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    posted a message on Island Troll Tribes
    Quote from OneTwoSC: Go

    @Nebuli2: Go Note to Zaeden: I noticed the camera lags behind the hero. A lot of (big time) maps have this problem and it's very easily solvable! You just need to go into the data editor, cameras tab, and find Default Camera. In there, you'll need to mess around with the Follow values for many of the fields (make it faster/shorter so it doesn't sit behind) like smoothing etc. Well, I'll let you play around since I forget the exact fields haha.

    Oh god, I love you. I set 'Follow Scroll Limit - 100' and the camera follow motion is incredible; it's night and day!

    First round o' updates: Bare bones UI nearly setup

    Posted in: Map Feedback
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    posted a message on Island Troll Tribes

    Hey folks!

    If you've ever played the old Warcraft III classic, you might be familiar with some of the fundamental gameplay mechanics. If you haven't, it's fairly simple. This edition of Island Troll Tribes is not by any means a carbon copy of the original. Several aspects of gameplay have been changed, and I come to you thirsty for feedback!

    - A brief trailer showing some of the environments. I may have engrished some of the subtitles, *sad face*.

    If you have 3DS Max and would like to help me convert a few .WMOs into .M3s, I can compensate you for the trouble!

    Introduction

    Island Troll Tribes is a survival game where you (a troll) and other players (also trolls) must scavenge the nearby islands for food and supplies. Over the course of the game, you're encouraged to form tribes, build a village and work with others to not only survive the wilds, but ultimately achieve victory through means of PvE, PvP, or economy.

    Gameplay

    The game begins with your troll starting at a random beach on the map in the morning hours. Unlike the original, there are no preset alliances. All players begin neutral to the other players on the island and may build alliances or declare war.

    Tribes

    Any player can start a tribe and invite other players to join. Being a member of a tribe has many benefits including shared vision, supplies, shelter and other buildings. Tribes may declare war upon other tribes, or remain neutral with one another. Tribes are important for all 3 aspects of the game: PvE, PvP, and econ.

    PvE

    One of the most important parts of this game: food. You need to eat or you die. Health and hunger are separate in version (food still restores health, however). Hunger is an important vital that can eventually kill you (albeit slowly). Your primary source of food early in the game will be hunting animals. Bigger animals provide more food, but may take more than one player to slay the beast. Later in the game, mini-bosses and bosses provide useful items, armor, relics and buffs to your tribe. There are 3 Gods, one on each island. They become hostile once you attack them, and upon death will provide you and your tribe a substantial buff.

    Killing the Gods may satisfy victory under certain conditions.

    PvP

    Since we can't all just get along (and killing each other is fun), PvP is an obvious objective that may satisfy victory under certain conditions. Upon death, a player drops some of their equipped items, such as armor and weapons. Items in a player's inventory will not drop upon death. Killing a player (or being nearby when a hostile player is slain) provides a substantial experience gain - plus you can loot the body for food and stuff (mm... troll flesh).

    Economy

    Some people just want to build stuff. Earlier I mentioned 3 Gods being situated around the island. If you decide you'd rather worship them instead of killing them, you can build temples in their honor to earn their favor. The first tribe to earn the favor of a God has their favor for the rest of the game (unless you try to kill them later.) By that measure, you'll have to protect your Gods if they come under attack; Gods aren't much use to your people if they're dead.

    Victory Conditions

    The ultimate goal of each match is to win by one of the following:

    • When all 3 Gods are dead: Victory will be given to the tribe who has killed 2/3 of the Gods. If all 3 are slain by different tribes, the game does not end. Each God differs in difficulty and the rewards for killing them scale respectively.
    • When there is only one tribe remaining: Victory will be awarded to the last remaining tribe divided by the number of members in it only if at least one player has been killed by another player in the game.
    • When a tribe has the favor of all 3 Gods: The tribe will be awarded victory. This victory earns the tribe the most experience.

    Experience & Advancement

    While there aren't levels necessarily, there is an advancement system that carries over from game to game.

    Experience earns AP (Advancement Points) which may be allocated during each game. AP may be allocated into stats or talents:

    Players begin with 1 AP and earn more as they collect experience. Experience is gained by killing creatures, other players, village building, Godslaying, and winning games. Players may distribute their AP differently in each game.

    Stats

    Each point provides a significant boost. All players have 1 of each stat by default. Stats are as follows and are subject to change:

    • Strength: Each point increases physical damage by 10%.
    • Agility: Each point increases movement and attack speed by 4%.
    • Intelligence: Each point increases spell damage by 15%.
    • Spirit: Each point increases health and energy regen by 1.
    • Endurance: Each point increases health by 50 and armor by 1.

    Additionally, some talents are boosted by your stats. Try not to stack stats or talents over the other; balance is key.

    Talents

    These are your talent trees, essentially. Class unlocks are found deep within each tree. They are as follows:

    • Combat - Physical combat tree. Scales well with Strength.
    • Voodoo - Buffer/Debuffer and healing magic tree, and also tikis. Lots of tikis. Scales well with Spirit.
    • Elemental - Spell combat tree. Scales well with Intelligence.
    • Survival - Survivability tree. Scales well with Endurance.
    • Shadow - Stealthy / Poison tree. Scales well with Agility.

    Below are some examples of Tier 1 talents: (Values are completely arbitrary and likely to change. Assume a new player has 250 health.)

    Combat

    • Combat Expertise: Passively increases physical damage dealt, stacks with each strike.
    • Power Dive: Charges at a nearby enemy and increases damage dealt by 50% for 3 seconds.
    • Heavy Drive: Smashes a target for heavy damage.

