Diabolical is a hero siege highly based off of Diablo 3 classes, spells, and creeps. But at the same time it will also show some originality and changes, bending it towards my will and creativity. One thing, that both games probably have in common, but one would not expect to really see in starcraft 2, is environment interaction. While there most likely wont be something towards a destructive environment used to slay your enemies, I will have units climbing walls and jumping onto the Lanes. As well as other introductory methods. To the best of my ability the game will also feature many units with special interactions, such as a boomer would blow himself up in l4d. But, at the same time, I wish to stay away from things like the smoker in l4d that makes Co-Op almost mandatory. Not to say a hero siege isn't partially Co-Op.
Current
Should the name stay Diabolical Hero Siege? What do you want to see in the game?
What would diablo be without traps? Not much different, just diablo without traps. But still! I'm determined to add traps.
My lanes aren't very linear. Enemies can climb over the wall, jump over from a nearby cliff, or even teleport in! So the hero will probably not feel comfortable in many of the spots. Save the middle. Therefore, I can add an arsenal of traps!
Here are some of my ideas (Any suggestions to add/improve would be awesome):
Rolling Banels! (Huge, do not move towards units, just straight!) (Think of other maze ideas I could add.)
Walking, snapping, chests! (They set up a trap around them of burrowed zerglings! and drop nice loot on death!)
Wizards across from each other on lanes chanting a spell, this spell creates a wall of fire every few seconds!
Glue Banel/boomer unit!
Dividing the ground traps! (maybe? Just depends on if I'm up to it when I get to it, since it will obviously have its own problems, but it gives players a better reason to have escape spells (Which I made required).
Spells
I'm not sure how diablo 3 does it. But after seeing tiers on their spell lists, I was inspired to make this type of deal. Basically, there are 6 tiers with 2 spells each inside, but you can only pick 1 of those spells. So choose wisely!
Progress
All states of spells are either in alpha or beta, most likely, beta.
Barbarian:
5/12
Monk:
3/12
WitchDoctor:
11/12 ( The one remaining is beyond easy though, but I feel like putting it off. XD )
I just tried it with the ultralisk prepared for shit n giggles, but actually, it didn't look half bad. The only real issue was at the top you could see him going through the cliff. On the way up tho, it looked fine.
This trigger is made to be followed by anybody who is a Semi-Beginner. In other words, you can navigate decently in the trigger editor to follow how to get to these actions. The following trigger is also not set up for efficiency as there is not a real need, since the trigger ends within 7 seconds.
Without further adieu, here it is:
Objective:
Prior to the actual trigger, this is what we need to do.
On the edge of the cliff make a long and slim region across it, but not on the cliff, below it.
Then we need to know which way the zergling will be climbing up. This is used twice in the actual trigger. When the unit is created he faces this angle. When the unit moves, he moves in this direction.
Events
Timer - Every 1.0 seconds of Real Time
Local Variables
Conditions
Actions**
Creates a zergling
Unit - Create 1 Zergling for player 1 at (Random point in Region 001) facing 90.0 degrees (Ignore Placement)
The following Trigger Actions are Set Unit State and Change Unit Height
Unit - Turn (Last created unit) Ignore Terrain Height state On
Unit - Turn (Last created unit) Highlightable state Off
Unit - Turn (Last created unit) Selectable state Off
Unit - Turn (Last created unit) Status Bar state Off
Since our Zergling is devoid of all terrain height, I setted his height to the top of the abyss. (Part Below the cliff)
Unit - Change (Last created unit) height to 10.0 over 0.0 seconds
Unit - Turn (Last created unit) Movable state Off
The Walk animation should have the Play Forever Option checked.
Animation - Play Walk animation for (Actor for (Last created unit)) as Default, using Play Forever options and Default Time blend time
The height here should be the height of the cliff.
Unit - Change (Last created unit) height to 22.0 over 6.0 seconds
The Timer below should match the Change Height Timer above that sets the height of the Zergling.
General - Wait 6.0 Real Time seconds
Lets our Zergling move again, and attack move towards the cliff.
Unit - Turn (Last created unit) Movable state On
Unit - Order (Last created unit) to ( Attack targeting ((Position of (Last created unit)) offset by 2.0 towards 90.0 degrees)) (Replace Existing Orders)
Resets the Animation as to stop the Never Ending Walk Animation.
