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    posted a message on [Contest] WoW Boss

    @thommiej: Go

    While the fight is kinda epic. I greatly dislike some of effects. It just doesnt look good if you use some beams at 200 scale or make spam of effects.

    The ground spike spell also looks a bit lame. I think blizzard used same method in uberlisks spell tought....so I wonder if it could be done better.

    Posted in: Project Workplace
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    posted a message on Is there a way to block ground units with triggers?

    Just realized it doesnt have to be just triggers. can you make actor block the point? Some option to do that?

    Posted in: Triggers
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    posted a message on Is there a way to block ground units with triggers?

    I mean like creating actor rock and then blocking the point so unit cannot walk where there rock is.

    I could just make unit and block with that...but I prefer making actor/block combo if that is possible somehow

    Posted in: Triggers
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    posted a message on Hunterscraft (working title)

    @Keyeszx: Go

    They do follow and run away, but Im not planning on adding those kinds of systems, but who knows. It certainly would cause some interesting situations if the monster would chase you.

    And most of the units have like 3 different attack animations. In the video I use dance animation, victory animation and attack animation for the Great Zergling (if I remember correctly).

    Posted in: Project Workplace
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    posted a message on Hunterscraft (working title)

    Leveling system could go along with rank system. Like lvls 1-3 you are Rookie and when you reach lvl3, you need to kill specific boss for abel to level up to lvl4+ and gain new ranks. The leveling wouldnt affect the hero too much. When you level you can do harder bosses and gain more health and maybe more damage too.

    As I said before, I want it to be a bit like RPG/boss map. You can train with lesser creeps and gain items from them, but you need to kill bosses to gain higher ranks (so you wont have to go do the hardest thing right from the start).

    I was also thinking of making some areas where you could kill lesser monster without boss and area where you could encounter bosses and lesser creeps (I guess I wana add some kind of system to choose the boss too).

    I personally still like the combo system, but Im just not sure if anyone else likes it, so FEEDBACK PLZ...and with the current custom map system its really hard to get random people to test the maps :<. The combo system somehow adds a bit more "skill needed" factor to the game.

    There are also other ways to go with the combat system. I could add skills based on weapons/armor you are wearing, but that would propably add imbalance to some of the spells and might not work so well even tought It sounds cool. (Hammer = splash damage spell or knockback spell, Sword = Moving slash spell, Dagger = xStrike)...meh...I just cannot do simple stuff :D. I could add 4-6spells and thats it!

    So brainstorming again...Ill try to get another boss done at first and then think about other stuff...

    Posted in: Project Workplace
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    posted a message on Hunterscraft (working title)

    bump.

    Anyone player monster hunter?

    I might also change the combat system if people dont like it. I was also planning to make training mode where you could select skill you want to train, so it wouldnt be so hard to learn the combat system.

    Posted in: Project Workplace
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    posted a message on Patch 1.1 Notes

    YESSSSSSSSSSSS YESSSSSSSSS! I CAN FINALLY ADD DAMAGE TO UNIT WITH TRIGGERS!!!!! this has been a pain, messing around with behaviours.

    Also good that no more custom shit variant!

    BUT is there still no chat channels? Didnt see it there and what about the popularity system?

    Overall here is only stuff that should have been in the editor first place! If the popularity system doesnt change, Im afraid making maps is just stupid :<.

    Posted in: General Chat
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    posted a message on Is there a way to detect out of bounds/cliffs?

    the X, Y idea could work indeed. I mean the Units can jump out of bounds, since the I made the jump spell by moving the unit....

    Posted in: Triggers
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    posted a message on Is there a way to detect out of bounds/cliffs?

    Iv been wondering this for a while. Is it somehow possible to detect when you are near/cross map bounds/camera bounds? and any way to detect cliffs?

    I would prefer to do this with triggers, but I would like sollution even if it can only be done with data editor.

    My jump spells can go over bounds and cliffs (if you jump to a cliff the jump looks really bugged, because the height difference...)

