active. Uses less energy.

    5: Grabling hook (Tir 1) + Battery pack (Tir 2) → Grabbing hook.
    Grabs and ally or enemy and pulls that ally or enemy to the user.

    6: Blink Device (Tir 1) + Battery pack (Tir 2) → Blink Generator.
    Teleports the user A short Distance. Distance greatly increased.

    Tir 2 Combinations.
    1: Nano Repair-bot field (Tir 2) + Radar (Tir 1) → Remote Repair-bot field.
    Replenishes health for all ally's in target area. Can be placed anywhere on the map.

    2: Energy field Generator (Tir 2) + Radar (Tir 1) → Remote Energy field.
    Replenishes energy for all ally's in target area. Can be placed anywhere on the map.

    3: Shoulder Reinforcement (Tir 2) Booster Rockets (Tir 1) → Impact Booster.
    Charges at an enemy stunning and damaging him on impact. Increased distance.

    4: Shock Generator (Tir 2) + Jump Rockets (Tir 1) → Shock Rockets.
    Jumps a short Distance traversing impassible terrain and Stuns all enemies in an area around the user when landing.

    5: Time warp Grenade (Tir 2) + EMP Grenade (Tir 2) → Gravity Grenade.
    Pulls all enemies in target area to center of impact and locks them there for a short duration.

    6: Shield wall generator (Tir 2) + EMP Grenade (Tir 2) → Negation field generator.
    Creates a field around the user that negates all stun and slow effects.

    Tir 3 Combinations.
    1: Crawler mines (Tir 3) + Auto Turret (Tir 3) → Walking Auto Turret
    Spawns 3 walking auto turrets that follow and protect the user.

    2: Lightning Generator (Tir 3) + Battery pack (Tir 2) → Overcharging Lightning Generator.
    Now jumps 8 enemy units and does more damage.

    3: Artillery beacon (Tir 3) + Radar (Tir 1) → Orbital Artillery.
    Call's down a massive artillery strike in A small area. Can target anywhere on the map.

    4: Viral grenade (Tir 3) + Time warp Grenade (Tir 2) → Warped Viral grenade.
    Trows a grenade at a target location area inflicting targets with a disease that damages over time and transmits to other enemies. Infected enemies now continually warp to random locations on map.

    5: Fusion injector (Tir 3) + Time warp generator (Tir 2) → Warp plasma injector.
    Now also has a 50% slow chance.

    6: Quantum Link (Tir 3) + Nano Repair-bot injector (Tir 2) → Revers Quantum Link.
    Links the user with an enemy so the user receives health equal to the amount of damage the enemy receives.

    7: Quantum Link (Tir 3) + Shield Generator (Tir 1) → Quantum Shield generator.
    Returns 50% of damage taken back to attacking enemies while active.

    8: Pulse bomb (Tir 3) + Jump Rockets (Tir 1) → Pulse Rockets.
    Jumps a short Distance traversing impassible terrain and Damages all enemies in an area around the user when landing.

    9: Missile pack (Tir 3) + EMP Grenade (Tir 2) → EMP Missile pack.
    Fires small missiles at random locations in a large area. Disabling all abilities for any enemy hit.

    10: Static Field bomb (Tir 3) + Time warp generator (Tir 2) → Warp Field bomb.
    Damages and slows all enemies over time at a target area.

    Posted in: Project Workplace
  • 0

    posted a message on Unnamed - Dota style map.

    @XenoX101: Go

    Yea i can see what you mean and I will not aim to compete with this map.
    Anyways ill use the skills I get from making this map to try and make a truly new type of map.
    That will probably be extremely hard to do tho. But I will try nonetheless.

    @Dresnia: Go

    Thx for the confidence I will try not to disappoint you :)

    Posted in: Project Workplace
  • 0

    posted a message on Unnamed - Dota style map.

    Well all i can say to that is...
    I will just have to make it stand out then.
    Calling it a rip-off is certainly right on the spot.. But I am trying to make it differ from the usual Dota by adding more areas / things to fight for. And by making the heroes more customizable.

    Personally I like Dota and especially LoL.
    And the reason I started this project is “not saying that Sotis is a bad job or that I could do it better” but I don't really like Sotis it's to messy for my taste.

    Now that being said nice constructive criticism Xenox101

    Posted in: Project Workplace
  • 0

    posted a message on Unnamed - Dota style map.

