Hey guys, does anyone want to create some community project? I mean, we could team up for something. I am actualy lost with my maps, this is never comming to end. I just continuously keep experimenting and learning stuff. After data+actors i went to UI editing and don't finish anything ))). I just realized that i like to learn how to do stuff and take challenges but after that i completely loose interest.
So anyway. What i'm trying to offer is my data/actor skills for some project. Also i preferebly would like to make this like casual development, because i could take breakes for a few days. Normaly, polished and solid abil takes for me 2days*2-3hours. (i mean rly complex top-notch stuff).
I mean we could make something together, there are lot's of people in here with some good skills in different aspects of editor. Like Ahli with UI editing, lots of trigger guys, etc.
Also i would like to have good management setup before start (like game type, how-to-do's, end product).
I'm mainly interested in some experienced guys to create high-quality map.
For the suggestion of map we can do some hero survival map with randomized item drop (diablo like) which can be upgraded, and get new enchantments or improving existing enchantments. Custom UI, Maybe pickable abilities, cool boss mobs. I mean this is what i wanted to create but all of this (enchantment trigger system, abilities, visuals, terrain, UI) seems undoable for me, very time-consuming.
Anyway this was my suggestion, i'm opened for any custom melee, campaign/any map, i just would like to work with experienced people to produce some good shit. Thoughts?
If you want (and if this project gets any takers), I'd be happy to do the terrain work for you. I'm pretty well-versed when it comes to terraign colour, contrast, and doodad positioning.
While it's NOWHERE NEAR any sort of completion (NONE of the areas on this map have fully-finished details, especially the 'cave' area), here is a map I've been terraigning for the past 3 days. In my head I designed it around being a theoretical campaign-style map.
I'll upload images and the map file if you want a closer look.
(you'll notice some parts have more detail than others =])
OMFG teach me how to do that marvellous terrain. I'm currently working on a Single Player Campaign and I'd reallylike to know how to do that good terrain.
Ok guys so time for me to prove some skills. This is one of my hundreds test maps. I thought it will be cool to create like witchcraft in dark environmental map. Like make hero spells through items and let player to pick up anything from the pool.
So feel free to use this as learn material but i won't call to police ofcourse if you'll just copy - paste >:]
I can basicaly create pretty fucking much anything with data and actors but missile movers is something i didn't pay attention to.
Anyway this terran by Hydra is great, looking forward for new members (need GUI (XML) and trigger specialists).
Also dont pay attention to cliff glitches with spells i just didn't add validators :>>
i am planning to recreate (but different) the warcraft 3 map enfo's team survival. i have basically everything already except the heroes. (shop, spawn, terrain, team spells would be set up within 2 days). i really suck with ideas to create a bunch of hero units and i don't have wc3 anymore to copy them from the wc3 map.
i already created 2 playable maps ( the rising dead, funky's td) and a lot of test maps (banshee fight, artillery fight can be tested on europe, others never made it to playable). i have no problem with open source. i am just a bit busy for a week, then i could start with it. i didn't start solo yet because i have created hero units already and this takes alot of time to create and balance.
I can do heroes spells / passives / any help in data. Anyway guys i mean is it rly that bad idea? i'd like more people to join.
Also i have idea for itemization. I mean, items is rly something that drives survival hero maps. How about upgradeable randomized items drops with different rarity grades? I mean i already know how to change tooltip for items, also it's pretty easy to set up this system.
ITEMS
Basicaly it can be done with ONE behaviour per hero for simple enchantments. On item drop we can record every modification in string and save this string to data table with item unit's id as a key. When hero pickups this shit it modifying data values (via catalogue field value set) for this Hero Buff depending on values in that string. I mean i think it's best solution for such kind of system because it exclude trigger damage and other crap that will slow down the map.
