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Ultimate Showdown

04-08-2008, 07:58 AM#1
Axzarious
I am Currently making a map by the name of Ultimate Showdown (Really because I can't think of anything else to call it). It fuses elements from hero arenas, Footman Frenzy, and Aeon Of Strife Maps. I have been testing it so far, and 90% of the people who have randomy joined, and the people who are testing it say it is really good, and/or Has great potential. The Heroes, units, and other things are taken from various Video games, Anime, and Comics.

Elements from Hero Arenas- about 95% of the spells are coded, but some are left as is. All Heroes have will 5 abilities, and are a key part of play. Also, about 70% of the heroes have at least one knockback skill, and/or mobility skill (Some are offensive attacks), but not all.

Elements From Footman Frenzy- You have a main base with 3 others in your area. You upgrade your base to produce different units. Units have many different upgrades (9 total- Attack, Def, HP increase, Move Speed, Attack Speed, Life Regeneration, Mana increase, and Mana Regeneration). The objective is to destroy all enemy bases Your main building serves as a fountian of life and mana to only your units each player has 3 upgradable towers.

Dota- Really the only similarity is that the units will Auto run to a point when you set thier attack point by typing -north, -south, -east, or -west. This may be changed in game to another location. The units are (In Theory) unconrollable. I may remove the uncontrollability (Using ward classification for uncontrollability, it fools most people).

MISC- Hazardous Terrain- I already have some spike pits and blade walls (Huntress glaives) so far. This is the main reason many heroes have knockback, I get crazy ideas all the time, and people tend to find it amusing when they knock somebody into a spike pit (Heck, a few people have even walked into blade walls and killed themselves to see what they did.) I also scaled the buildings and trees so that they are bigger than the units, but not freakishly huge. Some people have liked that effect, I have had no complaints so far.

Notable Things so far- The units strength tend to be on par with the heroes. The base units tend to be able to defeat a hero up to around level 5, Tier 2 units tend to be around level 10 heroes, and Tier 3 tend to be around level 15, although these do depend on how you upgrade your units. The only thing that really sets the heroes apart, are thier skills. A hero not using skills is often a dead hero. Even the items so far add more skills or effects.

For the most part I can do this on my own, however, There are some skills I would like, but cannot have because I cannot find them, and I cannot modify another spell to fit with it. I have put up a request, but nobody has gotten to the skills yet. I cannot really code well, but I can read JASS and other code well enough to understand about 70% of what they say. I am up for critique on this, but I think you would have to play the map first, I have written instructions that people often have ample time to read, but seem to not follow them (Hence removing the units ward classification so they are not like WTF? I CANT CONTROL MY UNITS!) Also, many people have been saying that the game would be insane (In a good way) on a full house.

The main reason I am posting this here, is in part for hero suggestions that I don't already have (Mainly for Anime and Comics- as in Marvel and DC comics), skill suggestions for heroes that I do have, as I sometimes cannot think of more than one for some heroes (E.g. Sonic), and anybody who would be interested in helping with spells. For now I am mainly focusing on The main character of each game series, with the main villains possibly being added later.

-Heroes so Far-
Complete- Goku, Ichigo, Grimjow, Kenpachi, Mario, Spider-Man (Currently a favorite hero of many), Diablo, Master Cheif

Mostly complete (3-4 skills)- Captian Falcon, Sephiroth, Byakuya, Mewtwo, Samus, Kefka, X (Mega Man).
Somewhat Complete (1-2 skills)- Dante, Auron, Meta Knight, Naruto

Not complete (No skills)- Duke Nukem, Gordon Freeman, Turok, Doomguy, Edward Elric, Batman, Link, Magneto, Akuma, Solid Snake, Heihachi, Nightmare, Scorpion, Albert Wesker, Boba Fett, Darth Vader, Agent Smith, Sonic, Inyu-Yasha.

Also, I will be adding the warcraft heroes like Thrall and Arthas later, but this is secondary for now- they will be given a custom spell, or two spells in some cases (E.g.- Death Pact, Far Sight, and Dark Ritual to name a few).

If I need to host a version of this map to have this, just let me know where, and Ill host the verry rough ver (Well, mostly terrain wise, except for the center area.) If you help with skills, credit will be given.
04-08-2008, 08:13 PM#2
darkwulfv
Wayyy too many heroes, man. Is it really necessary to have that many? Games get kind of unfocused and less refined when you add that many heroes, especially when they're from all sorts of random sources. It looks like you randomly plucked characters from games comics and animes and plopped them down here, gave them spells, and set them loose.
04-08-2008, 10:37 PM#3
Salbrismind
I like the idea of the hazardous terrain, but I was wondering... Did you already post this or something like this? I swear someone or you made a post like this....

In any case the quality of a map nearly always depends on the way the ideas are implemented and eventually how it "feels" to the players. 38 is a bad amount to start with. Try adding 10 really well made heroes then adding more as you seem fit. I'm interested to see how you will utilize the characters you have said so far. I mean each one is sort of unique so you would imagine that the uniqueness can be harnessed in an Aos type map making it interesting!

