| 02-20-2008, 10:04 PM | #1 |
I need a test map with UT2004 Onslaught mode. A unique game mode. A path of nodes are placed across the map. A chain of nodes is required to destroy the enemy base. Some nodes are special and simply provide a closer revive near the enemy base or other special perks. |
| 02-21-2008, 02:09 PM | #2 |
So, are you gonna pay people for such massive effort? |
| 02-21-2008, 02:22 PM | #3 |
I'm making an AOS map My the only dream is to show everybody that Dota isn't the best AOS and that Belorusian guys are not n00bs Creators will be given credits, named as creator in 'creators crew' Also because I can't use vJass.(It doesn't works with your SpellTemplate System, and doesn't works with WEU(I don't know why)) ![]() |
| 02-21-2008, 03:15 PM | #4 |
With what you're asking, you might as well be asking someone else to make the entire map. I appreciate your want to make another map, but you can't upstage DotA, just offer players other options in their AoS arsenal. The best way to get anything done is to do it yourself, there are plenty of trials for all types of jass applications here on the site. Check them out and good luck. |
| 02-21-2008, 03:19 PM | #5 |
Dota isnt about a good or bad map, its more like marketing... and since alot of people play it, and alot likes it. so it wins. The rest who try to make similar... just need to sit and dream on. There will be no more glory within wc3 maps. Mapping is now only for hobbyist, not to be pro |
| 02-21-2008, 03:30 PM | #6 |
I disagree, but I won't permit a thread derailing, so blah you. Points in my previous post still hold, you should learn to do it yourself so you don't have to depend on others to get things done. |
| 02-21-2008, 03:34 PM | #7 |
I just need some help. "Show me the Way and I'll follow it" |
| 02-21-2008, 03:37 PM | #8 |
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| 02-21-2008, 03:59 PM | #9 |
I just can't imagine this in code I don't know from what to start |
| 02-21-2008, 04:14 PM | #10 |
I'm not going to take you under wing and teach you how to make a map or teach you how to code from the ground up. In order to use either GUI or JASS you first need to know what you want. You then need to be at least vaguely familiar with WC3 to the point that you understand how triggers work. From there you simply make it. There's no set guidelines for making things, there are infinite ways to create infinitely many solutions. I mean, okay, make a trigger, define an event, define some conditions, do some actions. That's the general gist of most things, past that it really depends on the very exacts of what you want. I linked you above for some tutorials to check it out, that should be enough to get you going. |
| 02-21-2008, 05:03 PM | #11 |
It is generally a bad idea to make an AoS (because it will be always compared to DotA) People are actually more willing to play some shitty X survival maps than AoS maps no matter how good they are. That is why I decided to make a non-shitty survival map, I'll let you know when I get there... |
| 03-03-2008, 08:21 AM | #12 |
"""I'm not going to take you under wing and teach you how to make a map or teach you how to code from the ground up.""" Why not?? I'd like you to be my teacher. 'cause it will be more progressive you to teach me than reading these tutotials. I don't need to learn everything. I need to understand how do you do this or that. That's all. |
| 03-03-2008, 08:59 AM | #13 |
I got nagged a lot for having that kind of attitude... but this is something BEYOND simple. I advise against, however if you must, learning GUI but if it works for you then just go for it. *prepares for the mass shunning and burning from JASS users* |
| 03-03-2008, 09:02 AM | #14 | |
Quote:
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| 03-03-2008, 11:17 AM | #15 |
Well let's review: For an AoS, first you'd need a troop spawning trigger. That's fairly simple: you need a trigger with a periodic event that runs once every 15-60 seconds (what's the best number depends on the map, you can always tweak this once the map is playable) and creates the units for one wave and orders them to attack to their designated locations (you should have a locations array initialized at map start so you don't have to continously create new locations with "center of region" functions). Then, you need a system of triggers that handle waypoints; whenever a unit enters a region around a waypoint, tell it to move on to the next point (what the next point is depends on what player the unit belongs to). I attached a very old map AoS of mine which you can take a look at (unless I uploaded a protected version by accident). I can't guarantee it does things in the best way possible, I don't even remember how I did things in it, it's just an example to help you get an idea about how to do things. For the onslaught part, you would somehow need to link these waypoints to your nodes; maybe something like a trigger for each node that checks which side has living units in the region; if both, then make the node neutral, if only one side then make the node belong to it, if none then don't change the node control; either run these triggers on a slow periodic event (like once per second or two) or run them whenever a unit enters the node region and whenever a unit dies. An alternative would be to only change control of the nodes when players' heroes cast a certain spell on them, requireing players to be in the battle in order to take over nodes. |