    Posted in: Triggers
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    posted a message on [Contest] WoW Boss
    Quote from dra6o0n: Go

    But for it to be a nice gameplay, I think normal foes must be taken care of before the boss fights, because being forced to fight a hard boss right off the bat is a little harsh/rushed.

    Nice music should be considered, but knowing blizzard, you can't just drop any music in...

    I dont might fighting bosses right from the start (some boss maps are fun).

    That music would be really cool boss music...I think music is really important to create the right atmosphere in a boss fight, but yea...its hard to get epic music that you can use for free...

    Posted in: Project Workplace
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    posted a message on [Contest] WoW Boss

    I will probly post a video to this, since Im currently making a boss map.

    However, Im not going to post my map here, so I probly wont be elligble (I dont care about the prices either).

    I actually posted a video yesterday....

    Here is one boss fight (project thread can be found from my signature):

    Ill try to make another boss in the 10 days!

    Posted in: Project Workplace
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    posted a message on Hunterscraft (working title)

    Allrighty Ill try this again.

    This project is RPG/Boss map hybrid. Your main goal is to fight bosses, but you can do "lesser" quests to gain items and money that are helpful in bigger fights.

    The map consists of different areas, where you can find items and different types of monsters. The boss might also chase you down if you escape from the area (area system can be seen on the video).

    Map also has a crafting system where you can combine different items to more powerful ones (example. Green herb + Mystery berry = Potion). I might also add equipment crafting system.

    To summarize, the mapp will have:

    • Bosses
    • Lesser monsters
    • Area system
    • Item combination system
    • Quests (and possibly random events happening when you are in the wilderness)
    • Save/load system

    Combat system might be changed at some point and there will also be offensive items.

    Embed Removed: https://www.youtube.com/v/GHJY3bNbvls?fs=1 Embed Removed: https://www.youtube.com/v/zQE10Vv-OTw?fs=1 Embed Removed: https://www.youtube.com/v/Q1moiONh59g?fs=1 Embed Removed: https://www.youtube.com/v/JLLd1GGB4Ss?fs=1
    Posted in: Project Workplace
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    posted a message on patch 1.1 custom map/editor changes?

    I tried to post to bnet forums but couldnt for some reason. Anyway I was wondering if blizzard is going to do anuthing about the crappy system custom games currently have.

    The news of changing the countdown thing is just slap in the face for me. I really didnt think there was any problem with that and its just plain mean to tell something so unuseful when there are tons of things that need improvement...

    My list that NEEDS to be done

    • remove popularity system
    • enable players to leave the game during countdown (stops countdown if player leaves)
    • allow players to start the game instead of autostart (not a big problem, but I dont like auto start, especially since you cannot leave)
    • remove "custom" mode as standard when creating a game.
    • allow naming of maps (it would be easier to join games that you want to play, now its hard to know what game the game mode is going to be)

    I got some ideas how to improve the system, instead of bringing back the wc3 system, but for now I just want the bullshit system to be removed and fixed from the all awfulness it has.

    Posted in: General Chat
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    posted a message on Diablo: the curse of Tristram *Blizzcon DEMO Video* Part 3

    To tell the truth this video doesnt strike me as awesome. It looks good, just not awesome.

    The weapon system seems pretty cool, but are there many abilities?

    The biggest things I hate here is THOR as a hero and that jump looks really stupid/not smooth.

    The UI looks good, but im not sure about the ability menus. the hotkey insertation doesnt seem too awesome for me.

    Hopefully I didnt sound too negative, since it does look good. (I dont think the video showed that much about the map)

    Posted in: Project Workplace
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    posted a message on Combo arena Public BETA

    I have fixed few bugs and changed the game mode system. Now you can set teams in lobby and then player 1 chooses the game mode and teams/ffa option when the game starts.

    I would like to get some feedback if anyone decides to play this. The biggest problem seems to be that nobody knows how to use the skills efficiently, so it greatly decreases the fun factor when your opponent doesnt know what to do.

    The map should be found around 6th page on EU.

    Still havent had good enough games for a video material. Im not really interested on boosting the map anymore either, alltought I would enjoy playing this every once in a while against skilled opponents.

    Posted in: Project Workplace
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