For example: we predefined which word from string will be modifying each data value, like N1: +AttackSpeed, N2: +Damage, N3: +ReducedCooldowns, N4: +ManaPool
So for example we wants to generate item + 30 mana and +12 damage: we creating string "0 12 0 30"
Then on item pickup we just modifying the corresponding data fields in hero's Stats Buff, and reapplying it. Also we could easily save this to bank if it will make any sense for such kind of map. Anyway you got the idea.
Also i thought it would be great to Upgrade items for money instead of buying new: Like Item can be placed to forge, and then player just choose how much to spend on upgrade. For minimal cost you can randomly increase any of existing enchantements, for medium cost you can increase them more, and for max cost you can gain new enchantment on item. Number of upgrades for each item will be limited. Anyway look in attached screenshot to see what i'm talking about.
I'm rly willing to create something like that but as i will be making data work we need some good triggerer to setup this system.
Also, if we take this approach we should think about UI layout. Because default UI + Inventory looks overwhelmed. I mean this is rly problem for most of the maps in battle.net (overwhelming UI) i would like to make it as minimalistic as possible, thats why i rly wants some XML UI editor for our team.
Lets do it guys, it can turns out very fun map to play. And we won't reach that level of quality separately. Just want more people to come in.
Ui is not such a big problem. i became quite good with it. UI-editor is basically moving frames, hiding them or adding new ones. and they all can be hooked up which makes things quite easy.
screenshot (new TRD GUI): i moved the inventory where it was in wc3 and the portrait is not needed anyway.
every hero could have one item that improves with a random drop on killing enemies. enfo's is more like dota, you have to decide how to pimp your hero and then buy the right ones and combine them with reciepes, but i like your idea. it's somehow unique.
if every hero has 5+1 items and everybody could add w/e like to add to them. but each upgrade will cost more money. each item could have one active ability.
the main work is really to create at least 20 heroes with levelable skills (one effectchain, changing values with triggers, having 50 levels of costs, is easiest and fastest way) and balancing them.
check my shop system out ( Rites of Shakuras on the arcade, could be modified to implement such a system)
wargirl i don't have terrain yet, but enfo has a really simple one. 2 spawns at the top on each side (http://map-warcraft.narod.ru/olderfiles/1/asd.jpg).
do you people know enfo's ts? basically i doesn't have to be the same but it should be 2 teams fighting indirectly against each other, which team is able to survive longer against a endless spawn of creeps.
Hmm, i like your UI. So what do you want to make with abilities? Are you fine with ones from my map or you want more simplistic and scaled down effects? I can continue to make abilities for mages (psionics) in phantasy style, and then maybe go to mecha skills (like bombs and terran junk effects)?!
Also are you considering item system i suggested above or you want to stick with preseted items?
I find it's really the team leader that determines a game's chances of being completed. It takes a lot to know what's going to keep different types of people interested and motivated.
I want to keep little brainstorming in this thread so maybe more people would like to contribute. After that we can create a working group
I don't rly like to be a leader, i just think that Hero Survival type of map is rly good for team project because it's much more easier and involves less speculation about scenario and lore between team members than campaign, it's doable and we can add Lots of content in it without much effort. For example, we can add item randomization system if we get solid triggerer, we can put this in Fantasy theme if some artist will become interested, we can add PvP mode in game, more waves, bosses, Improve special mob's AI. It's very expandalbe concept i think.
How large is the map (tiny, small, medium, large, huge, epic)?
And could you make a simple top-down schematic of the map using like paint or something similar, to give an idea of where things are.
If we could get a basic schematic, I could start phase one of the terrain (just basic cliff shapes). From there, the basic cliffs could be used in combination with triggering and whatnot. Once all that is done (not 100% finished, but mostly put together besides polish) I can start detailing some areas, and make more interesting cliff shapes.
Ok at this point we should clarify things as people wants to make terrain already.
So I'm mainly adressing this to Funky. As i can see you have mostly triggers and UI setup in your map. I just want to ask if we can go with different map design instead of enfo's. I mean we could create something unique instead of remaking anything.