Animation - Clear the Default animation for (Actor for (Last created unit))
This Allows the Zergling time to get on the cliff before stuttering back down.
General - Wait 1.0 Real Time seconds
This resets all of the things we turned off on the Zergling while he Pranced his way upwards.
Unit - Turn (Last created unit) Ignore Terrain Height state Off
Unit - Change (Last created unit) height to 0.0 over 0.0 seconds
Unit - Turn (Last created unit) Highlightable state On
Unit - Turn (Last created unit) Selectable state On
Unit - Turn (Last created unit) Status Bar state On
Why all the bashing here... So many posts that shouldn't of been made at all. I would even consider half of it spam if it was on my own thread. Simply put, he didn't post this to be called a spoiled child nor a sad little man. Insults are in no way appropriate to use. Have you guys never heard of the saying, "If you have nothing good to say, then don't say anything at all"? Not to mention, the thread name is there for a reason. If you don't know what the hell it's talking about or care to find out, then don't even click on the link.
Agreed. I still prefer triggers over the data editor for everything that isn't going to create a lot of triggers running at once or create a periodic (minus things like projectiles that allow you to have even more control and access by using triggers). Sadly, somethings, such as a tower, would not be trigger-friendly for most things.
0
Introduction
Diabolical is a hero siege highly based off of Diablo 3 classes, spells, and creeps. But at the same time it will also show some originality and changes, bending it towards my will and creativity. One thing, that both games probably have in common, but one would not expect to really see in starcraft 2, is environment interaction. While there most likely wont be something towards a destructive environment used to slay your enemies, I will have units climbing walls and jumping onto the Lanes. As well as other introductory methods. To the best of my ability the game will also feature many units with special interactions, such as a boomer would blow himself up in l4d. But, at the same time, I wish to stay away from things like the smoker in l4d that makes Co-Op almost mandatory. Not to say a hero siege isn't partially Co-Op.
Current
Should the name stay Diabolical Hero Siege? What do you want to see in the game?
Second Glimpse
Want To Join This Project?
Here's the projects page: http://forums.sc2mapster.com/general/team-recruitment/19143-diablo-3-hero-siege-aka-diabolical-hero-siege/
I'm only looking for UI art and Modelers
Traps:
What would diablo be without traps? Not much different, just diablo without traps. But still! I'm determined to add traps.
My lanes aren't very linear. Enemies can climb over the wall, jump over from a nearby cliff, or even teleport in! So the hero will probably not feel comfortable in many of the spots. Save the middle. Therefore, I can add an arsenal of traps!
Here are some of my ideas (Any suggestions to add/improve would be awesome):
Rolling Banels! (Huge, do not move towards units, just straight!) (Think of other maze ideas I could add.) Walking, snapping, chests! (They set up a trap around them of burrowed zerglings! and drop nice loot on death!) Wizards across from each other on lanes chanting a spell, this spell creates a wall of fire every few seconds! Glue Banel/boomer unit! Dividing the ground traps! (maybe? Just depends on if I'm up to it when I get to it, since it will obviously have its own problems, but it gives players a better reason to have escape spells (Which I made required).
Spells
I'm not sure how diablo 3 does it. But after seeing tiers on their spell lists, I was inspired to make this type of deal. Basically, there are 6 tiers with 2 spells each inside, but you can only pick 1 of those spells. So choose wisely!
Progress
All states of spells are either in alpha or beta, most likely, beta.
Barbarian:
5/12
Monk:
3/12
WitchDoctor:
11/12 ( The one remaining is beyond easy though, but I feel like putting it off. XD )
Wizard:
5/12
Demon Hunter:
0/12
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@maverck: Go
the old system was pretty crappy when it there were a ton of people playing on wc3
@OneTwoSC: Go
Faster? Xd
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@BorgDragon: Go
I just tried it with the ultralisk prepared for shit n giggles, but actually, it didn't look half bad. The only real issue was at the top you could see him going through the cliff. On the way up tho, it looked fine.
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You go to far sir! =*(
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May be the start of a beautiful relationship between me and zerglings... doing things! Tutorial can be found here: http://forums.sc2mapster.com/resources/tutorials/18921-tutorial-trigger-semi-beginner-how-to-make-a-zergling/#comments
Anybody care for some... Zergling meat.. extra crispy??!
