Okay, here's my next try. Constructed from Char arms, the left one is supposed to be empty, while the one in the middle has gold in it (hence the bulbous tumors in it). I dunno how, but you could probably rotate them so the arms are more open when they're full/empty to distinguish better. The one on the right is just me going crazy, maybe signifying the arms are full and can't hold anymore gold, if you want to implement that particular part of DK.
There's also a taller version of the arms (variant 1 and 2; I used variant 3 and 4.)
Looks great, cant wait to play it! I'm too cheap to pay for dungeon keeper :]
Dungeon Keeper is now considered abandonware, so you can just go and download it. (At least the first one; I'm not 100% sure about the second one, but I think it is too.)
I guess I'll cut the red ribbon on the contest. I did my remake of TFT's Secret Valley, a 1v1 melee map.
Original War3 Map:
SC2 Remake:
I had to take a bit of artistic license since the map was designed for War3-esque game play and that didn't work whatsoever in SC2 style game play.
More images below.
EDIT: After looking at the image of the map, I moved the main ramp into the expansion to the left, leaving the back door more of a back door instead of a side door. I also made the back doors a rock-blocked ramp instead of a cliff, making it a true back door. Finally, I switched the positions of the third expansions and gold expansions.
War3 is going to be more difficult to pull off since it had the neutral buildings like merc camps and it used trees as a resource, so the maps were covered with them. Could we replace trees with inaccessible areas?
Here's a doodad called Monolyth Crystals that might look more natural for the treasury room.
Also, you should use dots or lighting to differentiate who a tile belongs to. At the very least it should be a streetlight with a color matching the color of the owning player.
Maybe you can use Rushhour's idea of calculating the pathing distance, but instead of doing it from end to end, do it from end to midpoint between bases. This way, it's much less likely that a ridiculously intricate maze will have a longer value than the long way around, and you can also determine who is blocking.
Ok, another idea: Isn't there a function which returns the movement cost between two points (PointPathingCost() )? So you could use this to check if this is higher than a fixed value which you will need to find out. Maze a platform compeletly out, so that it would require the unit to move the longest way possible, use this function to check for the value (all other non-linear paths should be totally blocked for testing). Maybe add +10% in case a player finds an even better maze :D . And now, whenever the movement cost between spawn and target point is higher than this value, the linear path is blocked. But I guess you will need to use some sub-points between the platforms too here!
This wouldn't work if a player uses such a complicated maze that navigating the maze would take longer than going "the long way". Personally, I think the invisible blocker checker would be the best solution.
Have 8 unique blockers and 6 regions, each corresponding to a lane. (Have the regions overlap the lanes a bit in case people decide to broaden their horizons a bit wide.) Then before each wave spit out the blockers and have them move FAST through everyone's maze. If any unit leaves a region in a way it's not supposed to, the lane is blocked.
On a side note if you feel like experimenting, I'm not sure that Blizzard's path-finding is so intelligent that it will find an alternate path from A to B if the shortest path is six steps and the alternate path is six thousand. You might try messing around to see where the threshold is.
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Okay, here's my next try. Constructed from Char arms, the left one is supposed to be empty, while the one in the middle has gold in it (hence the bulbous tumors in it). I dunno how, but you could probably rotate them so the arms are more open when they're full/empty to distinguish better. The one on the right is just me going crazy, maybe signifying the arms are full and can't hold anymore gold, if you want to implement that particular part of DK.
There's also a taller version of the arms (variant 1 and 2; I used variant 3 and 4.)
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@zeldarules28: Go
Dungeon Keeper is now considered abandonware, so you can just go and download it. (At least the first one; I'm not 100% sure about the second one, but I think it is too.)
0
I guess I'll cut the red ribbon on the contest. I did my remake of TFT's Secret Valley, a 1v1 melee map.
Original War3 Map:
SC2 Remake:
I had to take a bit of artistic license since the map was designed for War3-esque game play and that didn't work whatsoever in SC2 style game play.
More images below.
EDIT: After looking at the image of the map, I moved the main ramp into the expansion to the left, leaving the back door more of a back door instead of a side door. I also made the back doors a rock-blocked ramp instead of a cliff, making it a true back door. Finally, I switched the positions of the third expansions and gold expansions.
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War3 is going to be more difficult to pull off since it had the neutral buildings like merc camps and it used trees as a resource, so the maps were covered with them. Could we replace trees with inaccessible areas?
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Ok, I started making this one for last weeks exercise, but then this one came out, and my map seemed to fit with this one better.
My rendition of Zion National Park. This is inspired by the south end of the canyons before the Narrows/Slot Canyons.
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Ok, I was working on a map to show here, but exercise 20 came out while i was working on it and it fit better there, so see you on that thread! ^_^
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So both my editor and in-game are showing no skybox. I have the settings set to Ultra on both. How do I turn it on?
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How are you getting those camera angles? Are using some trigger-based camera?
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Maybe this will be a bit better. I made it using a Char Crystal on top of a Zerg Combs.
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Here's a doodad called Monolyth Crystals that might look more natural for the treasury room.
Also, you should use dots or lighting to differentiate who a tile belongs to. At the very least it should be a streetlight with a color matching the color of the owning player.
0
Maybe you can use Rushhour's idea of calculating the pathing distance, but instead of doing it from end to end, do it from end to midpoint between bases. This way, it's much less likely that a ridiculously intricate maze will have a longer value than the long way around, and you can also determine who is blocking.
0
This wouldn't work if a player uses such a complicated maze that navigating the maze would take longer than going "the long way". Personally, I think the invisible blocker checker would be the best solution.
Have 8 unique blockers and 6 regions, each corresponding to a lane. (Have the regions overlap the lanes a bit in case people decide to broaden their horizons a bit wide.) Then before each wave spit out the blockers and have them move FAST through everyone's maze. If any unit leaves a region in a way it's not supposed to, the lane is blocked.
On a side note if you feel like experimenting, I'm not sure that Blizzard's path-finding is so intelligent that it will find an alternate path from A to B if the shortest path is six steps and the alternate path is six thousand. You might try messing around to see where the threshold is.
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If there were functions that gave the current height of a unit itself (rather than the height of the terrain it's standing on) that would be awesome.
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Bump. Where can I find some people to help test this map with me? As I've said before, I don't have any friends that are on SC2 regularly.
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Got the ships to work. They're down for the moment while I tweak their stats, but they're working.