My primary goal was to make hero survival so people can pick any 5 spells from the pool at the game start. I want to make spells visualy satisfying and with unique gameplay role. Also player can pick up unique weapon for his hero (i mean it will have unique gameplay/visual realisation, like Kerrigan Chain Attack, or Psi Shells from my map, etc.) I also think that 20 heroes is too much if we want to create rly solid balanced ones, we can even go with one hero, like kerrigan model (it has good animations), because we can customize it by using different skill sets and weapons. I mean spell pool may consist of lot's of different spells like Fighter spells, Support spells, Elemental spells, Confusion spells, etc.
As for the terrain i think it will be cool to set up this in some dark foggy environment something like tileset in map that i posted, or something similiar.
@FunkyUserName: Go
I just want to ask if funky is alright with this concept or he insist on enfo's remake.
I will be making 20-30 data/trigger spells for start, which will be using by 2( for a start) hero archetypes : Warrior and Mage (psionic?) Warrior will be using Dehaka model, Mage - Kerrigan model, they will be able to choose any weapon and spell from the pool as the game starts, also i will post some videos of this spells as i will progress.
For the terrain i think we need the one i described in post above, adn 4-5 portals from which waves of mobs will be spawned. The game type - Hero Survival, 3 - 4 players will need to protect some relic.
Spells will be implemented through items with UI modification ( i think we could handle this even without UI XML specialist in our team).
I think you can make triggers for map and special creeps for waves with autocast abilities meanwhile. And HydraMannequine can work on terrain.
I think we should start from the less, and then add more content. We will use some basic item system for start, adn maybe if we could get good triggerer or just some free time we will implement random drops with rarity grades.
I keep getting ripped away from my editor work for real life things which are far more important; though I have messed with a lot of things like you are looking to do; trigger wise.
What I got:
Currently, a Custom Hero Creation system; where you pick a hero with base stats, can customize their base stats a little, and their stats per level (All through a simple UI on game start) You then select abilities for the hero (Again, through custom UI) and those abilities can themselves be altered and upgraded as the game progresses (Again, through custom UI).
As far as items; I currently have a random item generator created, and a UI based inventory. The one I have is for an RPG, so it is a little complex; but with a few minor alterations, I can make it much more simple, and usable for a basic hero arena game.
I was planning to make the "Ultimate Custom Hero Game" err something along those lines. I was planning for a basic hero arena with minor RPG aspects (wc3 style), a single player hero survival, a multiplayer hero survival, and a hero line wars. I have done all of the triggering for those things multiple times over; pretty efficiently.
As far as triggering goes; I generally try to set up "systems" so any idiot can set a few variables to add things to the systems (skills, items, item combos, heroes, ect) which would be nice for when life calls and I am gone for a week; progress isn't haulted.
Skype group is the way to go, Glornii or [email protected] As I said, I am pretty busy IRL; but since I have 80% of the stuff you need already done; I got a jump on the competition.
I dont like rushing things too i just think that initial plan on making 20-30 solid balanced data skills will be doable after in a few weeks, i'm mostly working in sc2 2-3 hours a day lately. With that and first few wave mobs and terrain we can start to build test version. I appreciate your offering but it serms your map already has too much stuff that is not rly needed, i mean if you will be able to join us after first build will be finished, you can help us with item system. Lets just not throw in a bunch of stuff, lets do it simple, like as i suggested in previous post. Anyway most likely this one will be open source so anyone interested will be able to pick up things and get job done. In a few days i will update this with a bunch of abilities and ideas. For the start build i want to have some terrain with a few portals, setted in a dark themed foggy environment, it should be pretty small, with a hero base in a center.
Hey guys, does anyone want to create some community project? I mean, we could team up for something. I am actualy lost with my maps, this is never comming to end. I just continuously keep experimenting and learning stuff. After data+actors i went to UI editing and don't finish anything ))). I just realized that i like to learn how to do stuff and take challenges but after that i completely loose interest.
