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Eternal Chaos - Main Thread

02-13-2004, 02:04 AM#16
Maegus
Ah, yes. I could do that, I suppose. It would make things even more needlessly complicated, but its a good idea, nonetheless =)


EDIT: I also decided that Way gates would also be another randomly placed object.

EDIT: I think I'd better start editing the first post everytime I announce a gameplay update, so I'll start doing that now.

EDIT: Alright, there. I updated the first post. I added a Weapon/Defense Type section and modified the Game Modes section. I also give it a little face-lift. Check it out!
02-13-2004, 03:20 AM#17
Poka
Impressive if you can manage all those, I can proberly help you out in heros and spells if you like
02-13-2004, 07:53 AM#18
erwtenpeller
Quote:
Originally posted by Imbrifer
1. Make things that heroes can purchase (units, items, etc) purchasable with gold, and make contributions to the computer player (user-controlled bases, upgrades that effect computer's units, etc) purchasable with wood. This would make it so no player would either dump all their resources into one or another, but help out in both areas.

Oh, and scrap "Mass Attack" or whatever it's called. It would be useful, but the potential downsides totally outweigh the potential benefits.

Everything else looks damn perfect. If you need any custom heroes/skills or terrain, let me know.
1.evrything should be purchasable with gold... the computers should not go and chop down large amounts of wood, becouse if they did that they would wrech the terrain and make easy-acces points for the opponant to do a sneak attack, and we dont want that, do we?

also i think the whole point of this is, that the computer can take care of himself, so you should really be able to choose, as a player, what do i do? do i help my computer, or do i selfishly get fatass items so i can smish? this should expand gameplay, and give variouse hero tactics.

like i said before, u can get two supportive casters and max out your army with strong melees, but you could also get two strang melee heros and max them out, but let your computer produce lots of casters and archers to back you up

generally what i am saying is, is that unit upgrades should NOT effect heros in any way, and hero upgrade (probubly in the form of items, oor you'll get the tome-race effect) should not effect units.

i dont think players should be able to build buildings and hire units, in this game that is all up to the computer. you can however, give you computer 'hints' on what to build and to upgrade and what units to train.

i personally have a thing agains waygates, but dont mind me. i prefer purchassable teleport spells. (tome of tele, staff of tele... u name it):ggani:

oh yeah, one more thing, please post your updates down here as well, so it is less confusing to comment them :D
02-13-2004, 11:50 AM#19
Maegus
Yeah, I'm posting my updates at the bottom and top.

Well, the buildings kits and hired units will just be hiring units that will change ownership TO the computer player, so I don't think it will make a big difference. They will be more expensive than the standard units, as they are intended for emergencies only. The building kits will also build slower than normal. However, I will be making a special Mercenary Camp that is intended for the hero players.

I think I will only make the Way Gates one-way. It makes things a lot easier for me... not to mention it doesn't make them TOO useful.

Tele scrolls/Staves will be in, too, of course.
02-13-2004, 12:35 PM#20
erwtenpeller
okay sweet :D

i'm finally getting somewhere with my game to... we're busy building the heros and their skills now...

we got like 18 custom (some abilities are only partially custom, becouse there was no need to make it diffrent) heros with a 'theme'.

example:
name: Guna Lachba
class: Serpant King

Guna Lachba was picked by Illidan to join his elite, becouse of his extrodinary mellee skills and short temper. Guna Lachba is very usefull for destroying buildings, and taking large amounts of punishment.

abilities:
-Crushing Wave-- Guna Lachba fires a wave to damage units in a cone.
-Short Temper-- Guna Lachba becomes enraged, cousing him to attack wrecklessly, attacking faster but taking more damage.
-Serpent Skin (passive)- Prevent an amount of Damage.
-Harden Scales (switch on and off)- Guna Lachba compresses his scales, cousing his defence to rise but limiting his movement.

as you might have noticed his skills work extremely well when used together. all our heros will kinda work around that, the skills need to fit together perfectly for smoothest gameplay possible.

if you have a problem with me posting this here, just tell me and i will delete the post :D
02-13-2004, 06:41 PM#21
GaDDeN
whoa great maegus=) i didnt even notice this new thread u made, u shud post in the old one so ppl wont have any probs finding it....

Well i gotta be tester for this map.... keep it up! :D
02-13-2004, 08:01 PM#22
Maegus
I already posted the location of this thread in the old thread, tho. Besides, the old post seems to have dried up now. Hopefully this one will stay alive =D

I don't mind at all, erwt. He sounds like an interesting hero. What's the ETA on your map, just out of curiosity?

I've designed a few heroes myself... I'll be posting information on them shortly.

