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01-19-2004, 04:39 AM#1
Hunter0000
Well, I got this idea when playing medievil tactics, and found that stlye on relism to be really quite fun. So, I have decided to take that style a step further. The map will be a 3 vs. 3, but will be played on 6 or 7 differnt battlefields. There will be several syles of play on these maps, there will be 2 siege maps, where an outnumbered team gets a castle, and a larger teams has to attack it. A more free-form battle, and some sort of king-of-the hill type battle where the controler of the hill gets reinforcements. Units will die fast, but there will be alot and they are not very acurate, I am going to make basic archers arillery so they WILL miss moveing targets that are tring to avoid them, also each will have fairley large chances of evading and landing critcal hits.

Im working on the terrain right now, and Id like to see what you guys think.
01-19-2004, 11:11 PM#2
Hunter0000
Lol, 8 views and no votes or comments, well anyways and update, ive got my two siege maps done, heres a sreenie of each castle.

EDIT: I fixed up this castle, and put walls around the key edges, i looks much better than this SS now...
01-19-2004, 11:12 PM#3
Hunter0000
And heres the second one, keep in mind the units will be small.
01-22-2004, 05:06 PM#4
Wally
This sounds like a great idea, I can't wait to play it. There's an idea that you might want to use: have standard bearers (guys carrying flags). They would have the same stats as another regular soldier, but would carry a flag. This would increase nearby allies attack or movement speed by maybe 5%. This would be to simulate the troops higher morale while fighting under their banner. Enemies would also be able to capture the standards, decreasing the original owners morale. Hey, any idea when you'll complete the map?
01-22-2004, 05:55 PM#5
Lord Evilblobs
argg stupid hacker

Hunter0000 can I have the 25points I earned for your little question befor the revert after the D*** hacker screwed everything.
01-22-2004, 07:09 PM#6
Hunter0000
about stanards, maybe ina future version, but not for the beta, but the general heros will have auras(thier main use)

oh and Lord Evilblobs il re-send em

I expect a beta maybe next week
01-22-2004, 07:16 PM#7
Lord Evilblobs
Thanks Hunter0000 :D :ggani:

Can't wait to play the beta this looks like a LOT of fun:ggani:
01-22-2004, 08:36 PM#8
Hunter0000
wow, this is the unit spawner for the top left battlefield

Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Set pntTEMP = (Center of BF1S1 <gen>)
Unit - Create 12 Swordsman - Green for Player 1 (Red) at pntTEMP facing Default building facing degrees
Unit - Create 12 Archer - Green for Player 1 (Red) at pntTEMP facing Default building facing degrees
Unit - Create 6 Knight - Green for Player 1 (Red) at pntTEMP facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
booHEROALIVE[1] Equal to False
Then - Actions
Unit - Create 1 Sir William for Player 1 (Red) at pntTEMP facing Default building facing degrees
Set untHERO[1] = (Last created unit)
Set booHEROALIVE[1] = True
Else - Actions
Hero - Instantly revive untHERO[1] at pntTEMP, Hide revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Set pntTEMP = (Center of BF1S2 <gen>)
Unit - Create 12 Swordsman - Green for Player 2 (Blue) at pntTEMP facing Default building facing degrees
Unit - Create 12 Archer - Green for Player 2 (Blue) at pntTEMP facing Default building facing degrees
Unit - Create 6 Knight - Green for Player 2 (Blue) at pntTEMP facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
booHEROALIVE[2] Equal to False
Then - Actions
Unit - Create 1 Sir William for Player 2 (Blue) at pntTEMP facing Default building facing degrees
Set untHERO[2] = (Last created unit)
Set booHEROALIVE[2] = True
Else - Actions
Hero - Instantly revive untHERO[2] at pntTEMP, Hide revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Set pntTEMP = (Center of BF1S3 <gen>)
Unit - Create 12 Swordsman - Green for Player 3 (Teal) at pntTEMP facing Default building facing degrees
Unit - Create 12 Archer - Green for Player 3 (Teal) at pntTEMP facing Default building facing degrees
Unit - Create 6 Knight - Green for Player 3 (Teal) at pntTEMP facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
booHEROALIVE[3] Equal to False
Then - Actions
Unit - Create 1 Sir William for Player 3 (Teal) at pntTEMP facing Default building facing degrees
Set untHERO[3] = (Last created unit)
Set booHEROALIVE[3] = True
Else - Actions
Hero - Instantly revive untHERO[6] at pntTEMP, Hide revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Set pntTEMP = (Center of BF1S4 <gen>)
Unit - Create 12 Swordsman - Green for Player 4 (Purple) at pntTEMP facing Default building facing degrees
Unit - Create 12 Archer - Green for Player 4 (Purple) at pntTEMP facing Default building facing degrees
Unit - Create 6 Knight - Green for Player 4 (Purple) at pntTEMP facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
booHEROALIVE[4] Equal to False
Then - Actions
Unit - Create 1 Sir William for Player 4 (Purple) at pntTEMP facing Default building facing degrees
Set untHERO[4] = (Last created unit)
Set booHEROALIVE[4] = True
Else - Actions
Hero - Instantly revive untHERO[4] at pntTEMP, Hide revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Set pntTEMP = (Center of BF1S5 <gen>)
Unit - Create 12 Swordsman - Green for Player 5 (Yellow) at pntTEMP facing Default building facing degrees
Unit - Create 12 Archer - Green for Player 5 (Yellow) at pntTEMP facing Default building facing degrees
Unit - Create 6 Knight - Green for Player 5 (Yellow) at pntTEMP facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
booHEROALIVE[5] Equal to False
Then - Actions
Unit - Create 1 Sir William for Player 5 (Yellow) at pntTEMP facing Default building facing degrees
Set untHERO[5] = (Last created unit)
Set booHEROALIVE[5] = True
Else - Actions
Hero - Instantly revive untHERO[6] at pntTEMP, Hide revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Set pntTEMP = (Center of BF1S2 <gen>)
Unit - Create 12 Swordsman - Green for Player 6 (Orange) at pntTEMP facing Default building facing degrees
Unit - Create 12 Archer - Green for Player 6 (Orange) at pntTEMP facing Default building facing degrees
Unit - Create 6 Knight - Green for Player 6 (Orange) at pntTEMP facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
booHEROALIVE[6] Equal to False
Then - Actions
Unit - Create 1 Sir William for Player 6 (Orange) at pntTEMP facing Default building facing degrees
Set untHERO[6] = (Last created unit)
Set booHEROALIVE[6] = True
Else - Actions
Hero - Instantly revive untHERO[6] at pntTEMP, Hide revival graphics
Else - Actions
Do nothing


