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Queztion.., for the expierenced know-all

01-30-2004, 09:18 PM#1
Remy
Yes, let me skip the introductions and cut to the point.
I need a mapmaking-partner!

The map I am building is quite complex and I would enjoy having a partner besides me to cut through those long ours of testing and programming, and off cours to cut away some work;)

But where to find such a magnificent partner?
The teamgathering forum perhaps?
No.
Standing next to all the other post, all the other people, my post won't get a breeze of attention, not any expierenced attention anyways!

Does anyone know where I should look or how to catch the attention of someone expierenced en talented?
I could show some of my work, some of my ideas, but were to put them?

I thank everyone giving this post some of their precious attention;)
farewell, mister notknown.
01-30-2004, 09:31 PM#2
TitanRevamped
what kind of map?
01-30-2004, 09:38 PM#3
Klownkiller
I might be interested with helping if you could tell me a little about your map. PM me and let's see what we can do.
01-31-2004, 09:10 AM#4
Remy
Well I didn't intend this as a comercial post, more as just a question but ow well...:

A few things about my map:
- AOS style
- units are trained instead of suddenly spawned and are ordered in groups.
- yet to be made memory leak preventing triggers so the game will not get laggy and exitting times will be nihil.
- maximum of 4forces and 12players (I use creep players for the forces and yes this works just fine.)
- vote for the number of forces
- vote for the players you wish to team up with, the computer calculates which combination of teams has the most votes accepted.
- a supposed to be orginal hero selection system which allows you to see a hero's skills through the w3 interface, I know... someone else already thought this up:(
- maximum of 4forces and 12players (I use creep players for the forces and yes this works just fine). Each force has 3corridors connecting to one of the other forces. Each corridor has its own spawn.

All the units act through a new type of system:
Let's for example say the units from force1 in the corridor that connects force1 and force2 destroy force2's spawn in that corridor. Force2's units will stop spawning in that corridor and force1 will have no more trouble with force2. Now the units that had just destroyed the spawn will go help their buddies in one of the other 2corridors hoping to destroy one of the other 2spawns attacking force1. When all the spawns attacking force1 are destroyed force1's units will split up in 3teams again and will start the attack the castles of each of the other forces.

This system is to prevent an already losing force that has just lost a spawning point to get in even deeper trouble while the force that has destroyed the spawn, let's call him force1;), gets an advantage over the other 2forces because he now has extra troops to attack them.

I don't think this explanation was clear enough:P
Just check the map I attached! I shows the same system I already explained and it shows the balanced type of gameplay the system gives;)


For as far as progress..:
What's done?
- The spawning system.
- The terrain is functional.. now the looks:P
- A lot of ideas, yet to be changed by your opinion!

What still needs doing?
- Heroes and their selection area.
- Some optional areas with perhaps minigames or small quests.
- the vote for teamplayers (don't worry I'll do this on my own if you want). For people who haven't paid attention: suppose the players have chosen to play with just 2forces and there are 12players then all of the 12player will be able to make 5votes (2forces means teams consisting of 6players) in where they can choose from 11different players (though the number are a bit less cause you can't vote for the same player twice). I need to think of a system on how to put together teams which accept as much votes as possible.
- Terrain! Doodads! Buildings!
- Items!
- Event like things.
- As you see, still a lot of work:P


I hope this description was good enough, please be so energetic to check out the map itself aswell:P
Till our co-workership!;)
Goodbye, Remy.




NEXT POST!:
I decided to post some ideas aswell, first up are the heroes:

Gravedigger: ;)

A melee type hero, has the abilities:
- Burrow (costs a bit of life): Makes the Gravedigger burrow himself underground. He is still able to move but only though a teleport ability (or until I find someone that can help me put in dull animations for the burrowed unit model so I can make the unit with the burrowed unit model move without the model turning into a crypt fiend model). The teleport ability does not cost mana but has a small cooldown. The Gravedigger can only stay underground for a set time. He cannot attack but can cast some of his abilities (will follow below).

- Surprise (costs nothing): Can only be used while the Gravedigger is underground. The Gravdigger has to be within melee range to use surprise on a unit. The Gravedigger digs the floor where the surprised unit is standing on away causing the unit to fall and take damage. He will only be able to climb out after a few seconds.

- Dig Grave (costs a bit of life): The gravedigger places a trap that can only be seen by allied units. Whenever an enemy unit walks over the trap he falls into the grave, taking damage and being stuck their for some while.

- Perform Ceremony (costs nothing): Once a unit has fallen prey to one of the Gravedigger's graves the Gravdigger is able to fill up the grave, instantly killing the non-hero unit and giving the Gravedigger some gold for his ceremonial deeds.