So anyway. What i'm trying to offer is my data/actor skills for some project. Also i preferebly would like to make this like casual development, because i could take breakes for a few days. Normaly, polished and solid abil takes for me 2days*2-3hours. (i mean rly complex top-notch stuff).
I mean we could make something together, there are lot's of people in here with some good skills in different aspects of editor. Like Ahli with UI editing, lots of trigger guys, etc.
Also i would like to have good management setup before start (like game type, how-to-do's, end product).
I'm mainly interested in some experienced guys to create high-quality map.
For the suggestion of map we can do some hero survival map with randomized item drop (diablo like) which can be upgraded, and get new enchantments or improving existing enchantments. Custom UI, Maybe pickable abilities, cool boss mobs. I mean this is what i wanted to create but all of this (enchantment trigger system, abilities, visuals, terrain, UI) seems undoable for me, very time-consuming.
Anyway this was my suggestion, i'm opened for any custom melee, campaign/any map, i just would like to work with experienced people to produce some good shit. Thoughts?
@abvdzh: Go
If you want (and if this project gets any takers), I'd be happy to do the terrain work for you. I'm pretty well-versed when it comes to terraign colour, contrast, and doodad positioning.
While it's NOWHERE NEAR any sort of completion (NONE of the areas on this map have fully-finished details, especially the 'cave' area), here is a map I've been terraigning for the past 3 days. In my head I designed it around being a theoretical campaign-style map.
I'll upload images and the map file if you want a closer look.
(you'll notice some parts have more detail than others =])
@HydraMannequin: Go
OMFG teach me how to do that marvellous terrain. I'm currently working on a Single Player Campaign and I'd reallylike to know how to do that good terrain.
Ok guys so time for me to prove some skills. This is one of my hundreds test maps. I thought it will be cool to create like witchcraft in dark environmental map. Like make hero spells through items and let player to pick up anything from the pool.
So feel free to use this as learn material but i won't call to police ofcourse if you'll just copy - paste >:]
I can basicaly create pretty fucking much anything with data and actors but missile movers is something i didn't pay attention to.
Anyway this terran by Hydra is great, looking forward for new members (need GUI (XML) and trigger specialists).
Also dont pay attention to cliff glitches with spells i just didn't add validators :>>
@HydraMannequin: Go
very impressive love youre work
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@wargirlwargirl: Go
i am planning to recreate (but different) the warcraft 3 map enfo's team survival. i have basically everything already except the heroes. (shop, spawn, terrain, team spells would be set up within 2 days). i really suck with ideas to create a bunch of hero units and i don't have wc3 anymore to copy them from the wc3 map.
i already created 2 playable maps ( the rising dead, funky's td) and a lot of test maps (banshee fight, artillery fight can be tested on europe, others never made it to playable). i have no problem with open source. i am just a bit busy for a week, then i could start with it. i didn't start solo yet because i have created hero units already and this takes alot of time to create and balance.
@FunkyUserName: Go
send me what you got i take care of it, if it is terrain what you need i got youre back
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@FunkyUserName: Go
I can do heroes spells / passives / any help in data. Anyway guys i mean is it rly that bad idea? i'd like more people to join.
Also i have idea for itemization. I mean, items is rly something that drives survival hero maps. How about upgradeable randomized items drops with different rarity grades? I mean i already know how to change tooltip for items, also it's pretty easy to set up this system.
ITEMS
Basicaly it can be done with ONE behaviour per hero for simple enchantments. On item drop we can record every modification in string and save this string to data table with item unit's id as a key. When hero pickups this shit it modifying data values (via catalogue field value set) for this Hero Buff depending on values in that string. I mean i think it's best solution for such kind of system because it exclude trigger damage and other crap that will slow down the map.
For example: we predefined which word from string will be modifying each data value, like N1: +AttackSpeed, N2: +Damage, N3: +ReducedCooldowns, N4: +ManaPool
So for example we wants to generate item + 30 mana and +12 damage: we creating string "0 12 0 30"
+27% Reduced cooldowns + 10 AttackSpeed: string "0.1 0 0.3 0"
Then on item pickup we just modifying the corresponding data fields in hero's Stats Buff, and reapplying it. Also we could easily save this to bank if it will make any sense for such kind of map. Anyway you got the idea.
