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Looking for someone to convert 1.09 .slks for AOS - Kingdom Purge?

09-06-2003, 10:01 AM#1
airmj
Hi guys, it's been a long time since i got back to mapping and stuff, been really busy with work and all.

For those of u who played Kingdom Purge, and enjoyed it, should know that it no longer works since the new patch came out, work has been slow rebuilding the spells in the world editor, with quite a number of limitations, and other annoying world editor stuff.

So much so that progress have come to a standstill, cause of the tremendous amount of work and assignments i currently have. I really need someone to help convert the old slks to run in 1.10 and above, anyone willing to help will be included in the map, website, and well, among the credits, the usual.

You can check http://mj.brimd.com/kp for the latest info and stuff for the map, and check out the forums, quite a few people are aching to play KP, but i just can't find the time. So any avid mapper out there with a good sense of quality control, willing to help, contact me at [email protected] or leave a post here or on the KP forums, and i'll get back to u asap.

thanks a million :D
10-02-2003, 06:58 AM#2
HyperNox
Just so you guys know I singed up to help thease guys. I've got the slk converted and is very close to a complete convertion of the txt files (got some string data left that was updated in tft (the additional info on buffs)).

I think the new ver. will be avalibe in a week or two, maybe sooner. :ggani:
10-02-2003, 12:46 PM#3
MartinezTG
Ehm... don't be suprised if the text tooltips are gonna go "Missing Tooltip" when you run Wc3. I've noticed a bug that occurs when you didn't edit your slk-made spells in the Ability Editor (if they didn't turn purple) then they won't show up in the game (the tooltips that is).

Good luck. :bgrun:

Martinez

PS Either you'll have that bug too or I'm cursed.:////
10-02-2003, 01:19 PM#4
Panto
For some reason I didn't notice this thread when it went up. Whoops.

I'm excited to hear that Kingdom Purge might be back again soon! airmj, there's a pretty good system for adding hero teamglow, if you're still planning to add that in.

If you check this forum, anyway.

It's nice to hear that your legacy will continue into TFT.
10-03-2003, 06:38 PM#5
airmj
hehe, thanks for the link panto.

But anyways, yes, it's done, it's been tested, it's been tweaked, 99% of the bugs have been squashed.

AOS - Kingdom Purge v1.6b

This version is actually 1.6a, with a whole whole lot of improvements to the trigger systems, file sizes, certain spell effects, and overall more gameplay tweaks here and there. :D

A great thanks to HyperNox for his excellent work on the conversion :D

You guys can get the map at mj.brimd.com/kp

Or the direct link, AOS - Kingdom Purge v1.6b

Have fun ;D
10-03-2003, 11:04 PM#6
Panto
airmj,

I played through it once and I thought I should point out some things that seem to be working incorrectly.

During map loading, some players of each team were human, and some were undead. This doesn't seem to make sense with the story of the map.
As a Royal Edge Archer, the map events seemed to be reversed. When my team's towers were destroyed, it would say that we had successfully destroyed them, but when I destroyed enemy towers, it would warn me that my defenses were weakened. This was true of other events, as well. It seemed to think that I was actually Legion. I expect that this is related to the first problem, about some players being the wrong race.

About the Royal Edge Archer specifically, her Slow and Windwalk abilities had the same hotkey.

Is there any way that you could make so that when a hero reincarnates with an ankh, he appears in his base instead of on the field? Generally, heros that die in a bad situation get surrounded and can't recover.

I like the gold recompense death system, though. I haven't died yet, so I don't know how to judge whether the gold is sufficient, but other players died and were willing to start up again.

Any chance you're planning to increase the hero levels? It wouldn't be too hard to make them all level 20 chars and just double the levels of each hero skill.

I hope you still check this forum from time to time.

And who's your avatar?
10-04-2003, 12:58 AM#7
HyperNox
The thing about the races is partly my fault, I forgot to change race of the players when I swiched teams, I swiched team cus I is harder to do a trigger system (using loops) when teams are numberd like 2, 4, 7, 0, 9 as team1 and 1, 3, 5, 6, 8 as team2. This explains that It was as you were the undead when playing human.

Im working on the triggers aswell I could rewrite the whole system, there are alot of trigger I think there is one for each building, and thats a lot. However I love this map, and rewriting the whole thing will make it easier in a later ver.

Increasing level would be bad because if you die, the oponents proberly would had wooped your *** bigtime, since you got so low level, and they got a high or max.

Ill fix windwalk and slow in next ver.

we released this ver. cuz we wanted the map back online and out there for gamers. Its good that you find the thing we didn't find when we beta tested it Panto. Ill see to it that there will be a newer and better ver. soon.
10-04-2003, 01:16 AM#8
Panto
I'm still in favor of the system that allows you to repick a hero when you die with reduced levels, but not all the way to level 1.

People playing the map don't seem to do well, even when they repick, because the other players' abilities are too powerful in comparison.

So, if a level 10 hero died, he could come back as 5, or 6, or 7. That would be an enormous penalty to his power, but not such that he can't continue playing. In six games so far, only 1 person has come back to having a powerful hero after dying.

I should mention this while I'm writing. The Dreadlord-model hero has no active or powerful skills. The healing ability is his one really good trick. Since he's melee and he has a slow attack, it gets really monotonous lumbering around, hoping that you can get close enough to stuff to hurt it. This makes him sort of unfeasible versus other heros, since most of them are either ranged or have good ranged damage skills. The generally don't have a problem escaping from him, either, since the Tornado skill doesn't allow you to hurt them while they're incapacitated.

