HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Tribal Wars!

09-24-2007, 09:23 PM#1
Zanam
Tribal Wars v0.4
---------------
Update changes (v.0.4)
-New feature: Heroes have been reduced to a maximum level of 20, however they now have enough skill levels to spend a point for every level! Basic abilities level up to 5, ultimates to 2, and a new attribute bonus that levels up to 3 has been included.
-New AI improvements: AI Heroes will now use their Hero abilities! There may be a few that still need tweaking, but battles are much more interesting now.
-Headquarter's automated defenses have been improved. (Soon to come, extra base defenses.)
-New items available at the item shop: The Longbow will allow melee Heroes to attack enemy air units, and the Scroll of Town Portal will be key for preventing a quick and dirty rush into your base while your army is out attacking.
-More placeholder abilities removed. Centaur Khan cried at his loss of bloodlust.
-Many more bug fixes.
----------------

Hello all. I'd like to introduce my current project, Tribal Wars! It's a footie-wars style map, with (at completion) -every- race imaginable in the Warcraft universe. At the time of this post, I'm at 25 races and still going strong. It supports up to 12 players with basic AI already in-game. They will mobilize their forces and take vengeance against those that attack them. I'm not ashamed to admit I've been slain by AI pandas.

Gameplay:
You start off with 3 buildings that produce your troops. Each can be upgraded to produce one of 3 unit types (heavy melee, ranged, specialty). After upgrading a building, you can then research upgrades that affect the units that building produces. You can re-upgrade at any time to switch units (for example, heavy melee producer into a ranged producer.)

-25 playable races, including Pandaren, Murloc, Tauren, Blood Elves, Eredar, and many more.

-Aesthetically, each race has a unique Headquarters (including the attack the HQ uses as of v0.1), Hero rune, and base terrain.

-One Hero and four unit types per race. The starting melee unit, a heavier melee unit, a ranged unit, and a specialty unit unique to each race. The special unit could be a caster, an air unit, a siege unit, etc.

-AI support for computer players, and Team play supported using normal B.net team settings.

I'd like some feedback and testing done on this map. Criticism and ideas are welcome as well. Enjoy!

Screenshot Descriptions:
SS#1: A large fight between Gnolls and Centaurs, there are more races somewhere in there but I can't recall which. Hogger is nowhere to be seen at the moment. Yes, Hogger. One of many familiar surnames of the Gnoll Hero.
SS#2: A bit too much insanity I created in one map by letting AI's go at it without much interference from me. It resulted in my goblins warring on a tribe of elementals, and the minimap will show you two other fights of the same proportion with other tribes.

Download Link at the Hive. WC3C's forums hates my maps in terms of uploading.
Attached Images
File type: jpgNew.jpg (304.4 KB)
File type: jpgGobb.jpg (286.9 KB)
09-25-2007, 02:37 AM#2
PenguinEmperor
Morbo demands screenshots to prove the puny human's claims.

09-27-2007, 12:10 AM#3
Zanam
I'm not certain about the linking rules of the forum, but I have successfully uploaded the map to the Hive. It still won't upload here. :( I'd post the link but it seems that'd be against a policy of some kind.
09-27-2007, 06:27 AM#4
Captain Griffen
Nah, you can link away so long as you have sufficient info here (which, being the map testing section, can be achieved in 2 concise lines).

Anyway, I suspect that your map is over 2.5 MB? If so, yea, there's a bug that means you can't upload it here. *grumbles* Just link to THW.
09-27-2007, 06:48 AM#5
Pyrogasm
That terrain is so unimaginably bland, you have no idea. And those battles look ridiculous with everything having such a miniscule pathing/collision size.
09-27-2007, 04:40 PM#6
Zanam
The terrain and collision sizes were the same issue someone at the Hive mentioned. I will definitely put them on the priority list. By "Terrain" do you mean how the battlefield is setup or the visual effects (terrain texture & doodads)
09-27-2007, 08:17 PM#7
Shade987
The terrain texture is the main issue. THe functionality and battlefield design looks fine, but do some variation on the ground.

Also, judging purely by the screenshots, it seems impossible to tell what's going on in a big battle because of the massive units with small collision size. I recommend just decreasing the visual model size instead of increasing the collision size. But that's just me.
09-28-2007, 06:50 AM#8
Zanam
I did a major update to the terrain today, changing the tileset to the more colorful Dalaran, and adding in a platform that the goblin merchant stands atop. I also found the appropriate triggers I needed to add in custom terrain for each race, I'll be working on getting those updated next. This will allow for a more unique terrain design with each game played. The collision sizes have also been fixed, however I do like Shade's idea of reducing the total size instead... giving the illusion of a zoomed-out camera. I'll toy around with both and see which I prefer.

Thanks for the feedback so far, I appreciate it all! :D
10-20-2007, 02:49 PM#9
Zanam
I looked around for anything against double-posts in regards to map updates, but I didn't see anything. If this is taboo, just let me know, I won't do it again. With that out of the way...

