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Hive's Nexus (Beta)

08-11-2003, 03:40 AM#1
Hivemind
Was a bit longer than expected but here is a playable beta.

For info on the map read this thread....

http://www.wc3campaigns.com/forums/s...ighlight=nexus
08-12-2003, 12:58 AM#2
Hivemind
Some notes on this build...

Some heroes arnt done yet. Each race has a variety of hero types available now but more will be added latter. It will tell you if you cant get a hero.

Hero types are color coded.
Blue - Mage
Red - Melee
Green - Ranged
Yellow - Priest (none of these are ready yet)

Balance is good but not fine tuned. Troops have good balance, heroes will be tweaked a little more.

A few skills arnt working perfectly. Soul net (Dread Lord model) has bugs we havent figured out yet. It works but not exactly the way we wanted. A few other skills need adjustment too.

Quests arnt done yet. Some are done but only about 1/3 of them. Neutral factions will have most of the quests.

Factions are not ready. They will be neutral forces that will effect gameplay in a varity of ways. They will have different attitudes toward each team that will change durring the course of the game depending on player actions.

Items are not finished yet. There are a lot of items available right now but most are farily standard. That will change latter. One of our goals with this map is to make it a treasure hunt kind of game (kinda like Diablo) where questing for and finding good items is a large part of the game.

The map is large. For the way the game plays right now it is too big. We will be adding more things to the main map that should fix this problem. We may change the terrain to be more channeled and less open. For right now we want enough room for 12 players to run around and not be constantly head to head. A lot of players dont like this but we dont want to change the terrain untill we get all of the faction locations done and see how that plays out.

Any comments are welcome. We are still finding minor bugs and tweaking. We take feedback seriously so if there is something you realy like or dont like let us know.
08-12-2003, 10:42 PM#3
Coffein
This map would rock if there werent so many desyncs :bgrun:
08-13-2003, 01:11 AM#4
DvWizard
Whenever I join this map, I get booted to victory screen, when I host it, everybody gets disconnected, is this a bug for the mac version?
08-21-2003, 04:07 AM#5
Hivemind
Am on vacation right now so sorry for the slow reply. Thought the desync problem was fixed. We have been able to host it and play. Others have reported simular problems on TFT maps and have given us some ideas on what may be causing it. We will be back home on monday and hopefully we will be able to get a stable ver out shortly after that.

Is there anyone who has gotten this ver to work or is everyone getting desync?
08-21-2003, 09:55 AM#6
Dead-Inside
I might want to tell you that, a big thing is SIMULTANIOUS SPAWN. Small units, and a lot of them, walking around. Also a lot of them on screen at the same time, everywhere.

If I would have looked I could have told you more about what you should do, Hivemind, but I don't know how you built the map.
Also I think that your door system with OVER 80 TRIGGERS might be a big part of it and I think I can rebuild that to use just a few triggers, that works just the same. (I know about the complications).

Regards
Dead-Inside
08-21-2003, 10:24 AM#7
Guest
When the pyromaster casts Meteor Strike(or was it shower) small infernal come out from the meteors. :nono:

When I attack the king I get the command to witch all of the other units get (Auto attack when gates open) :nono:
08-21-2003, 04:34 PM#8
Hivemind
Dead-Inside: The spawn system and doors worked fine in RoC. Only had any problems with desync in TFT. The number of units on the screen at one time is low except when fighting inside a castle during spawn. Even then we would rarely have graphic lag on our middle range system. Dont think thats the problem. We have a few other things going that we suspect. We will make some changes and run some tests when we get home.

If you want to try to rebuild the door system we can send u that part. Doubt you could reduce it much. To make door work the way we wanted they have to have 4-5 triggers each. We will prob remake the terrain smaller. When we do that we plan to reduce the number of doors by half.

Simultanious spawn cases a brief lag. If you make it staggered then you get a long lag. The create unit command will always casue some lag. Its more noticable on this map because of the number of units. If you play something like Rival Nations and pay attention you will see the simular lag spike durring spawn. Units are also created when you enter a cave for the first time so another lagg spike will happen then. We dont know of any way around this. If someone does then let us know. We have already tried staggering the spawn and the was less but lasted much longer. We would prefer a big hit that just lasts a half second then a lesser one that lasts 3 seconds.

IOP: Yes, there are small infernals that come out and die a sec latter. We didnt realy want them but the spell wont do damage or stun without them. We could hide them or something but for now we are concerned about having everything functional. We will worry about eye candy things when all the abilities are done. We havent added any triggers for abilities yet so all are just modified off the spell editor. We will prob do some triggering for function and looks latter on.

Yes, when you attack your king your hero is removed from your control and ordered to attack as a regular unit. You may regain control by reselecting him and giving a order. Because of a bug in TFT the only way to prevent ally attacks is with triggers. This is working as it was intended. There is a simple way to avoid this problem....dont attack your allies.
;)


Also what have you other players experianced with the desync?