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(8) Adv. Boon - Systems Test

05-12-2009, 12:42 AM#1
Sunwarrior25
Adv. Boon
(8) Adv. Boon - The Escape

v0.03a
by Sunwarrior25

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What is it?
It is a multiplayer team vs. team map with four different modes:
  • Mission Mode (Default) - A combination of Control Points and Kill Da Lawyer. The Red Team must defend the "lawyer" from the Blue Team for 30 minutes. Capturing a Control Point sends the newly spawned units to attack the enemy base.
  • Control Points - Inspired by the Guild Wars Alliance Battles. Sides gain (1? 2?? 3???) points every (X) seconds for each Control Point owned. Killing an opponent also adds 1 to the score. The first side to reach (or pass) 500 points wins.
  • Kill Da Lawyer! - Inspired by the Guild Wars Guild Battles. Your team must kill the opponent's "Lawyer" in order to win. There are no Control Points or Time Limit in this mode. Heroes revive every two minutes. Waygates are disabled.
  • Capture The Flag - Same revival Pattern as Kill Da Lawyer, with no Control Points, and inactive Waygates. The objective should be obvious. >.>

Ok, what's so special?
  • On the map are two hostile NPC teams. So hostile that they'll even attack eachother! One of these sides is more of a cult, and isn't much of a challenge (unless you are playing alone and have your summoned unit stolen by their ONE summoner ) - The other can be a little more difficult, due to the pseudo-blademasters (don't worry, they can't bladestorm). Fortunately or unfortunately, nothing special happens when killing their ONE leader, so there isn't much point in trying to hunt them.
  • There are NO ITEM SHOPS. "Omg! How could you??!?!?!?!1!!1one" Easy: This is my way of not having to worry about dealing with tomes.
  • Aside from the occasional boulder trap, and that one ambush spot where enemies would attack both bases, I've tried to keep this map as straight-forward as possible (yeahright)

Feh, that's it?

Not until I can fill both teams' rosters.

Um... no. That's fine.

K, how about testing in multiplayer and providing the much-begged-for feedback?

Warning: Map created with Frozen Throne version 1.23, and is unprotected.
All triggers are GUI. Yes, I know. It's messy, but it works (in single player at least).
Credits are in the map's Quest Log.

Changelog

  • v0.00
    • Begin Multiplayer testing
    • CTF mode added
    • Control Points mode added
    • Kill da Lawyer! mode added.
    • Mission mode added.
    • Archmaiden hero choice added to the Human Gateway on the south-western corner of the selection area.
    • Pyromancer added to the Red Team's Roster.
    • Summon Monster (I, II, III) added to Archmaiden's spell list.
    • Maelstrom added to Archmaiden's spell list.
  • v0.01
    • Fixed a critical bug that gave the Red Team an unfair advantage during Mission and Control Point modes.
    • Decreased summon duration of Summon Monster (I, II, III) from 70.00 to 35.00
    • Sub-update: Removed unnecessary imported content. Corrected in-game credits.
    • Sub-update: 'Brute' now uses Dan van Ohllus' green Weredragon model.
  • v0.02
    • Fixed an error with the game not ending in Mission mode.
    • Tweaked the revival system a tad.
    • Added the Frost Lord and Half-Drakes to the Red Team roster. Blue team get's "Filled" with stock heroes XD
    • Rearranged the amount and positions of Gras'tin Rogues and Academy Scoundrels forces.
    • Created a special Testers credits in the quest log.
  • v0.03
    • Messed with the revival stuff... again... >.>
    • Added spawning waves to Mission Mode. Capture Control Points to fill the next spawn (which is unannounced).
    • Reduced the spawn interval of Gras'tin Rogues and Academy Scoundrels' Voidwalkers. They now spawn every 3 minutes, instead of every 5. Portals are still easy to kill.
    • (v0.03a fixed an error with the revival system)

Attached Files
File type: w3x(8)AdvBnEscv003a.w3x (3.1 MB)
06-02-2009, 12:23 AM#2
Sunwarrior25
Sorry about pulling the map down. It's up there.