I've just uploaded Tribal Wars! v.0.1! Those that originally tested my alpha map will see all the feedback I received did not fall on deaf ears, the map is aesthetically much more pleasing than it used to be. Many, many many bug fixes have been done, as well as tossing in a few new races for kicks.

The only big problem that exists right now is the selectors created on map init. I'm having a problem figuring out how to remove inactive user's selector units from the game. I've posted a topic to the Hive's triggers forum regarding this. In the mean time, if you want to play a game with fewer tribes, wait until everyone has chosen their tribe, then have player 1 type out "die" to remove the remaining selectors from the game and start.

Update changes (v.0.1)
---------------
-Added in the model credits to the map intro.
-Overall map size has increased, bases now less cluttered. Ogres still complain it's too small.
-Some placeholder abilities removed. Furbolgs still wonder if they themselves are placeholders.
-Bases have more health and their own attack.
-Stealth units have been introduced. Check out the Murloc Nightcrawler or Draenei Harbinger to try them out.
-Pandaren have gone under a revamp to fix a bug and reduce map filesize.
-Various bug fixes.
10-20-2007, 06:23 PM#10
Pyrogasm
To fix the thing about removing a player's selector, do this:
Trigger:
Remove
Collapse Events
Map initialization
Conditions
Collapse Actions
Collapse Player Group - Pick every player in (All players) and do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Picked player) slot status) Not equal to Is playing
Collapse Then - Actions
Custom script: set bj_wantDestroyGroup = true
Collapse Unit Group - Pick every unit in (Units in (Playable map area) owned by (Picked player)) and do (Actions)
Collapse Loop - Actions
Unit - Kill (Picked unit)
Else - Actions

You could just remove the units instead, and you can even add your own message if you want.
10-21-2007, 01:30 AM#11
Zanam
Thanks much pyro! The code I was looking for there was the player slot status comparison, I knew there had to be someting like that.

Just out of curiosity, could you describe what that script does? set bj_wantDestroyGroup = true?
10-21-2007, 08:32 AM#12
Pyrogasm
It fixes a group leak. If you add that line in before doing a "Unit Group - Pick Every Unit in _ and do (Actions)", the game will automatically destroy the group when the loop is done.

This saves you from having to set the group equal to a variable, do the loop, and then destroy it manually.
10-21-2007, 12:05 PM#13
Zanam
I've been using WEU's 'Destroy last created unit group' action throughout the map thus far. Does that action have the same effect as the script, or is the script better for leak prevention?

EDIT: I modified the entire startup trigger to prevent the whole block from running if the user isn't playing, rather than make a unit and remove it later. But I'd still like to know if I need to do a revamp of my leak removals.
10-21-2007, 10:08 PM#14
Pyrogasm
I'm not sure, as I don't use WEU, but if you can make a blank trigger that does something with a unit group and then uses that action, convert it to custom script/text and post that here with [jass] tags, I can tell you.
10-22-2007, 08:10 AM#15
Zanam
Collapse JASS:
function Trig_test_Actions takes nothing returns nothing
    call CreateNUnitsAtLoc( 2, 'hfoo', Player(0), GetRectCenter(GetPlayableMapRect()), bj_UNIT_FACING )
    call DestroyGroup( GetLastCreatedGroup() )
endfunction

That's create 2 footmen, then destroy last unit group.

EDIT: While I'm at it... uploading an updated version! V0.2 Now available!

Update changes (v.0.2)
-Major bug fix: Empty player slots will not spawn selectors at the map start. You can play a 2, 4, 7, etc. player game without problem.
-New feature: Runes! Upon a Hero dying, he will drop a rune unique to his race. The rune can be picked up by any other Hero, and can cause a wide array of effects.
-New AI improvements: AI players will now retreat when low on health, recover, and return when they are in better shape. They also know how to use the runes implemented in this version.
-More various bug squishes.


--------------------------------


Well... I don't want to double post so I guess I'll just throw the new update notes down here. I've been playing it on B.net with very positive reactions, the only negative one being the size of the map.

---------------
Update changes (v.0.4)
-New feature: Heroes have been reduced to a maximum level of 20, however they now have enough skill levels to spend a point for every level! Basic abilities level up to 5, ultimates to 2, and a new attribute bonus that levels up to 3 has been included.
-New AI improvements: AI Heroes will now use their Hero abilities! There may be a few that still need tweaking, but battles are much more interesting now.
-Headquarter's automated defenses have been improved. (Soon to come, extra base defenses.)
-New items available at the item shop: The Longbow will allow melee Heroes to attack enemy air units, and the Scroll of Town Portal will be key for preventing a quick and dirty rush into your base while your army is out attacking.
-More placeholder abilities removed. Centaur Khan cried at his loss of bloodlust.
-Many more bug fixes.
----------------