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(12) Halo Blood Gulch CTF v3.6c

05-13-2006, 01:55 PM#1
Exilus
For thoses who dont know what Halo is, its a futurist FPS game. not as futurist as Unreal Tournament, because weaponry isnt much more different than the one we actually know. the difference with other games, is the player has a energy shield, wich block plasma or bullets. everytime the shield stop something from hitting you, it lose some power. No shield=damages goes directly to your (few) Health points. this shield will regenerate fully if you dont get hit for 10 seconds in a row. consider any damage going to your shield as temporary damages.

Blood Gulch is large map, of grass and cliffs, with 2 bases on each sides, where you can hide the flags.

up to 12 players can play it in Capture the Flag mode. it include:

-Manual aiming (F+click to fire). You click and fire,if you miss, its your fault!
-Shield (regenerates if you dont get hit for 7 sec in a row)

-Overheat if you do intensive fire for too long with alien guns(Overheat is for the 2 plasma guns in my map. every seconds, you lose heat (food). every times you shoot with a plasma weapon, it will add a few to your heat. so you must always check your heat to make sure you dont gain more than you lose. Overheat happens when you reach the heat limit, and your gun shall stop functionning and open to dump waste heat.few seconds later you will be allowed to use your weapon again.)


-Weapons: Shotgun,Fuel rod Gun,FlameThrower,Rocket Launcher, Needler, Assault riffle, Plasma gun,pistol and grenades

-can have up to 2 weapons and change them at any time with advanced ammo system:
Eg.
sniper has 4 ammos clip. use 3 of them, you are down to 1 ammo, switch to shotgun, you have 12 ammos, use 7 of them, then if you switch back to sniper, you will still only have 1 ammo left, switch back to shotgun, only 5 left.

-BloodGulch-like terrain (i did it the best i could, but its rather ugly, PM me if you can do nice BG terrain)

-CTF mode (capture flag, if you get killed flag drops, if ally take flag, flag is returned, cant score if your flag isnt at base, etc)

-Power ups, such as overshield, to tripple the capacity of your shield, or camouflage, to make you transparent and harder to see.
-Strategic terrain with cliffs and ledges.
-messages (double kill, Killing spree, etc)
-Imported Halo Sounds
-Of course, map is protected.

Suggestions are welcome.
i had alot of positives comments on this map from B.net players, and i am now waiting for wc3c suggestions/approval.


No longer laggy, most bugs are fixed.

Please press F9 in game for help.
Attached Images
File type: pngattachmenthalo0hj.png (28.5 KB)
Attached Files
File type: w3xHalo Blood Gulch v3.6c.w3x (2.0 MB)
05-16-2006, 06:33 PM#2
GaDDeN
I didnt test this full game, but i think i got quite a good overview on the game. I understand the gameplay will improve alot if i try it full players.

All and all its quite a good concept. However, its basically a Elimination ripoff. It was quite hard to understand the whole reloading thing, there were just too many numbers and buttons to keep track of. Im sorry to say you failed completely in making the weapons. There is no cooldown! The sniper looks more like a minigun (and has allmost the same range and statistics), and the "fuel pod gun" fired a slow bullet that had extremly small AoE and only worked on non-moving enemies. The grenade had a weird flight path, it needs a much higher arc.

The terrain was basically flat dirt with two small hills (raised ground). You say there are hills for tactic and such, but except the two small bases and the sides i couldnt find any. It deffinately needs spicing up, some trees and height differences would be nice.

Everything about the map needs to be improved. Its not only unbalanced, its not only the graphics... Its everything. The concept is good (Even though i think you ripped it off Elimination) and could be fun if you kept working on it.

Disapproved, sorry.
05-16-2006, 08:15 PM#3
Exilus
Quote:
Originally Posted by GaDDeN
I didnt test this full game, but i think i got quite a good overview on the game. I understand the gameplay will improve alot if i try it full players.