Here's where I'm standing (sitting, w/e):
  • This map only has two heroes: one on each side. BOTH of which are casters. NEITHER of which are the same.
  • I had to delete a LOT of imported material from the map, in order for it to fit into the multiplayer standards. (Guess what? The 4k kb limit doesn't just go for Bnet.) As a result, there are people who are credited who shouldn't be, and vice versa.
  • I have only tested the map in single player, mostly due to the fact that I never touch Bnet. I would really appreciate feedback on what works, what doesn't, what's imba, and what's wimpy.
  • Basically said above, I need help with the balance testing. (for instance, the Control Point locations)

Alright, I'll be looking up the authors of the materials while this thread sits here (just like every other project-related thread I make).

EDIT: I guess this has been sitting in the list long enough to not be considered a bump. Also, can I get the "Systems Test" portion of the Thread Title changed to "The Escape"? Thanks.

EDIT twice! - I have, upon a LAN test with my brother, discovered a plathora of things wrong with the Control Point system. I will try my hardest to fix these errors. I've also discovered how imba the Summon Monster spell is. Definitely going to shorten the cooldown.

EDIT Thrice! - And an update too! Now, I'll be off to bed. (/me admits to habitually pressing 'Ctrl+S' instead of clicking 'Save As')

EDIT Quadrupleice! (yeah, I don't know either): Corrected those credits. Still trying to figure out the distracting bugs with the revival system. I'll move on to heroes afterward.
06-02-2009, 03:37 PM#3
Michael Peppers
I had only the chance to test it in singleplayer, however:

- When the Iron Raven is attacked, it (?) won't return at its normal location, making it easier to kill.
- That "Avian" model you're using is a-hell-of-bugs in model form... I mean, its corpse becomes attached to the nearest living unit...
- (Probably because of that model) at a certain point my hero had a "bird foot" buff on her (and it acted weird too)
- Hero icons layout is messy :P
- I played in singleplayer (Mission Mode) and the "End Game" timer froze at 12 seconds... is that intended?
- I could attack some unreachable enemies (invulnerable door, north-west part of the map) thru the wall of the red base. (Pathability issue perhaps...)

BTW:
- Tell me, could you ask SnaKy and Cavman if I can do some portraits for that lizard models? (archer and footman) (Y'know... I'm a stranger at The Hive)
- What program do you use to make screenshots like this?

I like the idea, and the terraining is really well done, I'll look forward for updates!
06-02-2009, 04:35 PM#4
Sunwarrior25
Whew! Thanks much for those comments!
Quote:
- When the Iron Raven is attacked, it (?) won't return at its normal location, making it easier to kill.
Which one's the Iron Raven? Oh! Shoot, nvm. I guess I forgot to turn on a trigger somewhere (again).
Quote:
- That "Avian" model you're using is a-hell-of-bugs in model form... I mean, its corpse becomes attached to the nearest living unit...
Yeah, I know, but it was either that or this, though I just recently found out about a caster model that I'll implement shortly.

EDIT: I'm confused, there's no readme with that model, and the comments don't seem to help much either. Do I credit the NiRVaNa_87 guy or... guh!
Quote:
- (Probably because of that model) at a certain point my hero had a "bird foot" buff on her (and it acted weird too)
It's not a buff, just a model glitch. I really wish that guy would go back and fix those (minor-to-the-Hive's-low-standards) issues with his models. I wonder what he's up to?
Quote:
- Hero icons layout is messy :P
I know, those abilities are temporary (except for Summon Monster and Metamorphosis).
Quote:
- I played in singleplayer (Mission Mode) and the "End Game" timer froze at 12 seconds... is that intended?
Ack! What? Could you reproduce this and send me a replay? (and possibly a copy of the map, I have a habit of saving over old versions before +1ing the number)
Quote:
- I could attack some unreachable enemies (invulnerable door, north-west part of the map) thru the wall of the red base. (Pathability issue perhaps...)
I'll be either pausing those or removing them. They were meant as an emphasis that the Red Team came down from that direction
Quote:
- Tell me, could you ask SnaKy and Cavman if I can do some portraits for that lizard models? (archer and footman) (Y'know... I'm unknown at The Hive)
I, uh, don't have an account over there with the same name as the one here. I'll see what I can do.
EDIT: I PM'd them, not sure if they'll answer (or if I'll be motivated to log into the Hive again :P)
Quote:
- What program do you use to make screenshots like this?
I use the regular WE. Just click Advanced > View Entire Map . Make sure that your fog is turned of though. (pretty neat way to see where your lamps and stuff are, especially at "night")

Ok, I definitely have a lot of stuff to fix.
06-02-2009, 04:50 PM#5
Michael Peppers
Quote:
Originally Posted by Sunwarrior25
Whew! Thanks much for those comments!