    Yay...
    I solved the Item add abilities problem.
    When i noticed that you cold add more then one button at the same spot on the command card it was straight forward.
    Basically what I’m doing is adding all the Tir abilities to same corresponding commandcard button.
    Tir one abilities to one button and so on.
    I then add an action right after a hero has been chosen and spawned that disables and hides all these abilities for set hero.
    Now all I have to do is make some triggers that chek for inventory manipulation pickup/drop/buy etc. And Enable/Disable Show/Hide the corresponding abilities.

    I do all this with a Record that holds ability and item data for easy use. (loops and easy to add new items).
    Again thx Jaminv without Records this would have been a pain in the Biip to make (I love loops and records) .

    BTW made some more changes to the map look and feal. pics shown in #3

    Posted in: Project Workplace
  • 0

    posted a message on Unnamed - Dota style map.

    Still polishing on the doodads and terrain.
    The side thats dark and dry will have destroyd and wrecked stuff all over the place while the other side will have shrines and other protoss stuff..
    Also adding more trees. wont make another post full of pics so ille just replace the ones in #3 when i'm done here.

    Posted in: Project Workplace
  • 0

    posted a message on Unnamed - Dota style map.

    BTW
    If anyone can come up with a good name for this map i would be gratefull. I'm terible with naming stuff hence the unnamed...
    if you come up with a grate name for the map you will be mentioned in the opening screen :)

    Will also add Jaminv, Zeldarules28 and OneTwoSC if thay allaw it. They actualy did most of the legwork.

    Posted in: Project Workplace
  • 0

    posted a message on Unnamed - Dota style map.

    @Dresnia: Go Thx for the input well i just spent the last two houers making these changes to the map per your suggestion

    Is this what you ment. have made one side dark and dry and the other side green and lush.
    http://xorioz.users.whitehat.dk/Terrain 014.jpg
    http://xorioz.users.whitehat.dk/Terrain 015.jpg
    http://xorioz.users.whitehat.dk/Terrain 016.jpg
    http://xorioz.users.whitehat.dk/Terrain 017.jpg
    http://xorioz.users.whitehat.dk/Terrain 019.jpg
    http://xorioz.users.whitehat.dk/Terrain 018.jpg

    Posted in: Project Workplace
  • 0

    posted a message on Unnamed - Dota style map.

    Base Idea (Original Idea):
    Wanted to create A Dota style map where you don't pick your hero but rather your gear and abilities.
    All players will start as marines and are then able to buy a main weapon.
    This weapon then grants Attack And Changes the actor / model for set unit (Example: You buy a Flamethrower and then you become a fire bat) The weapon also grants Two abilities. A lvl 6 ability (ultimate) and A lvl 1 ability.
    You should also be able to upgrade the weapon to increase attack dmg, rate and range plus giving some extra bonuses to the given Abilities.

    These are the weapons I envisioned:

    Machine-gun.
    Fairly accurate mid-range lightweight Machine-gun allowing for faster movement.
    Sprint at lvl 1 - short burst of extra speed.
    Cluster grenade at lvl 6 - large scale aoe.

    Mini-gun.
    Inaccurate mid-range heavy Mini-gun making for slower movement but high dmg output.
    suppressing fire at lvl 1 - lower dmg but slowing all enemies in a cone in front of player (cant move while active).
    sweeping attack at lvl 6 - cone aoe with very high dmg (cant move while active).

    Sniper Rifle.
    Highly accurate long-range Rifle with slow attack speed and high dmg.
    tungsten shot at lvl 1 - a high dmg bullet after preparing.
    Magnetic accelerator at lvl 6 - shoot through multiple enemies (passive).

    Flamer.
    Close Combat Flamer with aoe and dot.
    napalm shot at at lvl 1 - Fires a ball of napalm with aoe and dot (low range).
    Heat wave at lvl 6 - dot's now stack up to 6 times (passive).

    Force-blade.
    Close Combat lightweight sword allowing for vary fast movement.
    Sprint attack at lvl 1 - extra burst of speed just before attacking (Timed).
    Slice and Dice at lvl 6 - extremely high attack speed (Timed).

    Grenada launcher.
    Heavy mid-range Grenade launcher with very slow attack speed high dmg and aoe.
    concussive grenade at lvl 1 - a grenade that stuns targets (aoe).
    Grenade rain at lvl 6 - multiple grenades at random locations (mid-range aoe).