Also i thought it would be great to Upgrade items for money instead of buying new: Like Item can be placed to forge, and then player just choose how much to spend on upgrade. For minimal cost you can randomly increase any of existing enchantements, for medium cost you can increase them more, and for max cost you can gain new enchantment on item. Number of upgrades for each item will be limited. Anyway look in attached screenshot to see what i'm talking about.
I'm rly willing to create something like that but as i will be making data work we need some good triggerer to setup this system.
Also, if we take this approach we should think about UI layout. Because default UI + Inventory looks overwhelmed. I mean this is rly problem for most of the maps in battle.net (overwhelming UI) i would like to make it as minimalistic as possible, thats why i rly wants some XML UI editor for our team.
Lets do it guys, it can turns out very fun map to play. And we won't reach that level of quality separately. Just want more people to come in.
Ui is not such a big problem. i became quite good with it. UI-editor is basically moving frames, hiding them or adding new ones. and they all can be hooked up which makes things quite easy.
screenshot (new TRD GUI): i moved the inventory where it was in wc3 and the portrait is not needed anyway.
every hero could have one item that improves with a random drop on killing enemies. enfo's is more like dota, you have to decide how to pimp your hero and then buy the right ones and combine them with reciepes, but i like your idea. it's somehow unique.
if every hero has 5+1 items and everybody could add w/e like to add to them. but each upgrade will cost more money. each item could have one active ability.
the main work is really to create at least 20 heroes with levelable skills (one effectchain, changing values with triggers, having 50 levels of costs, is easiest and fastest way) and balancing them.
check my shop system out ( Rites of Shakuras on the arcade, could be modified to implement such a system)
wargirl i don't have terrain yet, but enfo has a really simple one. 2 spawns at the top on each side (http://map-warcraft.narod.ru/olderfiles/1/asd.jpg).
do you people know enfo's ts? basically i doesn't have to be the same but it should be 2 teams fighting indirectly against each other, which team is able to survive longer against a endless spawn of creeps.
@FunkyUserName: Go
Hmm, i like your UI. So what do you want to make with abilities? Are you fine with ones from my map or you want more simplistic and scaled down effects? I can continue to make abilities for mages (psionics) in phantasy style, and then maybe go to mecha skills (like bombs and terran junk effects)?!
Also are you considering item system i suggested above or you want to stick with preseted items?
I love to see team projects succeed.
I find it's really the team leader that determines a game's chances of being completed. It takes a lot to know what's going to keep different types of people interested and motivated.
Good luck.
@Charysmatic: Go
I want to keep little brainstorming in this thread so maybe more people would like to contribute. After that we can create a working group
I don't rly like to be a leader, i just think that Hero Survival type of map is rly good for team project because it's much more easier and involves less speculation about scenario and lore between team members than campaign, it's doable and we can add Lots of content in it without much effort. For example, we can add item randomization system if we get solid triggerer, we can put this in Fantasy theme if some artist will become interested, we can add PvP mode in game, more waves, bosses, Improve special mob's AI. It's very expandalbe concept i think.
perfect count me in if you guys need help
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
So to make some things clear:
Is this one map or multiple?
How large is the map (tiny, small, medium, large, huge, epic)?
And could you make a simple top-down schematic of the map using like paint or something similar, to give an idea of where things are.
If we could get a basic schematic, I could start phase one of the terrain (just basic cliff shapes). From there, the basic cliffs could be used in combination with triggering and whatnot. Once all that is done (not 100% finished, but mostly put together besides polish) I can start detailing some areas, and make more interesting cliff shapes.
Ok at this point we should clarify things as people wants to make terrain already.