All and all its quite a good concept. However, its basically a Elimination ripoff. It was quite hard to understand the whole reloading thing, there were just too many numbers and buttons to keep track of. Im sorry to say you failed completely in making the weapons. There is no cooldown! The sniper looks more like a minigun (and has allmost the same range and statistics), and the "fuel pod gun" fired a slow bullet that had extremly small AoE and only worked on non-moving enemies. The grenade had a weird flight path, it needs a much higher arc.

The terrain was basically flat dirt with two small hills (raised ground). You say there are hills for tactic and such, but except the two small bases and the sides i couldnt find any. It deffinately needs spicing up, some trees and height differences would be nice.

Everything about the map needs to be improved. Its not only unbalanced, its not only the graphics... Its everything. The concept is good (Even though i think you ripped it off Elimination) and could be fun if you kept working on it.

Disapproved, sorry.


Thanks for the review, but i NEVER played Elimination.<---read again. ill try to work on what you asked.
05-16-2006, 08:15 PM#4
Tim.
  • Horribly low-res load screen makes it difficult to read the text.
  • Why can I deselect my unit? I never need to select anything so just disable selection altogether.
  • The sounds were exported from Halo, please mention that in your quest log.
  • The shooting system had no cool down, reloading was odd, and you couldn’t move while reloading!! In Halo you most certainly can.
  • Horrible weapon models. The Master Chief model looks nothing like the Master Chief.
  • No vehicles is quite a downside.
  • The dummy units for your bullets were selectable!! What the heck? This caused the neelder to home in on other bullets or even the unit who shot the needles!
  • Thirty minute long matches? Come on - make that time variabled.
  • More often than not I got damaged by my own bullets/rockets/needles because they were in range of me when I shot them!
  • Horribly flat terrain, the only way it looks like Blood Gulch is that there is a sand vien running in an S pattern through some grass. No height variation, no giant cliffs. The bases were horrible because you moved the units across the map when they went under. Just disable going inside.

Although the intent is good, the outcome is poor. This will need a lot of work before it gets my approval.

Unapproved.
05-16-2006, 08:19 PM#5
Exilus
Quote:
Originally Posted by Tim.
  • Horribly low-res load screen makes it difficult to read the text.
  • Why can I deselect my unit? I never need to select anything so just disable selection altogether.
  • The sounds were exported from Halo, please mention that in your quest log.
  • The shooting system had no cool down, reloading was odd, and you couldn’t move while reloading!! In Halo you most certainly can.
  • Horrible weapon models. The Master Chief model looks nothing like the Master Chief.
  • No vehicles is quite a downside.
  • The dummy units for your bullets were selectable!! What the heck? This caused the neelder to home in on other bullets or even the unit who shot the needles!
  • Thirty minute long matches? Come on - make that time variabled.
  • More often than not I got damaged by my own bullets/rockets/needles because they were in range of me when I shot them!
  • Horribly flat terrain, the only way it looks like Blood Gulch Is that there is a sand vien running in an S pattern through some grass. No height variation, no giant cliffs. The bases were horrible because you moved the units across the map when they went under. Just disable going inside.

Although the intent is good, the outcome is poor. This will need a lot of work before it gets my approval.

Unapproved.



i have absolutly no clue how to make a unit unselectable, and yet still work in triggers. adding ALOC to the dummy unit make it go trought any rocks/persons without causing any damage.

I cant find any masterchief models with reload animation.
and i tried a version with warthogs, and it made the game completly unbalenced.
05-16-2006, 08:20 PM#6
Tim.
Trigger:
Game - Disable selection and deselection functionality (Disable selection circles)
Game - Disable drag-selection functionality (Disable drag-selection box)
05-17-2006, 01:59 AM#7
Exilus
to Tim and Gadden: i can fix my map quite alot, but there are a few things in your review i cant understand.


