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Mapping a City AoS Map (And other questions.)

11-27-2008, 06:10 AM#1
Terrorblade
I recommend you check "Story, Abilities, and Triggers" before this.

I am trying to map out a city AoS map. I only have a few things I want to ask before I start carving out the map.

1) Which is the most suitable for this situation? (As in the base location, paths, etc.)
- Northeast VS Southwest
- North VS South
- East VS West

2) Since this is something of a "Chernobyl-Ruins", what kind of buildings should I use? Residential, "Offices, Skyscrapers, etc.", or Factories?

3) Should the map be NOT STRAIGHT? I dunno about this one, because not many cities are "one lane, one lane, bunch of connecting roads."
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"The non-Map building related questions."

1) What EVENT and ACTION should I use if I want to make a trigger that warns the player if his/her Hero's mana is very low?

2) Why is it sometimes a spell that used to work stops working properly?

3) Why does my custom spellbook occasionally doesn't show some spells? For example:

I) My spellbook has a bunch of custom abilities.

II) When I test it, some spells are missing.

III) When I restart the game, some of the missing spells are in, but some of those already available previously are not.
11-27-2008, 07:33 AM#2
Tide-Arc Ephemera
Quote:
Originally Posted by Terrorblade
3) Why does my custom spellbook occasionally doesn't show some spells? For example:

I) My spellbook has a bunch of custom abilities.

II) When I test it, some spells are missing.

III) When I restart the game, some of the missing spells are in, but some of those already available previously are not.

You have to change the maximum number of spells allowed and the spells added to the spellbook appropriately.

Quote:
Originally Posted by Terrorblade
2) Why is it sometimes a spell that used to work stops working properly?
Situations would help description, 'cause that's pretty generic.

Quote:
Originally Posted by Terrorblade
1) What EVENT and ACTION should I use if I want to make a trigger that warns the player if his/her Hero's mana is very low?
Make a trigger that gives the message, then have another trigger that adds those heroes UPON THEIR CREATION. In the triggers field of actions, there is an option that does state "Add event to trigger". Take advantage of that. I haven't used WE in quite a while, but I've done this before.
11-27-2008, 07:43 AM#3
Pyrogasm
I assume you mean to refer to this thread? Yeah... I'm not going to read 11+ pages. Can you sum up your map or something?



Where you put your bases is up to you; no placement is better or worse. What you need to think about is how you want to map to be in the end. If you want a rigid city structure with blocks, straight roads, etc., then it's probably best to go with a NS or EW configuration. This allows you to use the tiles' grid system to your advantage.

If, on the other hand, you feel like you want the cities to sprawl more and/or be less structured then it might be a good idea to go with a configuration that has the bases in the corners. I personally prefer this version because it seems to allow the terrain to flow more. There are, of course, obvious examples of maps that don't do it this way and still look wonderful (DoE and AotZ, off the top of my head).

It also depends on the size of your map; with a pretty small map, having the bases on the sides might be better because then you can use Blizzard cliffs and that sort of thing in the smaller space you're working with. On a big map you have the ability to make paths uneven or skewed whereas in a small map you might not have that leeway.



I'm no expert on Chernobyl, but wasn't a lot of that residential/slightly industrialized but still rural areas? Perhaps the occasional factory or large building, but I would expect more ruined houses or just decimated landscape.

Regarding the 'straight'-ness of a city: whether or not it should have a grid-like feel is really a facet of how you want the game to play and/or what type of game it is. Perhaps using a grid system forces people to play tactically, or (conversely) limiting players to fewer options and escape routes will influence gameplay somehow. I personally feel like 'straight' cities are pretty boring; plus, no cities are really true grids anyway.
11-27-2008, 05:55 PM#4
bounty_hunter2
Chernobyl: try exploring on the internet etc.
But I think it were just small houses for folks.

I suggest - North VS South -
I think that this is most suitable for a city map
Northeast VS Southwest
This is also good, maybe even better, you have to try and choose yourself.

What EVENT and ACTION should I use if I want to make a trigger that warns the player if his/her Hero's mana is very low

I think there is a event that has if x mana is lower then y% so you could try that

3) Why does my custom spellbook occasionally doesn't show some spells? For example:

I) My spellbook has a bunch of custom abilities.

II) When I test it, some spells are missing.

III) When I restart the game, some of the missing spells are in, but some of those already available previously are not.

