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    posted a message on Suggestions for Improving The Popularity System, discuss here!

    The popularity system is fubar, full of TD's, boring...

    Quote from Paladia: Go

    I don't see any reason why popularity isn't based on how much people are playing. As in popularity=amounts of minutes the map has been played in total (in the last 24h).

    The default join list should however definitely be based on the maps still waiting for players (with the most recently hosted one first). That way new maps at least has a decent chance.

    +1

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Dota] Hero Attack v1.5 has been released

    @iiequalsexpipi: Go

    He means there is no variation in your texture work. its either grass or dirt, nothing else. No gradients or 75% of this and 25% of that.

    Posted in: Project Workplace
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    posted a message on Create unit and issue order

    @Writhes: Go

    Yeah it was trees, ive repositioned every thing and it seems to be fine now, thank you.

    Posted in: Triggers
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    posted a message on Create unit and issue order

    It would appear as though the spawning creeps where attracted to some trees i pointed to on the image...i deleted them and it works ok for now. I even tried moving the tree and they would still chase it :\

    Edit: now i changed that, all my spawn points on the map make the units go to the nearest tree lol :P

    Posted in: Triggers
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    posted a message on Create unit and issue order

    So im creating this map and im having a few difficulties, here is my problem.

    I spawn some units at point 1, then issue an attack order to point 2, but they take some weird route to point 2. Heres an image.

    pathing bug

    Weird thing about this is that i have units spawning all across the map and they are attacking different points, and they take a straight, direct route, and dont decide to walk off on their own little adventure. Ive tried changing the terrain, point locations and they always seem to find a weird path to take to get to the point, this happens in 2 different areas on my map, both very different when it comes to point locations and terrain layout. Its not as if im telling them to walk through walls or around any thing, its a straight, direct path i want them to take.

    Posted in: Triggers
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    posted a message on [Release] Catalyst

    Just played the beta on bnet, i must say i loved it. One of the best hero-type maps out there IMHO, even though i was playing by my self :( took me a few minutes to figure out you can have multiple weapons on your mech and that you can build factory's at the objectives but other than that it was relatively easy to pick up.

    Would love to see the finished product some where near the top of the popularity board :)

    Posted in: Project Workplace
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    posted a message on [Project] Bill <wip>

    Bill *subject to change*

    In short: Team based game where players control a single hero to control capture points and kill enemy boss, more capture points you hold, the more reinforcements you get.

    The Scenario

    There are 2 teams, each consisting of 5 players and 1 computer controlled player. The 5 players will each control a hero (not yet implemented) and the computer will be the creeps that spawn for your team. The main objective for this map is to kill the opposing teams boss (located at the very back of the enemy teams base), as the player, your main objective is to capture control points and escort creeps. There wont be any leveling (items are a possibility) so each player is on par with each other when it comes to stats (damage, health, shields).

    The Map

    The map has 2 bases, located at each end and 3 lanes. Creeps will spawn from each entry to the base and move across the map. The middle lane creeps will continue straight down the middle and meet the opposing teams creeps, simple. The left and right lanes will have 2 capture objectives each, that players must capture. Once a player has captured that objective, creeps will then spawn from that objective and assault the next place of interest (Depending on what objective it is, they will either assault the next objective or start fighting their way to the enemies boss. Screen shots attached to this post will explain in greater detail.

    Heroes

    As far as heroes are concerned, i have not yet implemented any yet, my idea was to get the map working first, i.e all triggers working with out fault, and build my selection of heroes based on the map and how it works. But my initial idea was to have 2 groups of heroes, ranged (ghosts, merc marines, devil dogs, hydra's ect) and melee heroes (zealot, predators?, zerglings, dts). All heroes will have quite similar stats but will be able to choose 1 of 3 attributes to take on.