Awhhh, they can jump now. Those little devils!
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Yeah, it's based off D3. My entire map is. =D
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@Khalanil1: Go
already made one before you posted. :p http://forums.sc2mapster.com/resources/tutorials/18921-tutorial-trigger-semi-beginner-how-to-make-a-zergling/#p4
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@progammer: Go
Eh, Only have like 5 awkwardly made spellls atm. An invasion would wipe out the poor little prisoner zealot! And he's been through a lot already!
0
This trigger is made to be followed by anybody who is a Semi-Beginner. In other words, you can navigate decently in the trigger editor to follow how to get to these actions. The following trigger is also not set up for efficiency as there is not a real need, since the trigger ends within 7 seconds.
Without further adieu, here it is:
Objective:
Prior to the actual trigger, this is what we need to do.
On the edge of the cliff make a long and slim region across it, but not on the cliff, below it. Then we need to know which way the zergling will be climbing up. This is used twice in the actual trigger. When the unit is created he faces this angle. When the unit moves, he moves in this direction.
Events
Timer - Every 1.0 seconds of Real Time
Local Variables
Conditions
Actions**
Creates a zergling
Unit - Create 1 Zergling for player 1 at (Random point in Region 001) facing 90.0 degrees (Ignore Placement)
The following Trigger Actions are Set Unit State and Change Unit Height
Unit - Turn (Last created unit) Ignore Terrain Height state On
Unit - Turn (Last created unit) Highlightable state Off
Unit - Turn (Last created unit) Selectable state Off
Unit - Turn (Last created unit) Status Bar state Off
Since our Zergling is devoid of all terrain height, I setted his height to the top of the abyss. (Part Below the cliff)
Unit - Change (Last created unit) height to 10.0 over 0.0 seconds
Unit - Turn (Last created unit) Movable state Off
The Walk animation should have the Play Forever Option checked.
Animation - Play Walk animation for (Actor for (Last created unit)) as Default, using Play Forever options and Default Time blend time
The height here should be the height of the cliff.
Unit - Change (Last created unit) height to 22.0 over 6.0 seconds
The Timer below should match the Change Height Timer above that sets the height of the Zergling.
General - Wait 6.0 Real Time seconds
Lets our Zergling move again, and attack move towards the cliff.
Unit - Turn (Last created unit) Movable state On
Unit - Order (Last created unit) to ( Attack targeting ((Position of (Last created unit)) offset by 2.0 towards 90.0 degrees)) (Replace Existing Orders)
Resets the Animation as to stop the Never Ending Walk Animation.
Animation - Clear the Default animation for (Actor for (Last created unit))
This Allows the Zergling time to get on the cliff before stuttering back down.
General - Wait 1.0 Real Time seconds
This resets all of the things we turned off on the Zergling while he Pranced his way upwards.
Unit - Turn (Last created unit) Ignore Terrain Height state Off
Unit - Change (Last created unit) height to 0.0 over 0.0 seconds
Unit - Turn (Last created unit) Highlightable state On
Unit - Turn (Last created unit) Selectable state On
Unit - Turn (Last created unit) Status Bar state On
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@houndofbaskerville: Go
It's there, It's just rather low.
@Sixen: Go
Guess I could. Not like it took very long n all. =D
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Bout 5 minutes with triggers.
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Haha, pretty nifty. Tutorial: http://forums.sc2mapster.com/resources/tutorials/18921-tutorial-trigger-semi-beginner-how-to-make-a-zergling/#p4
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@ElGabster: Go
Only Comic I didn't really get too. :p I know tytus (or however u spell his name) was a criminal n all but >.> I basically stopped there.
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Why all the bashing here... So many posts that shouldn't of been made at all. I would even consider half of it spam if it was on my own thread. Simply put, he didn't post this to be called a spoiled child nor a sad little man. Insults are in no way appropriate to use. Have you guys never heard of the saying, "If you have nothing good to say, then don't say anything at all"? Not to mention, the thread name is there for a reason. If you don't know what the hell it's talking about or care to find out, then don't even click on the link.
0
@zenx1: Go
Agreed. I still prefer triggers over the data editor for everything that isn't going to create a lot of triggers running at once or create a periodic (minus things like projectiles that allow you to have even more control and access by using triggers). Sadly, somethings, such as a tower, would not be trigger-friendly for most things.