One last thing: You kept talking about how people reacted to playing this, but where is the map to download? Whats the progress?

Anyways, Good luck!
04-09-2008, 12:16 AM#4
Axzarious
Anybody from the 'Somewhat complete' and above are the initial starting heroes. I plan to add the others slowly after the first 'completed' version (One or two per update). I already have the other heroes in the map but they are not selectable.

Currently some spells I am looking for is an improvement for are
Dante's Stinger- A charging spell what has knockback, dealing 100 damage per level (All spells have 5 levels, might increase this in the future)

A spell that lifts an enemy into the air, then slams them to the ground dealing 100 damage per level (And slowing about 5% per level) all in a small AoE (About 150-200). It would be interesting to have this configurable so its only one unit, and for multiple units (AoE version might be used for magneto when I implement him). If possible I would like the speeds that they move up and slam down configurable (One would have same speed both ways, while the other will be faster on the way down with a breif pause in the air.) Those are two skills that I would greatly like to complete this initial version.

Also, coding for my Ebony & Ivory skill for Dante (Can also be used as a zeal spell) is bugged and the hero deals damage to himself once at the beginning.
Collapse JASS:
function Trig_Rapid_Fire_Conditions takes nothing returns boolean
   return GetSpellAbilityId() == 'A020'
   endfunction
   function Unit_Group takes nothing returns boolean  
   return GetWidgetLife(GetFilterUnit()) > 0 and IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) and GetFilterUnit() != GetTriggerUnit()
   endfunction
function  Trig_Rapid_Fire_Actions takes nothing returns nothing    
   local unit Caster = GetTriggerUnit()    
   local integer i = 0    
   local group UnitGroup   
   local unit TargetRandom   
   local unit Target = GetSpellTargetUnit()    
   local real Damage = 50   
   local integer Amount = 10 + GetUnitAbilityLevel(Caster, 'A020') * 1    
   call TriggerSleepAction(0.20)    
   call SetUnitVertexColor(Caster, 255, 255, 255, 255)    
   call UnitDamageTarget(Caster, Target, Damage, false, true, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_AXE_MEDIUM_CHOP)    
   call SetUnitAnimation(Caster, "attack")    
   call TriggerSleepAction(0.2)    
 call PauseUnit(Caster, true)  
 
  loop      
      set i = i + 1       
      exitwhen i > Amount            
         set UnitGroup = CreateGroup()
        call GroupEnumUnitsInRange(UnitGroup, GetUnitX(Caster), GetUnitY(Caster), 600, Condition(function Unit_Group))                      
         if FirstOfGroup(UnitGroup) != null then 
            set TargetRandom = GroupPickRandomUnit(UnitGroup)                
            call UnitDamageTarget(Caster, TargetRandom, Damage, false, true, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_AXE_MEDIUM_CHOP)              
            call SetUnitAnimation(Caster, "attack")               
            call TriggerSleepAction(0.2)            
        endif           
        call DestroyGroup(UnitGroup)   
    endloop   
    call PauseUnit(Caster, false)
    call SetUnitVertexColor(Caster, 255, 255, 255, 255)    
    set Caster = null   
    set UnitGroup = null   
    set TargetRandom = null  
    set Target = null
    endfunction
function    InitTrig_Rapid_Fire_Copy_2 takes nothing returns nothing  
    set gg_trg_Rapid_Fire_Copy_2 = CreateTrigger()  
    call TriggerRegisterAnyUnitEventBJ(gg_trg_Rapid_Fire_Copy_2, EVENT_PLAYER_UNIT_SPELL_EFFECT)  
    call TriggerAddCondition(gg_trg_Rapid_Fire_Copy_2, Condition( function Trig_Rapid_Fire_Conditions) ) 
    call TriggerAddAction(gg_trg_Rapid_Fire_Copy_2, function Trig_Rapid_Fire_Actions)

    endfunction


Heroes I need some more spell ideas for:
Naruto (Mainly 2 skills, and the name of what his wolf transformation is- also wheather this wolf thing should just have him turn into a wolf or not), Meta Knight (Need 2, I have an idea for his final)

Auron (Currently has shooting star and critical Strike, but I will probably remove critical strike, and use debuff skills, but I would need an ult idea- going to view Aurons other limit breaks soon)

Dante (Besides Devil Trigger, thinking charged shot for one of them, but it would result the casting of multiple death coil based spells to one target- or I might just use something based based off chemichal rage, or the tinekr morph (But remove mechanichal classifications if its possible) for class changing (probably gunslinger and royal guard- base class is swordmaster I would guess).
And for sephiroth, I would two spells like his kingdom hears incantation (The rest is based off what he could do in advent children)- the one with multiple fiery explosions near sephiroth that sucks in nearby units, and one where he fires multiple auto targeting homing projectiles. If I cannot get those for sephiroth, I have two placeholder spells in mind.

