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DrivH

10-18-2003, 04:21 PM#1
Myran
Ok, heres a map I've made (I made it when TFT was pretty new, but I recently (like yesterday) started to mod wc3 again).. I just fixxed the last bug that I know of (tooltip missing bug) and I think its somewhat done.
Its a bit like regular melee combined with Command & Conquer.
Heres basically what's new with this map:

- Gold harvesting, build gold minsers and place them in a gold field to get money instead of placing them in a mine.
- Nukes, for games that last a long time and enter status quo I made this, basically it launces a very powerful nuclear strike that is capable of blowing the enemy to kingdom come. They can be shot down though and if they are they will fall near a randomly picked unit (any unit)
- Cloak Towers, the map has no fog of war in the beginning, so you can see what the enemy is building, unless they build some of these. The cloak towers create a small area of fog of war around it preventing the enemy to see what you are planning.
- A tank unit that works kindov like steam tanks, just much more powerful
- A sniper unit that has a 10% chance of killing a unit (not buildings) in a single hit, great for defending against suicide bombers
- Suicide bombers, the small one is great for killing enemy gold harvesters, the big one is great for basically anything that has to do with killing
- Thiefs, place them near a enemy farm to steal from the enemy
- Plenty other familiar units
- Water color effect, the water fades to blue overtime, but when a unit gets killed it becomes a little red, so after a big battle the water is red for awhile
- Probably more

It would be great to hear what anyone thinks of it
10-18-2003, 08:21 PM#2
Hunter0000
hmmmm, its ok but the harvesting looks kindof dumb..

Make it so the harvesters wander around, occasonally attacking when in the field, not just attacking cause it looks really dumb.
10-18-2003, 08:42 PM#3
Myran
I did that first, but that just cased lots of lag with max players, so then i did so they stopped walking when there was x number of harvesters harvesting, but that just made people think the game broke :\

Thanks for trying the map btw
10-19-2003, 10:17 AM#4
Myran
UP
10-19-2003, 04:36 PM#5
Hunter0000
hmmm, set it to do that but make it give them a msg when that happens that says "Because of possible lag, Harvesters will no longer move when harvesting, instead they will stand still"
10-19-2003, 08:38 PM#6
AllPainful
An Idea for the harvesters to wander:

Make a region around the harvesting area.

Triggers:

Code:
Event:
 Unit enters region(harvest)
Condition:
 Unit(entering unit) equal to "Harvester"
Action:
 Give unit(entering unit) the ability "Wander Nuetral"


Event:
 Unit leaves region(harvest)
Condition:
 Unit(leaving unit) equal to "Harvester"
Action:
 Remove ability "Wander Nuetral" from unit(leaving unit)

I am sorry, haven't played your map yet, so I don't know if you normally would have unit leave the region. If you don't then you would still need the second trigger (otherwise they could wander out of the region) but change the actions of the second trigger to order the leaving unit to move to the center of the region.