    Voodoo

    • Sentry Tiki: Reveals a large area around the tiki, ignores LoS. (Effective for scouting at night.)
    • Charm: Gives the target a random charm.
    • Cursed Ground: Curses the ground at the target area, increasing damage taken by affected enemy units.

    Elemental

    • Bolt: Sends a bolt at the target dealing damage. (Instant cast, cooldown)
    • Torch: Burns the target for damage. (Cast time, no cooldown)
    • Inner Fire: Chance on spellcast to restore health and energy.

    Survival

    • Recuperate: Increases health regeneration by 5% of max health for 9 seconds.
    • Vigilance: Passively increases vision by 5 meters.
    • Pin: Roots the target in place for 5 seconds.

    Shadow

    • Shadow Strike: Deals 10 damage per point of agility and slows the target by 35% for 4 seconds.
    • Dexterity: Each point of agility now increases damage dealt by 7%.
    • Blind: Blinds the target for 3 seconds, rendering them unable to see and reduces their damage dealt by 70%.

    More information to come soon! Side note: there is a key bindings system in the works for skills and stuffs if anyone was wondering how bars were going to work out.

    Posted in: Map Feedback
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    posted a message on Making Icons for requests
    Quote from Adelios: Go

    @Zaeden: Go

    Photoshop plugin, Nvidia dds format v8.23 with no mip maps setting

    Oh my god, I love you!

    I've been saving mine with min maps which caused it to be blurry whenever resized. It didn't occur to me to change that.

    Thanks!

    Posted in: Art Assets
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    posted a message on Making Icons for requests

    Hey there, I just had a quick question. What do you use to save the icons as .dds? If you happen to use the Photoshop plugin, what setting (color depth and such :x) do you use to export the texture?

    Posted in: Art Assets
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    posted a message on Regarding transfering actors, units, and items from one map to another.

    @happy04: Go

    This post has what you're looking for, I believe.

    Posted in: Miscellaneous Development
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    posted a message on Edit Box?

    Has anybody else tried using the GUI trigger supported edit boxes in their maps lately? :0

    Posted in: Miscellaneous Development
  • 0

    posted a message on Edit Box?

    Hoping that someone could confirm/deny. :<

    Posted in: Miscellaneous Development
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    posted a message on Uhh...my dependencies just stopped working?

    @ResolveHK: Go

    This post details a fix; this seems to work for most people. :)

    Posted in: Miscellaneous Development
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    posted a message on where are the campaign units like the queen of blade and other

    Files > Dependencies ...

    Cliquez sur «Add Standard» les ajouter. Ils devraient être presents après ça.

    Posted in: Miscellaneous Development
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    posted a message on Island Maps?

    Your English is fine, don't worry! :D

    And if you're talking about an island type map with regular gameplay, I don't know of any off of the top of my head, but you could take a look here to see if there are any.

    If you can't find any there, you may want to consider making some yourself! Terrain editing can be simple and fun, I personally find it the most enjoyable part of map making.

    You can also download some of the maps made by Blizzard (through the editor) and remove the connecting land yourself.

    Posted in: Miscellaneous Development
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    posted a message on [Editor]Publishing Error - "Unable to send event to Battle.net"

    @zeeraw: Go

    Are you properly connected to Battle.Net through the editor (everything's authenticated, etc.), and are you able to log into Battle.Net through the Starcraft II game client?

    I saw this a couple times during the Beta, though I never read into it. The only thread I could find was on the beta forums, which have since been taken down.

    If it turns out that you are connected to Battle.Net properly, all logged in and everything, and can connect with the Starcraft II client, and it still doesn't work, check your firewall and/or proxy settings. If you're running Windows 7 or Vista, you may want to try running the editor as an administrator, though I don't think it'll do anything, it's worth a try.

    You should also post a ticket in the Starcraft II Battle.Net Technical Support Forum, or here if you're running a Mac OS. I didn't see a thread regarding this when I looked before posting, so that may be your best bet on resolving this issue.

    Good luck!

    Posted in: Miscellaneous Development
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    posted a message on How do I play maps I make offline?

    @Betagame: Go

    I believe if you've published a map, you should be able to play it in Single Player Offline mode in the 'Verses AI' category.

    Do you mean how to play a map without publishing it? Are you unable to publish it, unwilling to publish it, or simply want to test it?

    I don't believe there's a way to play an un-published map in Single Player Offline Mode.

    Posted in: Miscellaneous Development
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    posted a message on Help with lighting

    @gurluas: Go

    Are you using the lighting editor? They should save automatically. If so, are you modifying a pre-existing light set? Like, Aiur (Aiur), or making a new one (Ctrl + N)?

    And to view them in-game, make sure you apply them with triggers (Environment > Set Lighting, or simply 'Set Lighting') or go into the data editor, go under Terrain Texture Sets, find your current terrain texture set and modify the lighting there.

    Let me know if that was explained poorly, I'm not the best at explaining things. >.<

    Posted in: Miscellaneous Development
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    posted a message on A way to show a units location on the map other than ping?

    In the data editor, under actors you can provide a custom minimap icon. It's UI - Minimap Icon if you're using the table view, if not, it can be found under the UI tab.

    Posted in: Miscellaneous Development
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    posted a message on Edit Box?

    I recall that during the beta the 'Edit Box' dialog item wasn't functional, as with some other triggers and functions. So I decided to ice my map until release, but to my dismay I can't seem to get the Edit Box to work.

    I lightly searched around on the site, but I couldn't find anything since beta on it.

    Is anybody else having this issue, or am I doing something wrong? :0

    Posted in: Miscellaneous Development
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