No problem

Quote:
Originally Posted by Sunwarrior25
Quote:
Originally Posted by Michael Peppers
- That "Avian" model you're using is a-hell-of-bugs in model form... I mean, its corpse becomes attached to the nearest living unit...
Yeah, I know, but it was either that or this, though I just recently found out about a caster model that I'll implement shortly.

It's "that"... but since "this" seems overall a better model I suggest you to use "this" instead :)

Quote:
Originally Posted by Sunwarrior25
Quote:
Originally Posted by Michael Peppers
- I played in singleplayer (Mission Mode) and the "End Game" timer froze at 12 seconds... is that intended?
Ack! What? Could you reproduce this and send me a replay? (and possibly a copy of the map, I have a habit of saving over old versions before +1ing the number)

I always have the "Save Replay" function activated, but it seems that the one saved has got problems with the 1 minute timer at the start...
I'll try to make another one soon.

Quote:
Originally Posted by Sunwarrior25
Quote:
Originally Posted by Michael Peppers
- Tell me, could you ask SnaKy and Cavman if I can do some portraits for that lizard models? (archer and footman) (Y'know... I'm a stranger at The Hive)
I, uh, don't have an account over there with the same name as the one here. I'll see what I can do.

Needless to say that if I manage to do them you'll have them too. :)

Quote:
Originally Posted by Sunwarrior25
Quote:
Originally Posted by Michael Peppers
- What program do you use to make screenshots like this?
I use the regular WE. Just click Advanced > View Entire Map . Make sure that your fog is turned of though. (pretty neat way to see where your lamps and stuff are, especially at "night")

Thanks!
06-02-2009, 05:09 PM#6
Sunwarrior25
Quote:
It's "that"... but since "this" seems overall a better model I suggest you to use "this" instead :)
Awww... But the animations of "this" are robotic! hmm, maybe if I used both?
Quote:
I always have the "Save Replay" function activated, but it seems that the one saved has got problems with the 1 minute timer at the start...
I'll try to make another one soon.
k, thanks . I'll be eager to see what I did wrong (heck, I should be checking the triggers right now!) nvm, I figured out what it was. I simply forgot to activate the 'Victory Defeat Mission' trigger.
Quote:
Needless to say that if I manage to do them you'll have them too. :)
Can't wait!

EDIT: An update already! I can't really test in multiplayer (due to the lack of willing participants), so I can't test to see if anyone still 'sees the gray' whenever they kill an enemy team member :p.

EDIT2: Eeep! I seem to have left donut3.5 out of the credits. I'll add him in when I get around to using this model.
06-03-2009, 12:23 AM#7
Michael Peppers
I was wrong for Cavman's model (it has a portrait... xD)

However, I've done a quick portrait for SnaKy's model.

Still... you'd have to ask him if I could have done that. (in the PM don't write that I already did it )

The only issue is that the Portrait Talk animations don't work fully (simply it doesn't talk)

Don't tell anyone

I've seen that Archer model with more attention... omg, it lacks a shoulder and its quiver is detached O_o

Attached Files
File type: mdxserpent_Portrait.mdx (102.0 KB)
06-03-2009, 12:30 AM#8
Cavman
Quote:
Originally Posted by Michael Peppers
- Tell me, could you ask SnaKy and Cavman if I can do some portraits for that lizard models? (archer and footman) (Y'know... I'm a stranger at The Hive)
I'd give you permision, but ii seems that you found the portriat.
06-03-2009, 12:38 AM#9
Michael Peppers
Quote:
Originally Posted by Cavman
I'd give you permision, but ii seems that you found the portriat.
My bad, next time I'll triple-check these kind of things... silly me... >_<
06-03-2009, 01:19 AM#10
Sunwarrior25
'salright guys, we all make thousands of mistakes a day without realizing it :P

