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My Wolverine Mock Up Map

09-06-2003, 03:14 PM#1
Balthamos
Hey, I've just tried some skinning and icon editing, and I wanted to test a new form of stealth for maps so I quickly made this little map. Download it and tell me what you think of it? It's pretty fun to play although it's single player. Tell me if you think it's worth making an actual campaign with that sort of Metal Gear Solid influenced stealth battle system?

PS: I recently reformatted and haven't installed Photoshop yet, so I made the skin quickly in paint ;) still under the circumstances (i.e. paint's circumstances) I think it's a pretty cool looking skin.
09-06-2003, 03:15 PM#2
Balthamos
Lol, crucial thing I forgot...the MAP! lol, sorry...I'll attach it now...emote_sweat Ok, there's a newer version of this map further down in the thread. I'll start numbering the version numbers after this.
09-06-2003, 04:13 PM#3
cideh
It was quite boring to be honest. You should make it so you can be able to sneak up behind enemies backs.

EDIT: Sorry, wasn't meant to be rude. Even though it's quite boring it can turn out to something good, so don't give it up.
09-06-2003, 04:28 PM#4
Raptor--
i think what would spice it up is:

A: use FOV sight for enemies, so they can't see behind them and such

B: make guards alert other guards around them when they spot you

C: instead of alarming when they see you after X amount of time, they should run to the nearest alarm station if theres one around
09-06-2003, 04:48 PM#5
Mr. Caster
lol since is based off the shaman model, the reg shams eyes are blinking in wolvies forehead!
its kind of a messy skinning job but its ok
09-06-2003, 04:52 PM#6
Hunter0000
Hmmm, seems not to be much stealth required...

You should make the gaurds more leathal then let you sneak behind them, that way is would be more stealth and less kick the **** outa people.
09-06-2003, 07:04 PM#7
Bloodlust
its cool, but well.. i just run throu and killed anything without even caring bout stealth.. if they call their friends.. great more exp :-)

but u can do many cool stuff with it (think of the use of short-time stealth [5-10 sec windwalk], scout drones and different high ways and stuff...
09-07-2003, 12:52 AM#8
Balthamos
Ahh, thankyou for the respones.
I've tried FOV techniques, i.e. just like in MGS were they can't see what's directly behind them. However it never seems to work nicely, and usually the only methods I find are impractical for triggers.
I suppose I could set up so they ran to the closest alarm. Although that wouldn't be very different to how it currently is...
I'm planning on locking the camera to wolverine and revealing the a large portion of the minimap to the player, but only the area around the hero. So it's more like MGS's minimap. I'm also going to add some more height to the terrain as that obviously lacks it.

Do you think it would be good if I made it that the gaurds are stronger while you've been discovered? I could easily do this by adding passive abilities to all of them when you're discovered and removing them afterwards.

Thankyou again for your responses. By the way Mr. Caster I know the skin is dodgy, but it's only my second attempt at making one and remember! I did it in paint!...Once I find my photoshop cd...
09-07-2003, 12:56 AM#9
Hunter0000
what exactly do you mean " it never works nicly"? it it a little flaky or somthing?
09-07-2003, 06:02 AM#10
Balthamos
Well when I thought up the idea originally it needed to use the "Unit comes within range of Unit" which needs to designate a particular unit which means that you need a whole trigger for every unit, since I personally can't find any reference to the unit that is used for the detection. i.e. not the 'entering unit' which is the unit that comes within range but the unit that has been approached. Anyway, my original idea was to take that and then have an if asking if their unit directions were similar and that would be the way to detect their visions. Except then if you snuck up on someone and then you ran infront of them, technically you have reapproached them and therefore you don't trigger the event so that doesn't work properly. Anyway it really just isn't a very practical battle system even with the marvels that is the warcraft WE. So alas I decided to stick with this battle system. Which I've even added exclamation marks for units when they are alerted to your presence, and their damage doubles when they call out to their allies. and I've added some cameras that essentially work the same as marines but instead of they have a shorter call out time. Call out time being the time from when they see you to when they call for help. I'll post a newer version of the map soon. I'd like to get the battle system perfect before making multiple maps. If I do make a proper campaign I'll do it like the FT orc campaign.
09-07-2003, 06:20 AM#11
Raptor--
personally what i would do is set the units in an array, then loop the array to create a 'unit comes in range of' for every bad guy

then, when the player comes in range, turn on a semi-fast periodical, that checks the angle between the units and the facing angle of the unit to see if its in FOV

as well as automatically turning the trigger off once the player is clear of any guys that might have to look at him
09-07-2003, 08:24 AM#12
Balthamos
Well that's just it, you can't have a loop of events when it comes to this event because you can't select the unit that is approached like you can 'Last created unit' it just doesn't work like that. Your periodic checking idea isn't bad although it might get a little choppy. If you ran into too many people you'd have a lot of little events going constantly...I guess that would only be a problem on b.net and lans. But the main problem is the being able to have events for maybe 100 units. I gotta ask, is it problems like this that JASS can solve? admitedly I've never investigated exactly what JASS does, can anyone sum it up? I've always envisaged it as a proper programming language or something as opposed to the trigger editor.

Here's the newest version of my map, check the quests tab for info on how the game works. It may seem ridiculously difficult, but don't despair, use some of the tricks listed in the quest tab and you should be able to outsmart the gaurds. Although if you're finding your low mana annoying I suggest just cheating with "thereisnospoon", I think maybe I should do away with casting costs and so forth. Enjoy.
09-07-2003, 09:17 AM#13
cideh
Every 0.25 seconds
Pick every unit matching (Unit is a guard(made up)) and do:
If (Picked unit is in UnitGroup equal to false) then:
Add (Picked unit to UnitGroup)
Set Guard = (Picked unit)
Pick every unit within 512.00 of Guard and do:
Line of Sight Stuff
Loop
Else
Do nothing
End If
Loop

This way, it will only check each unit once... Though you will have to refresh the unit group. This way, you can find out the guard (Guard variable) and the entering unit (Picked unit).
09-07-2003, 11:01 AM#14
Balthamos
hmmpf, not bad cideh, ok I'll try that out. If it works well then I'll think about changing to it. By chance did you dl the newer version? I added movement for the guards and such. I think it adds to the whole covert idea.
09-07-2003, 12:22 PM#15
Bloodlust
the new version is already alot cooler