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(10) Ninja Clans - Stealth Team Game

04-12-2004, 05:04 AM#1
Balthamos
Right. My newest creation. I've called it Ninja Clans, basically two clans of Ninja warriors are based in a small area and depending on the gametype battle against each other towards a goal.

Features:
*Voting for the Gametype, current gametypes are
Gem Hunt: 6 Gems are scattered in the area, both teams strive to
recovering the gems for their clan.
Death Match: Every Ninja is given only 10 lives, the first team to lose all
their Ninja loses.
*Ability Learning System
Abilities are learnt from the Ninja Master of your clan. You purchase them
like items, but the items are immediately removed from your inventory and
an ability is added to the hero. Every ability has 3 levels, buying an ability
you already have adds a level to it. The currency for abilities is lumber but
renamed "Ability Points" and are gained through levels.
*Stealth Combat
Ninja have no attack, at least not in the normal sense. Instead an ability
based off frost nova is added to each hero called "Backstab", it kills an
enemy instantly if used on them from behind. But if used from any other
direction the backstab only has a one in five chance of success.
Because unit's have no attack, auto-acquiring is a thing of the past and
makes battles more stealthy, as ninja can hide behind trees etc.
*Special Invisibility
The standard windwalk has been altered. Instead of becoming completely
invisible the Ninja will become 85% invisible to the naked eye instead. So
instead of carrying dust of apperance, you must be on constant look out
for enemy Ninja by just seeing their faint image running nearby.
*Catching Projectiles
Another interesting ability is the "Shuriken". Similar to shockwave the
shuriken is thrown through the air and kills any it touches. However it is
based off a unit instead, and every Ninja is given an ability to tackle
it, "Catch". This allows Ninja to catch Shurikens and absorb them as mana.
However a Ninja must be on his toes constantly, ready to sidestep a
shuriken and then use the catch ability, as tackling them head on is far
too dangerous.

Those are the most important features in my opinion. Attached is the most current version of the map in it's beta form. Unprotected, but only because the protector stuffed up with the newest version of the map, I think it was something to do with me editing some of the sounds. But please do not rename it and say you made it, you can look at how I did somethings, but don't steal the map. And if anyone is wondering, yes I was inspired by "Ninja vs Samurai" by Chocobo and Shin.Hayate for the concept of stealth Ninja, but I wanted it to be even more stealth based with more backstabbingness. Secondly, the backstab? I saw Gravano first use it in "Season of Uncertainty" and I send thanks to him for posting his method. But I then preferred EotA's method of making it an ability instead of a unit's basic attack.

So I send thanks to all 3 maps and their creators, you'll also find thanks in the map itself under the trigger comments. Please try this map and tell me what you think should be changed. Thanks!
04-12-2004, 01:14 PM#2
Balthamos
Ok, well here's a newer version. Number 1.9. I'm keeping 1.8 up incase 1.9 has some bugs. It might do because there are a lot of extra features. Including 4 extra game modes. Increasing the total from 2 to 6. Here's a summary of all 6...

Gem Hunt: 6 gems are scattered throughout the land, the first clan to retrieve all 6 and place them on a circle in front of their Ninja Master wins.
Death Match: Each Ninja has 10 lives, and 10 lives only. To achieve victory for your clan you must eliminate all the Ninja of the opposing force.
Face Off: Exactly like Death Match, but each Ninja has only 1 life. This is designed for a quick game.
Tournament: Once again Ninja have 10 lives. However both clans are disbanded, extra masters are scattered around, and a Ninja respawns at random locations. This is a free for all mode.
Dragon Quest: Four pesky dragons have begun to terrorize the locals. The shogun orders the slaughter of them. Retrieve all four hearts to prove that your clan were the slayers.
Surveillance: When a Ninja enters his enemy's base, a timer begins for time spent surveilling them. If a Ninja can observe the enemy without death or leaving the area for 60 seconds, then that Ninja's clan achieves victory.

I hope you try my map, enjoy and please post comments/bugs.

Right well 1.9 and 2.0 had a few bugs, but I think 2.1 introduces the new modes and is still working. So i'll attach that instead of 1.9 now. Please try! and give feedback.
06-06-2004, 05:30 PM#3
th15
I owe you a debt. I'm sorry but I used your backstab copy as the base from which to build my own system. I noticed your triggers were flawed in that they did not accurately detect facing when the unit faced east. Though the trigger below is 3 times as long as the original, it will work for units facing any direction. Just trying to repay you for giving me the headstart I needed.

Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        (Facing of (Attacked unit)) Less than or equal to 50.00
    Then - Actions
        Game - Display to (All players) the text: Less than 50
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Or - Any (Conditions) are true
                    Conditions
                        (Facing of (Attacking unit)) Greater than or equal to (360.00 - (50.00 - (Facing of (Attacked unit))))
                        (Facing of (Attacking unit)) Less than or equal to ((Facing of (Attacked unit)) + 50.00)
            Then - Actions
                Game - Display to (All players) the text: (String((Facing of (Attacked unit))))
                Unit - Add Backstab (Backstab) to (Attacking unit)
            Else - Actions
                Unit - Remove Backstab (Backstab) from (Attacking unit)
    Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Facing of (Attacked unit)) Greater than or equal to 310.00
            Then - Actions
                Game - Display to (All players) the text: More than 310
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Or - Any (Conditions) are true
                            Conditions
                                (Facing of (Attacking unit)) Greater than or equal to ((Facing of (Attacked unit)) - 50.00)
                                (Facing of (Attacking unit)) Less than or equal to (50.00 - (360.00 - (Facing of (Attacked unit))))
                    Then - Actions
                        Game - Display to (All players) the text: (String((Facing of (Attacked unit))))
                        Unit - Add Backstab (Backstab) to (Attacking unit)
                    Else - Actions
                        Unit - Remove Backstab (Backstab) from (Attacking unit)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Facing of (Attacking unit)) Greater than or equal to ((Facing of (Attacked unit)) - 50.00)
                        (Facing of (Attacking unit)) Less than or equal to ((Facing of (Attacked unit)) + 50.00)
                    Then - Actions
                        Unit - Add Backstab (Backstab) to (Attacking unit)
                    Else - Actions
                        Unit - Remove Backstab (Backstab) from (Attacking unit)
06-06-2004, 10:14 PM#4
emil.holmstrom
I just tried the map out, and it was really fun! :D
However, there was a bug that I noticed: Shadow walk (especially on lvl 3) sometimes lasts FOREVER. That really ruins the gameplay...
Also, some suggestions, maybe you shouldn't be visible on the minimap when you are shadow walking. A little tweaking on the visibility would probably be required if you follow my suggestion above.