Okay, i guess i can fix the:
-Terrain, i will add few trees. it will no longer be blood gulch.
-being able to move while shooting/reloading (even tough this will make Gadden REALLY think i ripped it off his map..but i seriously didnt, before today, i tough Elimination was a TD )
-the spartan models, if i find someone to edit the attachment points on the ONLY spartan model i found
-The cooldowns on weps are actual dummy units stunning you. ill just remove them and add a cooldown instead.
-Fuel "ROD" gun can have its ammo speed increased and AoE too.
-i can make the grenade have a bigger arc, however there is no way to make the grenade move faster, the spell is based on Pocket Factory.
-under the bases. as i said, the map will NO LONGER be blood gulch, so ill be free to completly remake the terrain/bases
-i can make the game time customisable.

However:
-i and the people i played with NEVER had the problem you had with the ammos...everything was calculated so you dont get hit from your own ammos, but i will add an extra protection then.
-Whats wrong with the weapon models? i think only the needler,Plasma pistol and fuel rod guns are ugly, i dont understand what's the problem with sniper riffle...
-too many buttons? erh... there are only 2, Fire, and Reload(or Drop Gun). and i guess the numbers are simple, if you shoot a few ammos with your pistol, switch to riffle, then come back to pistol, you dont expect to see your pistol empty or full do you? it will have the same number of ammos you had just before switching to riffle. what do you want me to fix, exactly?
-"unbalenced"?, in HALO, weapons ARE unbalenced, i gave them exact same damage. but i might fix them to make gameplay better.
-how do you make only a few units unselectable, but still work in the triggers? the code you just wrote (i think) turn selection off for ALL units.
-I reduced my loading screen quality to 75 %, because it only take 100 KO memory. 100 % quality requires 681 KO....so do you really think 581 KO is worth it just to make the image a bit more accurate?




please, i would like you to answer my questions so i can make my map better, and i would like to ask permission to Gadden before i make the shooting/reloading compatible with moving.



Thank you.


Again sorry Gadden, i had absolutly no clue what your map was about until today, i swear.
05-17-2006, 05:51 AM#8
GaDDeN
Quote:
Originally Posted by Exilus
-being able to move while shooting/reloading (even tough this will make Gadden REALLY think i ripped it off his map..but i seriously didnt, before today, i tough Elimination was a TD )

Then i really gotta start working on my "advertizing" :D

Quote:
-too many buttons? erh... there are only 2, Fire, and Reload(or Drop Gun). and i guess the numbers are simple, if you shoot a few ammos with your pistol, switch to riffle, then come back to pistol, you dont expect to see your pistol empty or full do you? it will have the same number of ammos you had just before switching to riffle. what do you want me to fix, exactly?

Well, i guess its not that much. Its just that ammo is up on the food, the way you select weapons is quite weird too. When i try to pick up a weapon it sometimes spams me with a "drop ur weapon" message, and sometimes i can have two weapons at the same time. Its just alot to learn.

Quote:
-"unbalenced"?, in HALO, weapons ARE unbalenced, i gave them exact same damage. but i might fix them to make gameplay better.

I doubt HALO made their weapons unbalanced. And since HALO is a FPS, you CANT give the weapons the same damage. There are alot more things than damage that decides how effective a weapon is: Projectile speed, splash, cooldown, ammo etc.

Yes please, try to adapt them to THIS map instead :)

Quote:
-how do you make only a few units unselectable, but still work in the triggers? the code you just wrote (i think) turn selection off for ALL units.

When you run Tim's action, it will stop YOU from selecting / deselecting. This means you not be able to switch unit. At least i think this is what it does. You might want to add a periodic trigger that selects your unit too, just to be sure.

Quote:
-I reduced my loading screen quality to 75 %, because it only take 100 KO memory. 100 % quality requires 681 KO....so do you really think 581 KO is worth it just to make the image a bit more accurate?

Ive used quite high quality loading screens that were still around 100kb. Im sure you can edit the loading screen to make it the same size but higher quality.


Quote:
please, i would like you to answer my questions so i can make my map better, and i would like to ask permission to Gadden before i make the shooting/reloading compatible with moving.

Thank you.

Again sorry Gadden, i had absolutly no clue what your map was about until today, i swear.