    Laser rifle.
    Heavy mid-range Laser rifle with slow attack speed and vary high dmg.
    Tag at lvl 1 - tags a target so other players do increased dmg to the target.
    Sustained laser at lvl 6 - fiers a sustained laser at a target until either the target gets to far away the energy runs out or the target dies (cant move while active).

    Canon.
    vary heavy mid-range Canon with very slow attack speed and high dmg.
    Deploy at lvl 1 - Deploys the canon for faster attack speed (cant move while active).
    explosive shell at lvl 1 - vary high dmg explosive shot (aoe).

    Plasma canon.
    vary heavy mid-range Plasma Canon with slow attack speed and aoe.
    Multi shot at lvl 1 - 3 shot burst.
    Overload at lvl 6 - overloads the weapon creating a vary large aoe around the player(damages enemies and self).

    Particle canon.
    heavy mid-range particle Canon with slow attack speed.
    Particle accelerator at lvl 1 - increased projectile speed and damage
    Infuse at lvl 6 - Targets struck by Particle blasts leave a trail of radioactive dust on the ground (passive).

    Now 2 abilities per hero is not enough so there should also be some misc gear (items) that grants abilities.
    Tir 1 Gear grants utility abilities. (Speed / jump / teleport, etc.)
    Tir 2 Gear grants Crowd control / support abilities. (Root / Heal / Aura, etc.)
    Tir 3 Gear grants DMG abilities. (Chain / AOE / DOT, etc.)
    Tir abilities for the sake of balancing so one player can't end up with 3 massive AOE abilities
    There will also be Items that grant stats such as Attack speed, DMG, Energy, Health, etc.
    These items can as usual be combined to form even better items.

    Heroes will then be able to gain xp and lvl up gaining 4 attribute points at each lvl that they can then use on either Strength, Agility or Intelligence.

    The map itself is a standard 3 lane Dota map with one cross lane at middle and small routes between the lanes.
    On the map there are 6 income stations witch each team can take over for increased team Income.
    There will also be 3 inhibitors at each base that if destroyed will grant super creeps for the enemy at the corresponding lane.

    So in general it will be a Dota / LOL style map with a few tweak's.

    http://xorioz.users.whitehat.dk/Terrain-010-maped.jpg
    http://xorioz.users.whitehat.dk/Terrain 013.jpg

    now i have hit a few snags.
    Have no idea how i possibly can assign abilities based on what items a hero has equipped if it even is possible (Remember the abilities should lvl with the hero like in WC3). For the weapons I think the easiest way to do it is simply by making it a hero choice at the beginning of the map. (wont be able to change the weapon later on in the game).

    As for the triggers I am almost Done with all the basic game triggers.
    Map init:
    Team choice (with Dialog). Done.
    Hero choice (with Dialog). Done.
    Hero:
    Hero Respawn. Done.
    Add 4 Attribute points (Charges) to hero at level up. Done.
    Remove points (Charges) when using them. Done.
    Note: Each hero have 3 abilities that add to STR, INT, and AGI. These abilities have charges.
    So what I’m doing here is removing charges for STR and INT if add AGI is used etc.
    Income:
    Set base income and apply each second for all players. Done.
    Set ownership of income station to team computer if hero enters region of station. Done.
    Set team income based on owned income stations. Not Done.
    Creep waves / lanes.
    Spawn creeps and send them on their marry way. All lanes. Done.
    Spawn super Creeps if Inhibitor is down. Not Done.

    Still a lot of work to be done tho as I haven’t made any abilities yet other then inventory and attribute abilities.

    Now this is my first attempt at a SC2 map and yes I know I have chosen a not so easy one but hay.. steep hills make for strong leg's “don't they?”

    Suggestions and comments are welcome
    I wouldn’t post about it if not :) And I won't get all riled up over negative comment's as long as they are constructive.

    If anyone has some ideas as to how I solve the item ability problem do post.

    PS. I want to thank some ppl for their quite well made tutorials.

    Jaminv – His tutorials on Dialogs have made my life a lot easier.

    Zeldarules28 – His tutorials on Dota style maps is where I started. (it read Complete noob's guide so I figured I should start there)

    and last but not least.
    OneTwoSC – He is a tutorial god in my eyes. Will be watching his video tutorials for some time.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.