If I can get what I requested here, I could have a near finished version up by the end of tomorrow. Also, If you want to try the map, send me a message if you see me on today, My Bnet Acc name is the same as it is on these forums, and I am in Lordaeron... Or you could just PM me today and I'll host it as soon as possible at a certian time.
04-09-2008, 12:25 AM#5
Rising_Dusk
Whoa man, I appreciate your respect for the english language, but now can you respect our eyes? Breaks in the text wall, man. :p
04-09-2008, 01:07 AM#6
Axzarious
Quote:
Originally Posted by Rising_Dusk
Whoa man, I appreciate your respect for the english language, but now can you respect our eyes? Breaks in the text wall, man. :p
Eh, sorry, Edited the post so it no longer murders your eyes.
04-09-2008, 01:46 AM#7
Rising_Dusk
Yay readability! Good luck with the project, the very fact that you took the time to cross your t's and dot your i's is enough for me to give you a boost. You say in your first topic that some things are a favorite of many, but I see no download link? How unfortunate!

Oh and also, you don't need to post the map to have a discussion topic assuming you've got the appropriate post material (And you do), but it helps a lot to generate interest in the map to post it and at least show your progress in a tangible way!

Quote:
Originally Posted by Axzarious
Dota- Really the only similarity is that the units will Auto run to a point when you set thier attack point by typing -north, -south, -east, or -west. This may be changed in game to another location. The units are (In Theory) unconrollable. I may remove the uncontrollability (Using ward classification for uncontrollability, it fools most people).
It's an AoS, not a DotA. :p
04-09-2008, 02:04 AM#8
darkwulfv
I must say, kudos for the excellent details. You went all out, instead of just "I r maeking AoS its not dota but it's like dota it has naruto and anime loololz play it plz". *applause*

I'm actually interested in this project now. I've always wanted to pit people like Captain Falcon and Mewtwo against Master Chief.
04-09-2008, 02:22 AM#9
Axzarious
Quote:
Originally Posted by Rising_Dusk
Yay readability! Good luck with the project, the very fact that you took the time to cross your t's and dot your i's is enough for me to give you a boost. You say in your first topic that some things are a favorite of many, but I see no download link? How unfortunate!

Oh and also, you don't need to post the map to have a discussion topic assuming you've got the appropriate post material (And you do), but it helps a lot to generate interest in the map to post it and at least show your progress in a tangible way!


It's an AoS, not a DotA. :p
Thanks.
I Say Dota because most people tend to not know what the AoS is unless they have played starcraft (Although one sided, they take a long time, are nearly impossible, but immensly fun). Also, I would really like to post a 'finished' version with the initial heroes done. Also, this may sound n00bish, but where would I host a testing map?
04-09-2008, 08:52 AM#10
Gorman
post it here, tell people when u will have tests, go on bnet at that time with a game name "Testing new map!"

Not hard lol (make sure u lock map first)
04-09-2008, 08:43 PM#11
Axzarious
Well. I am planning on keeping my map open source so that people can learn from it.... but the first time somebody other than me edits it then modifies it... I plan to protect the map (Don't know how though). I will include a disclaimer or something.

lol. Anyways, heres the current link to the pastebin- http://www.wc3campaigns.net/pastebin...1b4d19d57fbac9
In this verison Samus' Screw Attack, and Mario's Mario Finale (Just a buffed breath of fire) are bugged and dont deal damage, but I have fixed the bug, but I plan on posting the next version when I get some more done.
04-09-2008, 09:57 PM#12
darkwulfv
Vexorian's Map Optimizer can protect your map.

I really think you should consider locking it right off before publicly hosting it. People would LOVE to rip this map. I doubt people would open it to learn from it. I hate to sound negative, but almost nobody opens maps to learn from them. They can just ask questions on sites (like this or Hive).
04-09-2008, 10:07 PM#13
Axzarious
lol, okay, So I take it that you played it and enjoyed? (Mainly by you saying that people would love to rip the map) If that is the case, then what do you think needs work? I will do some more open map betas here, and then when the piolet version is done (Whenever I get those spells) it will be protected. Know of anybody who would be up to programming those spells?

Just a quick edit, but does anybody know of an easy to use recipe system? I am planning on using some recipes for items, like the fire materia and an 'attack sphere' sould give a buffed fire orb effect (As well as igniting the target), while a fire orb with a 'defence sphere' would give immolation. The ice orb effect would remain unchanged (Buffed in damage a little though), the defence sphere version would give a long lasting free cast frost sheild. Lightning and Defence will give a manasheild option.
04-09-2008, 10:15 PM#14
darkwulfv
I actually didn't try it yet. I just know by the content that people would love to rip this. And from what I've read, it seems worthy.

I will try it ASAP, I promise!
04-10-2008, 02:32 AM#15
Axzarious
Can I have some feedback please? Or are you still playing the map? lol.