Okey :P

And yes, you can and should do a "run-while-shooting" system. Its not like i have copyright on that anyway :)
05-17-2006, 06:21 AM#9
Tim.
Quote:
Originally Posted by GaDDeN
When you run Tim's action, it will stop YOU from selecting / deselecting. This means you not be able to switch unit. At least i think this is what it does. You might want to add a periodic trigger that selects your unit too, just to be sure.
Yes that is what it does, if you run that as soon as the game starts you will select your unit and never be able to accidently deslect him. (GaDD is full of crap, you don't need to periodically select the unit, only when you create the unit. :P)

If this will take more than 2 days I will move the thread to the Map/Campaign Projects forum.
05-17-2006, 02:48 PM#10
Exilus
Quote:
Originally Posted by Tim.
If this will take more than 2 days I will move the thread to the Map/Campaign Projects forum.



it will indeed take more than 2 days, im planning total
3 days for terrain
12 days for codding
2 day for testing
5 days break
X days to wait for someone to edit the spartan model.
05-17-2006, 05:22 PM#11
Tim.
Right, moved.
05-17-2006, 06:51 PM#12
Ghost.X
I saw some cool Master Chief Models at wc3.sear and FPS and RTS games are completely different so you can't base everything off the game. You have to adapt it to make a good RTS map.
05-17-2006, 07:40 PM#13
Exilus
Quote:
Originally Posted by Ghost.X
I saw some cool Master Chief Models at wc3.sear and FPS and RTS games are completely different so you can't base everything off the game. You have to adapt it to make a good RTS map.


the ONLY masterchief model i found, with jump animation has its attachment points messed up...
05-18-2006, 06:28 PM#14
Ghost.X
If your basing some of your missiles off units. Just add the Locust ability to the unit. That will make the units act as missiles and will be unselectable. thats what I do in my map.

Say if your needle weapon uses units as missiles. Use a trigger like this.

Event - A unit spawns a summoned unit.
Condition - Summoned unit equal to "whatever unit you use as a missile.
Action - Order Summoned unit to attack random unit in (units within 1000 "or whatever range you want" of (position of summoned unit) matching condition (owner of matching unit is in "a player group that is your enemy).

Works perfectly for me. You can also order those units to use an ability if you want. Sorry I can't upload a screen shot using the triggers. I don't always have access to the WC3 editor cuase I use school computeres to access internet. I don't got internet at home right now.

or wait. that trigger might not work in your case cause the targets are random. well i'm sure it's of some use to base things off XD!
05-19-2006, 01:43 AM#15
Exilus
Quote:
Originally Posted by Ghost.X
If your basing some of your missiles off units. Just add the Locust ability to the unit. That will make the units act as missiles and will be unselectable. thats what I do in my map.

Say if your needle weapon uses units as missiles. Use a trigger like this.

Event - A unit spawns a summoned unit.
Condition - Summoned unit equal to "whatever unit you use as a missile.
Action - Order Summoned unit to attack random unit in (units within 1000 "or whatever range you want" of (position of summoned unit) matching condition (owner of matching unit is in "a player group that is your enemy).

Works perfectly for me. You can also order those units to use an ability if you want. Sorry I can't upload a screen shot using the triggers. I don't always have access to the WC3 editor cuase I use school computeres to access internet. I don't got internet at home right now.

or wait. that trigger might not work in your case cause the targets are random. well i'm sure it's of some use to base things off XD!




actually my triggers are more complicated, using TempGroups and TempPoints every 0.05 seconds. adding the ALOC ability to the dummy units make them do no damage when they should,and it doesn't kill them when they hit someone.

every 0.05 seconds, it will pick units of X group, move them by 45-100 toward their facing, check if any units are within 55 of them. if a unit is within 55 of them, it will do damage and kill the dummy unit<--thats my trigger, but a bit longer (30-40 lines)


il will probably just use a trigger like:

Event: a player select a unit
C: Triggering unit type = Mechanical
A: Deselect triggering unit for triggering player.