I've also decided that although there will be 4 separate races to choose from, hero selection will not be restricted (meaning if you're Night Elf, you won't be forced to only pick a Night Elf hero).
02-14-2004, 06:41 AM#23
GaDDeN
ye tat sounds like a good idea.... and another thing you should add (if you have same selection like dota), is so you cant steal. I hate when "the one with no lag" gets the best heroes, cuz his game shows the map b4 the laggy ones. I dont really have an idea of how to correct it, but i think thats a very boring thing with dota... "i wanted that hero!!! no i quit!!!", u dunno how many times i heard that and it ruins the game totally=)
02-14-2004, 02:01 PM#24
Maegus
Hm... well, I might make it so that once someone picks a hero, you can still pick that hero.

Because, yeah, it's true that there are so many idiots who can't stand not having a certain hero... it would probably mean a LOT less leavers.
02-14-2004, 04:48 PM#25
GaDDeN
yes, good idea. You got enuf for a screen shot soon?:ggani:
02-14-2004, 09:10 PM#26
Maegus
You know, I just thought of a funny idea. What if hero selection was made into a MINI-GAME? They'd play the mini-game, and the 1st place winner gets to pick the first hero, 2nd place picks second, 3rd picks third... but, that would only really matter if you made it so that one a hero was chosen, another player couldn't take it... so I suppose I can't use it in my map...

I've decided that I would not use Imbrifer's team customization idea initially for two reasons: One, few people seemed to really care about it; and two, it's just so tedious to implement, especially when you could easily just have a few selectable game modes. Having the players make their own game modes from scratch is much more complex. I'll consider adding this into the map AFTER release, but it's not too high on my priority list at the moment. Sorry, Imbrifer.

Alright, I've put together a basic demonstration of my random map system. However, this only features the random forest aspect of it (which is a huge chunk of the system, anyways.)

When I was making the terrain, I basically wanted a huge, winding forest with lots of twists and turns, because this would easily complement my random terrain system.

For some reason, after it removes all the trees from the game, the minimap doesn't change, so this makes it pretty hard to get around since you don't know which paths are opened and which are still closed. Is there a way to change this?

I'd like to put up a second demonstration after I get the complete randomness system together, which includes the random shops, waygates, creeps, fountains, bases, and gold mines.

Enjoy!

If you'd like to do something like this, then don't just modify my demo, please. Create a new one from scratch and just look at my triggers. It's tedious, but generally simple to implement.

I'll explain it here.

As I said before, the terrain is nearly covered in "Sectors." A sector begins blank, but as soon as I finish the random system, it has the potential to become many different things. It could be a main base, a shop, etc.

I created tons of regions that would designate where the forest would be cut up, creating paths. I named the regions according to the sectors that these paths connected. For example, Path 12x13 would create a pathway from sector 12 to sector 13. I named them from Left to Right and Top to Bottom, so sector 12 would be on the left and sector 13 would be on the right. After I made all the path regions, I created a region array for each of the 22 sectors. The array would contain all of the paths that connected that sector to other sectors. For example, the region array Paths01 would have the regions Path 1x2 and Path1x4, because the two paths link sector 1 to other sectors. Some of the arrays would contain the same region. Paths01 and Paths02 would both have Path 1x2.

Finally, I was ready to make the actual triggers. Whenever the player types Randomize, it would pick a random region in the array and then remove all of the trees in that region. I wanted to make it so that it did it at 0 seconds into game, but Random Integers are based on time. So if the trigger was run at 0 seconds every single time, then the same "random" numbers would keep being selected. In the final game, you won't have to type in the text message. I just did this for the demo. Instead, after all the teams and such are picked, THEN the triggers will run, making the time random.

EXAMPLE:
Pick every destructible in Paths02[Random number between 1 and 4] and do Remove Picked Destructible from game.

The random number range would be the size of the region array. If it contains 2 regions, then it will be between 1 and 2. (When you pick a random number between 1 and 4, does it INCLUDE 1 and 4 or does it just pick either 2 and 3?).

I did this for every single sector. So, since at least one pathway for every single sector is opened up, it is guaranteed that every sector is accessible.

Any questions?
02-15-2004, 03:32 PM#27
erwtenpeller
it's gonna be cool...
02-15-2004, 07:41 PM#28
Maegus
did you try it out?

i thought this thread was busier than that... still says 0 downloads.


Ok, I think I've gotten the sector possibilities finalized.

There are 22 sectors, so I have to divide them up amongst 6 things: main bases, gold mines, shops, way gates, fountains, and high level creeps.

This is how many sectors of what there will be:

Bases - 4 (one in each quarter of the map... not actually corner, just quarter)

Shops - 3

Fountains - 2

High-level creeps - 2 (These won't just be level 10 creeps. It'd be more fitting to call them Bosses, I suppose. They'll be very hard to bring down, and will drop a variety of interesting items. However, these items will merely be UNIQUE. They will NOT make someone into an overpowered god.)

Gold mines - 8
02-15-2004, 07:56 PM#29
erwtenpeller
no i havnt, i cant on this comp. i might some time try it though.
02-15-2004, 08:42 PM#30
GaDDeN
hehe sorry maegus=) im 2 busy workin on my own map... but it sounds promising