    • Vitality: Increases health and shields by 20%
    • Agility: Increases movement speed and attack speed by 20%
    • Dexterity: Increases attack damage and range by 20% <values are subject to change>

    I think this will give a bit of diversity when it comes to playing, if 1 player chooses the merc marine as Vitality and another player chooses his merc marine as Agility, they become 2 different heroes and the way they will be played will be different. I know this system is crawling with balance issues but i think i can make it work once i start to get feedback from a beta testing phase (providing i get that far)

    Project Completion

    • Terrain - Terrain layout is complete, more objects and advantage points to be added
    • Triggers - Spawning and commanding triggers completed, Objective capture is still being worked on
    • Data - I have a basic outline of the spawning units, turrets and the bosses
    • Heroes - None

    Thanks to Millenium7 for his help on the capture triggers, but i still havnt got my head around it fully yet and OneTwoSC for his great range of tutorials.

    Scenario 1

    Scenario 2

    Scenario 3

    Scenario 4

    Editor shot 1

    Editor shot 2

    Overview

    Image Album

    Unfortunately i do not have the resources to make any videos just yet, but once i start implementing heroes i will get round to it. And also, it wont let me take in game screen shots either :(

    - Stephen

    Posted in: Project Workplace
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    posted a message on What map should I make? Feedback thread

    @TheAlmaity: Go

    Quote from TheAlmaity: Go

    Reaper Pizza delivery sounds fun :)

    No.... it sounds like too much fun :P

    Posted in: Project Workplace
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    posted a message on [Dota] Hero Attack v1.5 has been released

    This does look quite fascinating, quite a good variation to Dota, but can i ask is this released on EU? I would love to see how it works.

    Posted in: Project Workplace
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    posted a message on Just another DotA Map...

    Quite interesting. I really am a fan of the Dota maps, even though i didnt play the WC3 Dota much, you can say i like the idea of it more than i actually like it. In my honest opinion there can never be enough Dota maps, all are interesting providing they are unique. A few things you need to consider is, whats going to make your map different (in terms of game play mechanics and player interaction) from other maps that dominate the Dota scene (and not just WC3 and SC2 maps) and how will yours be superior to them, how will you attract an audience to play your map regularly when there are plenty of good Dota remakes out there, and with Blizzard announcing their Dota map as well as Valve, you might have to introduce something to the genre that people have never seen before. I really dont think a straight forward Dota map similar to the one you have just described will be able to gain as much attention as the original or any of its successful remakes.

    Posted in: Project Workplace
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    posted a message on Mercenary Battles: The Gulch (pics, info, come on in)

    Well from what i gather, your NA (judging by your voice on the video) so i couldn't participate in any sort of beta/balance, but the public is always full of wisdom so you will never run out of ideas or guidance :)

    Also i like the push/pull mechanic, really does make the leveling and attributes for this different to all the others.

    Posted in: Project Workplace
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    posted a message on Absolute Beginner - How to remove a unit

    unit tab, hit space, click, hit delete

    Posted in: Tutorials
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    posted a message on Mercenary Battles: The Gulch (pics, info, come on in)

    Ah thanks, i was just curious as to how they would work. When you say skill shot you mean the rock lawncher from sotis and the arrow thing from the priestess of the moon hero on dota? if so that really does sound like a great addition to a hero like her. Again really looking forward to this :)

    Posted in: Project Workplace
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    posted a message on Mercenary Battles: The Gulch (pics, info, come on in)

    This really does look fascinating, i like the idea of the flying units, really does bring alot more diversity to the map. Also can i ask a question about Nadias pet predators, are those an ability that will have a cd and will last for like 20 seconds or are they permanently out, and how do the mechanics work, like do they attack what Nadias attacking or do they just do as they please?

    Great work so far, really looking forward to playing this.

    Posted in: Project Workplace
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    posted a message on [Data] Formula Based Map Balance (Balancing Your Map With Formulas)

    Glad i came across this, i must have tested my maps over and over and change values to make sure they are even, brilliant read, ty

    Quote from Paranoiks: Go

    But what does this mean? That you need 2.870515 zerglings to beat a zealot? Cuz it isn't true. You need more like 5.6 zerglings (the doubled value)

    I just did a quick map test, it would seems it takes 4 zerglings to kill a zealot, i remember back in the beta days you could have 3 zerglings take on a zealot no problem

    Posted in: Tutorials
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