HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

The Battle Simulator

05-07-2005, 12:23 AM#1
JetPack
The Battle Simulator is, as its name suggests a battle simulator. The Battle Simulator (from here on now as tbs) pits two WarCraft 3 units against each other in a closed environment; this may later be increased to more than two. Currently the environments are...
  • Flat Lands
    This area is totally flat giving neither side the advantage.
  • Hills (Left)
    This gives the unit on the left side the advantage
  • Hills (All)
    There are hills interspersed throughout this area to simulate a bumpy environment
  • Hills (Middle)
    Hills middle has a large hill in the center which is useful for testing battles on inclines
At the beginning of the map and after each battle, tbs asks you which area you would like to pick. Then it asks you which units you want to battle each other, this can be any units from WarCraft 3 and once released I'll leave some blank triggers in that can be used for custom units.

By this point you must be wondering, what is the point of this, the main purpose is for balance in maps. Hopefully this tool can help mappers make maps more balanced by testing their units in closed environments before releasing the map. The other purpose, for the bloodthirsty, is to watch units fight each other and see which is stronger.

This project has most of the terrain done, as you can see in the attached pictures. I'm mostly working on triggers which are going to take some time.

Progress: 3%
Terrain: 90%
Triggers: 1%
05-07-2005, 08:16 AM#2
Anitarf
Is the terrain done with cliffs or with just raising/lowering terrain? As far as I know, the second option doesn't affect the unit's combat capability at all. The only thing that has effect is cliff heights that make ranged units miss sometimes when attacking uphill.

Besides, game balance can never be determined on the level of individual units, but on unit combinations. A melee unit can completely own a low-hp/high-damage ranged unit in your simulator, but in game, when the ranged unit gets a good meatshield, and it is massed and can use focused fire, then it becomes completely imbalanced.

I suppose the map could still be used to determine the balance of waves in an asymetrical AoS... but then you definitely need to support multiple units, not just two.
05-08-2005, 04:25 PM#3
Ceo
This would be better if it had one of those old huge D&D squares of units to pick from, and each side could have more than one unit. As it is I don't see it being helpful in the least.
05-08-2005, 05:59 PM#4
Guest
make it able to have about 10 diffrent types of units or something so u could test balance in new races,TD monsters,RPG monsters,new heros and it could also help peoples micro as they could pick common unit combos and go up against other common unit combos to practice. just some ideas ^_^