- Save Life (costs nothing): If the Gravedigger has chosen no to add the Perform Ceremony skill he can choose to add the save life skill. The Gravedigger pulls one of its in a grave entrapped victims out of the grave, thankful for saving him the saved unit has a chance (more than 50%) to join the Gravedigger's forces.

- Ripple (costs mana): Though the Gravedigger is not a magician by nature, his life of digging graves for the dead had given him special powers over the earth. He is able to make the ground around him tremble and sometimes open up. Making any unit standing on it fall down into a hole similiar to the Gravedigger's graves.

- One more yet to be thought up skill, can you do it?;)

The other heroes and ideas will (I think..) follow up in other posts.

A few pointers:
- Maybe some of the skills seem hard to make (could be..) but I can assure you they are all possible, I've already been working on them.
- Also, the possibility of choosing from more than 5skills is possible.
- The Gravedigger will get 7skills and will have to choose between Save Life and Perform Ceremony.
- I Plan to give every hero 6skills preferably not anything passive and something original.
01-31-2004, 01:27 PM#5
LegolasArcher
How the **** are you going to get 8 skills on 1 hero!? I may help with this, but Im already working on some other projects. I can trigger, terrian, and make objects and some icons. PM me, and ill do some work.

[edit] Also, could you descibe that corrider thing more clearly. You left me scratcing my head
01-31-2004, 04:48 PM#6
Remy
8skills? he only has seven! and only six are usable!

Well to explain your question..:
I add skills through triggers.
Someone clicks a dummy skill research through a dummy skill adding menu (made using the custom spellbook ability) after which a trigger will be activated which adds the appropriate skill.

Re-explain the corridor system? omg.. please everybody, just check out the map! ow and.. I forgot to remove a debugging trigger from the map, it destroys anything you select. But it's easy to disable.

Okeoke I'll re-explain:
First I'll do the looks of the terrain:
Every force has three corridors connecting to the other forces. So force1 has got one corridor leading to force2 and one to force3 and well you guessed it, one to force4.
Every force also has three spawns, one for each corridor. So force one has got 1spawn in the corridor leading to force2 and force2 has got one spawn in the corridor leading to force1 (which is the same corridor actually). Now everybody still follows me if I say that I just said that every corridor has in total 2spawns! One for each side that it connect to.
Hope everyone still follows me up till here, if not, just check the friggin' map!

Now it's time for the system itself! ;)
Let me explain by looking through the perspective of one of the forces:
Let's say we're force1. We've got three enemies that are all attacking us. We've devided our forces into three teams so we can block all of the enemies' attacks. Now after a while one of the teams (let's say team1) breaks through and destroys the enemies' spawn. That force is not a threat anymore now. But those other 2forces are still bothering us! So we're sending team1 to help with destroying the spawn of any of the other 2forces (always the force coming next so if the spawn team1 destroyed is owned by force2 then team1 will start attacking the spawn of force3 that leads to force1). The advantage of this is that force2 is not suddenly ****ed because they lost one of their spawns. Also force1 will also have an advantage because they can now concentrate the same ammount of forces onto only 2forces instead of 3!
But now you ask yourself, how do you get destroyed then?
If having one of your spawns destroyed will just get the enemy to attack one of the other forces then what's the problem?
Wel.. returning to the force1 perspective:
Say we've destroyed all 3spawns leading to our base. What are our forces to do now? Well, in order to prevent things like these from happening in the future, we should destroy those other forces for good now! We'll split our forces into 3teams and we'll order each of the teams to attack one of the other forces' castle. Now after let's say one of our three teams, named team1, has destroyed force2's castle, what will that team do now? You guessed it! help one of the other team until all enemy castled have been destroyed!

Pjew.
PJEW.
PJEEEEEW.
that took sooo long!

I really hope atleast somebody understand now!
Also, I wanna stop typing now and just send the message so 'makin it short.

Baaay! Team up with me!
Goodbye, Remy.
01-31-2004, 07:26 PM#7
johnfn
oops.

wasnt paying attention to above posts.

Id like to help, but i dont have TFT yet...
01-31-2004, 10:30 PM#8
Xev
I'm making a mtg (magic the gathering) aos. I've mainly been working on the heroes and custom spells. I also wanted 2 make it alot differnet.

For 1 its a 3v3v3.
Each 'team' has 6 paths leading to the enemies with differnet unit types.
Players can buy upgrades/research for the paths.
Players can donate gold so that a path will get better units (the next level), the paths (computer) themselves will get gold anyways

I've already done alot, lots of customs spells loads of ideas and i've made a rough draft of the map anyways.

If u're interested or what 2 know more, or want a copy of what i've already done reply/pm or email
[email protected]
01-31-2004, 11:21 PM#9
LegolasArcher
Sorry about that. I mistook 6 for a 7. SOrry about the misunderstanding
02-01-2004, 04:26 PM#10
LegolasArcher
Well, heres some done. I like where I have the heros more this way...