The Bladedemon is cool. With two useful anti-hero buffs and mana burn, the poison dart is almost excessive. Maybe he could have another passive ability instead of the Faerie Fire-like ability or Slow-like ability.
10-04-2003, 09:19 AM#9
airmj
about the hero returning at lvl 5 or so, it might be a good idea, then we'll have to ditch the gold compensation thing...mmm

anyways, about the dreadlord, keep in mind that this is a hero class based AOS map. A lot of guys don't know that :D. The heros work together as a team will be stronger than just all offence type heros and what not...that's just my experience anyways :D

the dreadlord skills are all support based...he's my favourite hero :D Nearly all the games i've played using him i've won cause i keep my team mates alive, and they stay in the game, while the other team starts to whine about imbalances and crap because they keep killing the tank infront while i keep healing him. Then they just leave.

Maybe it's just their first time playing, or maybe not. But if u ever get into a game where everyone knows how to play, then it'll be a hell lot more fun. U'll start to encounter siege rushes, heros in pairs, gold mine hogging, ancient protectors on important areas, just efficient combination of heros. :D And most of the time these types of games are either very very short, or they drag to over an hour cause both teams are evenly matched...

But that's just my opinion anyways :D or how i view the map.
10-04-2003, 03:22 PM#10
Zachary_Shadow
I love your map, it's awesome...but... (yes always a but!)

I have played it about 4 times now, 3 on allies side and 1 on legion (won each and every time :P) The last time I played, was on legion side. Then I noticed....Skills, are all the same!! The Dwarven Beserker and the Legion Battlelord character are the same..basicaly! Both have the same skills. These two character are almost similar...wich sucks! Also the Krosan Protector and the Demonblade Behemoth, are the same (skill wise). This isn't really a good feature...Skills should be special for that kind of character, not just the similar of the other side...

I suggest that you find some other skills for these character (most of the others are the same as well).

"There is no best or worse hero"

Well, that is easy, as they are all the same...there won't be...

The last thing I have to say, is the items both sides can get and unit hirering (I ran into the other base and bought all their units in their tavern!) Should be changed...

All in all, a good map with a fresh way of thinking. I like it alot.

oops, forgot one thing :P If no heroes reside one team, the other team wins....NO!!! We want to play on and kick their butts! Not our fault they lagg/are wuzzes!

Only one game out of 4 I've gotten to win cos I beat their castle...change this at least, as it's a VERY bad thing!

Thanks alot for a great map! :)=
10-04-2003, 04:58 PM#11
Panto
I gotta say, airmj, I really appreciate what a wild useful caster the dreadlord is. He just can't hope to get that many kills, which is a shame. It makes him frustrating when he's alone.

And you never told us who your avatar is. :dance:

I recommend you change the item sellers and mercenary buildings in the bases to sell only to allies, since, as zachary_shadow pointed out, you can run into another base and buy a bunch of stuff, which could really be trouble for that base. And, it doesn't make a whole lot of sense for a bunch of Legion soldiers to hire themselves out to the good guys.

If you implement the come-back-at-reduced-level death, there's no reason you couldn't increase the maximum hero level. Since most heros get to level 10 fairly quickly, this would make for a longer power curve, which I think would make the game more fun.

I'm not sure that the Ancient Protectors should require 8 supply, compared to the other things that you can hire. They're more difficult to kill, granted, but they're also virtually impossible to get out of an unfavorable situation. And, once heros hit a certain threshold of power, they really aren't all that worthwhile, even in tricky spots.

zachary_shadow, the replicated hero skills and similar heros are the most sure-fire ways to maintain balance between the teams on the map.
10-04-2003, 05:19 PM#12
airmj
thanks guys :D

first things first, the avatar is a race queen fron japan :D "akane" is her name~ or was she from korea? loz

Anyhoo, v1.6c is out, fixed glaring errors of battle messages on the wrong team :x, among the changes are some tweaks to the dreadlord tornado spell, longer time on heros, dmg tweaks to the assassin, and a few other misc stuff. Oh and an improved trigger system for the battle messages, again thanks to HyperNox :D

As for the come-back-at-reduced-level death, we could use it in 1.7, when we introduce the new heros and spells, and a new spell system ;D

And about the buy from enemy base thing, it'll be fixed in the next release "D

And about the ancient protectors, they're really for early - mid game use...try getting 2 other players to get an AP as soon as they can. Then u'll have 3 APs on ur team to push up the lines while they're only at lvl 3-4 :D
10-04-2003, 05:38 PM#13
Zachary_Shadow
Could use a comment on the hero skills...
10-04-2003, 11:33 PM#14
Panto
Care to comment on your estimated release date for 1.7? I know it doesn't mean anything, as schedules can change wildly depending on your free time and relative success, but it'd be nice to tell other people on B.net as I evangelize your map.

Usually the question is "I played this in RoC. What's new?"

And what I can say so far is "Well, it's for TFT."
10-05-2003, 03:45 AM#15
airmj
Quote:
Could use a comment on the hero skills...


Like panto said, the replicated hero skills and similar heros are the most sure-fire ways to maintain balance between the teams on the map. And also, the map is based on hero classes, not on individual heros like most other aos types :D

Panto, 1.7 will have about 8 new heros, 4 on each side, or maybe even 10 new heros. The new hero models have already been selected...there'll be a new hero spell system much like diablo 2, enabling u to "Specialize" into a particular skill. So it's not possible to learn all skill lvls to the max. I don't know how this will turn out, maybe people won't like the idea, or maybe they'll love it.

But anyways, i can't really predict the release date for 1.7, still got a long ways to go. :D