So I'm mainly adressing this to Funky. As i can see you have mostly triggers and UI setup in your map. I just want to ask if we can go with different map design instead of enfo's. I mean we could create something unique instead of remaking anything.
My primary goal was to make hero survival so people can pick any 5 spells from the pool at the game start. I want to make spells visualy satisfying and with unique gameplay role. Also player can pick up unique weapon for his hero (i mean it will have unique gameplay/visual realisation, like Kerrigan Chain Attack, or Psi Shells from my map, etc.) I also think that 20 heroes is too much if we want to create rly solid balanced ones, we can even go with one hero, like kerrigan model (it has good animations), because we can customize it by using different skill sets and weapons. I mean spell pool may consist of lot's of different spells like Fighter spells, Support spells, Elemental spells, Confusion spells, etc.
As for the terrain i think it will be cool to set up this in some dark foggy environment something like tileset in map that i posted, or something similiar.
@FunkyUserName: Go I just want to ask if funky is alright with this concept or he insist on enfo's remake.
@abvdzh: Go
what's your plan? it pretty much sounds like a co-op campaign.
@FunkyUserName: Go
I will be making 20-30 data/trigger spells for start, which will be using by 2( for a start) hero archetypes : Warrior and Mage (psionic?) Warrior will be using Dehaka model, Mage - Kerrigan model, they will be able to choose any weapon and spell from the pool as the game starts, also i will post some videos of this spells as i will progress.
For the terrain i think we need the one i described in post above, adn 4-5 portals from which waves of mobs will be spawned. The game type - Hero Survival, 3 - 4 players will need to protect some relic.
Spells will be implemented through items with UI modification ( i think we could handle this even without UI XML specialist in our team).
I think you can make triggers for map and special creeps for waves with autocast abilities meanwhile. And HydraMannequine can work on terrain.
I think we should start from the less, and then add more content. We will use some basic item system for start, adn maybe if we could get good triggerer or just some free time we will implement random drops with rarity grades.
How bout dat plan?
I keep getting ripped away from my editor work for real life things which are far more important; though I have messed with a lot of things like you are looking to do; trigger wise.
What I got:
Currently, a Custom Hero Creation system; where you pick a hero with base stats, can customize their base stats a little, and their stats per level (All through a simple UI on game start) You then select abilities for the hero (Again, through custom UI) and those abilities can themselves be altered and upgraded as the game progresses (Again, through custom UI).
As far as items; I currently have a random item generator created, and a UI based inventory. The one I have is for an RPG, so it is a little complex; but with a few minor alterations, I can make it much more simple, and usable for a basic hero arena game.
I was planning to make the "Ultimate Custom Hero Game" err something along those lines. I was planning for a basic hero arena with minor RPG aspects (wc3 style), a single player hero survival, a multiplayer hero survival, and a hero line wars. I have done all of the triggering for those things multiple times over; pretty efficiently.
As far as triggering goes; I generally try to set up "systems" so any idiot can set a few variables to add things to the systems (skills, items, item combos, heroes, ect) which would be nice for when life calls and I am gone for a week; progress isn't haulted.
Skype group is the way to go, Glornii or [email protected] As I said, I am pretty busy IRL; but since I have 80% of the stuff you need already done; I got a jump on the competition.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
sounds like a plan we all should jump on and make it happen
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@GlornII: Go
I dont like rushing things too i just think that initial plan on making 20-30 solid balanced data skills will be doable after in a few weeks, i'm mostly working in sc2 2-3 hours a day lately. With that and first few wave mobs and terrain we can start to build test version. I appreciate your offering but it serms your map already has too much stuff that is not rly needed, i mean if you will be able to join us after first build will be finished, you can help us with item system. Lets just not throw in a bunch of stuff, lets do it simple, like as i suggested in previous post. Anyway most likely this one will be open source so anyone interested will be able to pick up things and get job done. In a few days i will update this with a bunch of abilities and ideas. For the start build i want to have some terrain with a few portals, setted in a dark themed foggy environment, it should be pretty small, with a hero base in a center.