@Peppers: I appreciate the effort, however, I won't be able to use the SnaKy-archer portrait until SnaKy says something about it ;)

On-topic(?): I'm thinking on adding waves to the Mission mode based on which Control Points are controlled by what team. My problem is getting them to keep going towards their destination. If anyone of them has a spell (or get's a "oh no you don't!" from the AI), then the movement from that wave is screwed.... wait... darn, just thought of a counter for that. Anywho, good or bad idea?
06-03-2009, 12:07 PM#11
Michael Peppers
Quote:
Originally Posted by Sunwarrior25
On-topic(?): I'm thinking on adding waves to the Mission mode based on which Control Points are controlled by what team. My problem is getting them to keep going towards their destination. If anyone of them has a spell (or get's a "oh no you don't!" from the AI), then the movement from that wave is screwed.... wait... darn, just thought of a counter for that. Anywho, good or bad idea?

Mandatory, period. :P
06-03-2009, 12:59 PM#12
Sunwarrior25
k, looks like I'll be adding in a wave trigger for mission mode (I'll also open up the back area of the Red base to let the spawns run through). Now, since the Red base is the defensive side, should I have the Red spawns be fewer/far-between, sit at the base, reinforce their respective control points, and/or attack the Blue base? (and should I add the Blue base defender, but not the Red base defender, to the mission mode? I mean, it is the only mode in the campaign that follows the story of the campaign.)

Oh yeah, should I let the Teal (bright green in editor) Summoners keep their "No Summons for you!" spells? And which seems to work better for the "Maelstrom" ability (not entirely ripped from Guild Wars): Use Inferno to summon the cloud, or a modified Healing Ward? (somehow, the cloud is still selectable, even though it has locust!)

Also, I'm still not sure if I got the timer/fade-filter issues with the revival system fixed.
Badly Off-Topic

Sorry if I sound whiny/panicky/cranky, that thunderstorm kept us up a little late. Not to mention that I still haven't fixed my sleeping pattern of 11+pm - 6 or so am

... Wow, looking at the above paragraphs, it seems that I've bitten off more than I can chew, and have half of it down already! Who knew that working on a project in a room above the doorway to h... heck could be so stressful!

06-03-2009, 01:25 PM#13
Michael Peppers
Quote:
Originally Posted by Sunwarrior25
k, looks like I'll be adding in a wave trigger for mission mode (I'll also open up the back area of the Red base to let the spawns run through). Now, since the Red base is the defensive side, should I have the Red spawns be fewer/far-between, sit at the base, reinforce their respective control points, and/or attack the Blue base? (and should I add the Blue base defender, but not the Red base defender, to the mission mode? I mean, it is the only mode in the campaign that follows the story of the campaign.)

Oh yeah, should I let the Teal (bright green in editor) Summoners keep their "No Summons for you!" spells? And which seems to work better for the "Maelstrom" ability (not entirely ripped from Guild Wars): Use Inferno to summon the cloud, or a modified Healing Ward? (somehow, the cloud is still selectable, even though it has locust!)

Also, I'm still not sure if I got the timer/fade-filter issues with the revival system fixed.

I dunno, I have no idea of that for now.

Regarding the timer issues fixed etc. it brought a worse bug in the map: now the game crashes if a hero is going to be resurrected. Since I have to wait a bit to resume my project, I'll take a look on it and localize the issue.

Found the issue: Don't know why, but the "" string trick works on death but not on revive, however to fix that, just replace the code of "HeroRevive Norm" with this:
Expand HeroRevive Norm:

I also shortened and optimized the code a bit, but I guess it could be optimized even more.

Now, instead of using the string trick, it uses a different transparency value for different players, the result is the same BTW.
06-03-2009, 03:58 PM#14
Sunwarrior25
Thanks! I won't be able to add it yet, but I'll be sure to put it in when I can. +rep to ya! Need to spread it around some.

UPDATE! Changed some things, added some others. I'll worry about adding actual heroes until after the core stuff is complete.
06-03-2009, 07:09 PM#15
Michael Peppers
Sorry, I made a small mistake in that code. I fixed that in the last post.

Anyway I confirm that the revive system now works as it should (in singleplayer, at least)