Tide explained this.
11-28-2008, 06:17 AM#5
Terrorblade
Quote:
Situations would help description, 'cause that's pretty generic.
Last time, I made a Flamethrower. (with your help regarding the channel trigger.) It hasn't changed one bit. And when I attempted to "cook" some soldiers. No flame. Just click and nothing happens.

Quote:
I assume you mean to refer to this thread? Yeah... I'm not going to read 11+ pages. Can you sum up your map or something?
- Tank VS Tank Warfare
- Slightly Futuristic
- Works A Bit Like Tank Commanders by th15
- Works A Bit More Like "Battle Tanks" or "Tank Wars", which one I already forgot. Both are nearly the same.
- And A Bit from DOTA (You use one Tank, and ONE TANK ONLY, NO CHANGING UNITS.)

in a nutshell. I think you posted in it a few times.

Quote:
You have to change the maximum number of spells allowed and the spells added to the spellbook appropriately.
I don't really get it. Because I set it to max 12 spells. Have only 3 spells in it for now. And occasionally, 1 or 2 spells may go missing, if I restart, the result is randomized.



P.S. : What is DoE? And AotZ, is that Advent of the Zenith?


P.P.S. : (If you were in the post mentioned by Pyro, I think you'll understand.)
The Buy Weapon Port system has been replaced with a Level of Authorization. But the part regarding the weapon slots is staying.
12-02-2008, 01:11 AM#6
fX_
1) Map is in a city. It has to be straight and 'laned'. So we go north-south or east-west. But east-west looks more even-grounded and it is easier to scroll across. So we go east-west.

2) Chernobyl, if I'm correct, is some industrial place - it has power plants (coz there was some radioactive leak there) Make it industrial, then: no scyscrapers,
put factories, stock warehouses, 'lined-up' products, SECURITY FACILITIES etc..

3) It's in a city and so it should be straight. Also, if you will go east-west then it really should be straight (west ------------- east).
12-02-2008, 07:46 AM#7
Terrorblade
End Results:

Bases are SW vs NE, the roads will be a bit mixed, not so straight but not so "twisted".
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For some odd reason, on the central path, the SW creeps or "Red Team" always walks on pavement rather than the road. Whereas NE or "Yellow Team" will go on the road.

Also, what causes the creeps of each side to get piled up when in contact?
By "piled up", I mean like when the center road is fighting, the next batch will join soon after, followed by the next batch, until when the fight finishes the first tower will be assaulted by about (Considering that each batch consists of 3 marines, a howie, and a copter.) 15 units.
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Oh, if you posted in the last thread, you would know how that Weapon location system worked. If you weren't in the last post, the weapons were divided into MAIN, CORE, SIDE, SECONDARY and FRONT. Now, I changed it a bit, so the CORE slot is gone and replaced with TURRET and COAXIAL.

Any ideas on how do I make a coaxial gun? The main cannon attack is replaced with an ability so that it is easier when I need to change the main attack. To top it off, the coaxial gun will also change with the main cannon so using a basic attack is not an option.

P.S. : If you don't know what is an coaxial gun, check this.
12-02-2008, 11:49 PM#8
Terrorblade
Before I also forget, TURRET actually refers to the the commander's cupola.
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And before anyone asks how do I want the coaxial gun to work, like this.

1) The tank aims at something with its MAIN cannon and fires.

2) This will activate coaxial gun, which will now auto fire on the target.

3) If the tank moves or changes targets, the coaxial will stop and change targets.

I'm just not too sure on how to make it due to turning problems such as the target attempting to run rings around the tank causing the machine gun to shoot out from the tank's ass.
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Finally, does anybody know why didn't this spell work?

1) I made a channel spell that creates a dummy attacker which has barrage and attacks the designated target unit and all nearby units (using barrage).

2) The catch is, the unit will not attack after being summoned.

3) My evidences are:

I. Using a visible dummy.
II. Enabling its only attack (Attack 1).
III. Checking the trigger before starting.

4) I don't know whether the error is in the trigger or the ability. Unfortunately, I already deleted the trigger, but I remember what was in it.

Event - Unit starts effect of an ability.

Cond. - Ability = to (Name of Weapon)

Action - Set TempUnit to (Unit of ability being cast.)

- Create XRocket Caster at (Position of Triggering unit.) facing (Facing of Triggering unit) degrees.

- Give (Last created unit) a 5.00 expiration timer

- Make (Last created unit) (Attack) (TempUnit)

- Custom Script - (The one used to stop the variable.)