| 07-11-2005, 08:39 PM | #1 |
I'm currently designing a map that is different every time you play it. It is a huge map that is simply a grid of rooms connected buy corridors, with four rivers running though it (i would have had rivers be generated, but it seems that its not possible). Each corridor could either have a solid wall, door, tree wall, secret door ect that are generated at the start of the game. (walls are rolling stone doors that can't be open, and secret doors are just walls that can be triggered to open with invisible levers) There is JASS script that can set up a room type (orc camp, undead blight ect) that can be run for any cell in teh grid. rooms that water runs though could have a bridge or no bridge. Players start at the 4 corners and work thier way to the middle of the map where there is a big special room with the strongest baddie. There will be rooms with hidden traps as well. The object would be for players to find the most treasure and escape the dungeon before time runs out. I was going to have characters not be able to level up, but have them able to venger into different part of the dungeon (make a char able to kill big badies near the center, but not able to kill smaller faster weaker groups of monsters near the edges as well) and have characters need different amouts of treasure to win (weaker chars get double points for each gold aquired) Does this sound like something people might want to play? I get bored of games where people get so good that they memorize where everything is and have a well refined algorithm of how to win. With this map the exploration part would never go away. Any feedback would be great. |
| 07-12-2005, 09:07 AM | #2 |
Excellent idea. I once thought of making something like that myself, but never got around to it. May I suggest making a "town" that you can teleport to, kinda like the original Diabolo? That way you have somewhere to heal and replenish... Make traps as well. Like, put an item, say "Sword Of Slaying +20" on a footswitch, and if they're dumb enough to get it, it knocks them down to 10 HP, or eighty skeletons come out of the walls or something. Or maybe a rolling boulder trap... |
| 07-13-2005, 03:03 AM | #3 |
I'd play it if you made it. Do you need advice on how to randomize? I had an idea while you were writing that, that the map would have many many differernt rooms, but none connected. At the load of the map, the game would assign each of the "Enter/exit" regions in the rooms to go to specific places. This might be a little complex though. To do what you are suggesting, however, i can only see 1 problem. You would need to make sure that the program doesn't put a wall in that blocks the player from being able to get to the middle ( a wall here, another there, and they might not be able to get out). I am taking a C++ course right now, and the last homework assignment is to program an AI to find a way through a maze. But until then, I'm not really sure how to test to make sure the random path would work. |
| 07-13-2005, 03:42 AM | #4 |
Sadly, this idea has been done. I have the map somewhere if your interested in looking at it. It was a very good map, but it really never caught on... |
| 07-16-2005, 07:59 PM | #5 | |
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Could you attach it for me? I would like to see how different the designs are to see if mine is worth doin. |
| 07-16-2005, 09:43 PM | #6 |
warcraft rogue claims this feature, its on the war3 sites for dl |
| 07-17-2005, 12:10 AM | #7 | |
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Pretty similar to what i have. I'm not sure if it has secret passways. I accually had two maps planned with randomness in them. First was just a dungeon with 25x25 rooms. then i was gonna go with an outside map (maybe a section like the first map with a cave somewhere to get to it) The outside one was going to have warring native groups, and depending on what character you pick, you would be allied/neutral/hostile to them. and characters would be so different that the gameplay would be alot different for each. (not just different ways to take hp) like elven ranger that could travel though forests, but couldnt kill many stronger monsters. The characters wouldnt level up, it would be all one tier. Each game would be 30min to an hour max, and players would compete for quest points, gold, kill rates ect. |
| 07-17-2005, 01:45 AM | #8 |
i have seen rivers randomize, such as the water in warcraft worms, it raised and changed, he made units using the water model, it was like warcraft3imported/water.mdl or sumthing, but it has no 'accessable' triggers, i wanted to know how he did the stuff he did... guess i'll never know. :'( |
| 07-17-2005, 04:48 AM | #9 | |
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There is a change water level trigger, but i dont think it effects pathing. I tried lowering the terrain with shallow water then changing the pathing with triggers, but couldnt get it to work. Plus weird things start happening in the editor, like when you lower with triggers, the water insnt there for some areas, even though you started with shallow and raised all the terrain. I just said forget it cause deep water looks better when doing it before hand. |