Long eh?
01-22-2004, 08:52 PM#9
BlackLotus
no bad idea... i'm looking forward to a beta
;D
01-22-2004, 09:12 PM#10
Hunter0000
This is an Alpha that I am now going to test with clan wc3c, you guys an look at it if you want but it contains one battlefield and must be activted via debug command.

EDIT: forgot titals lol, fixed now

EDIT2: fixed a small control bug
01-22-2004, 11:09 PM#11
Biflspud
It kinda sounds like a MADNESS map, just gussied up with a battlefield theme. You know, like Zergling Madness, Footie Madness, etc., where units keep spawning, you select them, tell them to attack move an area, then go select the next bunch that spawns?

If you want this to be anything more, I'd advise NOT making units fragile. Make them be able to survive a lot of hits, do keep the artillery archers in, and give everybody at least a little evasion or block. That way, the strategy might actually matter, as opposed to running units at each other for slaughter fun.
01-22-2004, 11:28 PM#12
Hunter0000
did you read any of the thread?

Oh wait the posts were deleted :P

You only get so many units per battle, if you arnt carfull, you will loose em all. Nothing like a madness, if it were, I would shoot myslef :(
01-23-2004, 04:56 PM#13
Lord Evilblobs
Yes Units aren't supposed to take much in this.

one stupid thing in WC3 is that your units can litteraly become a pincusions of Arrows. But if they killed in one hit that would kill every last bit of Balance in the game.
01-23-2004, 08:23 PM#14
Hunter0000
New addition!


Archers will gain 50 range per-cliff level they gain, this makes people who use good tactics more likly to win, althiugh as me and Esoteric(we tested the alpsa the other day) allrdy comfirmed it did that anyways, I kicked him bad cause I kept out-flanking him with my knights, it was rather amusing really. I hope to update the alpha to 1.1 soon witch will include another working BF.
01-23-2004, 10:22 PM#15
Hunter0000
New Alpha!

Ver. ALPHA 1.2

Two battlefields now work, 1.3(or 1.4) should have four working.

Custom spells for the Generals, and they can reach level 100.

Battlefield one now has 3 control points instead of 1.

----------------------------------------EDIT-----------------------------------------

Ver. Alpha 1.3!

Vetrancy now should be working

some bugs fixed with battlefield #2

New skill added to general: Battlefield surgury.

----------------------------------------EDIT-----------------------------------------

Ver. 1.4 Alpha

First castle siege added(A little shaky, im not sure if it will work this version)

added a multibaord!!