A new project...

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HINDYhat
Senior Member
Posts: 101
Joined: June 1st, 2007, 9:05 pm

A new project...

Post by HINDYhat »

Guys, tell me what you think of this. Here is a preview video I made yesterday:
http://www.youtube.com/watch?v=o_M8jqFe2Us

I'll paste the description I wrote on my clan forums:
Yes I have begun a new project. I have not yet found a catchy name for it (hehe), but I will soon. Here is a short description:

Type: AoS

Players: 5 vs 5

Size: 96x96

Setting: This is a pretty complicated gameplay that has not yet completely been developed, so some things might be unclear or unfinished.
This map's setting is on an alien planet. The humans have come to it to eliminate an enemy threat: Space orc aliens. The orcs, with their dominating technology, have detected the human arrival and prepare to attack the human base. The humans have settled in an ancient city's ruins, the orcs have taken refuge in their military base. Strategy and teamwork is the key to who will survive at the end of the game.

Gameplay: Each team starts in their respective bases. After a vote is done for the game modes, each player (human) is prompted to select one of the following units:
Sniper
Demolisher
Medic
Engineer
Ghost
Marine
Gunner

Each orc player is prompted to select one of these:
Medic
Berserker
Agent
Sharpshooter
Assault Soldier
Grenadier
Technician

I MIGHT ADD SOME UNITS
Each player goes through the selections so that at the end they have selected 5 units each; that is their squad. Now you design a squad commander out of the 5 selected units. This commander will be the only way to communicate with the rest of your squad. You can ONLY move the commander around, and the commander will have some built-in commands in his interface, like: Fall Back, Protect Me, Fire in the hole! etc... Now, if your commander dies in battle, a random unit from the remaining units of your squad is designated as the commander. If there are no more units in your squad, you restart from step 1: selecting the units. The number of times you get to repick your squad is selected by the game modes.

There might be game-types, like CTF, deathmatch and things like that, so the style and point of the game can vary alot.

This map uses iNfraNe's particle system, Anitarf's vector system, and Vexorian's CSCache. All of that = this map contains REALISTIC physics. Lets say you have a tank and you fire a missile at the ground. All close units from the blast will fly away, hit walls and bounce. Many of the in-game items have unique abilities which are greatly enhanced by the realistic physics.

Description of the units:
Medic: This unit heals allied units. He does not have much fire-power, but is essential on the battlefield, because without him, there isn't another good source for medkits.

Demolisher: This unit can place bombs on the terrain. Bombs are only visible by special units such as Grenadiers and Demolishers themselves.

Sniper: Snipers can fire from very far away, and are precise shooters.

Engineer: This unit can control any mechanical human unit in the game, such as tanks, helicopters and jeeps.

Ghost: Ghosts have cloak fields that can activate, making allied units inside temporarily invisible. They also have infiltration abilities, and can sometimes see what the enemy is planning.

Marine: The marine is the basic unit. He carries a simple assault rifle.

Gunner: Gunners carry mini-guns which fire at amazingly fast rates.

Berserker: This unit is the only in-game melee unit. It has very fast move-speed an attacks also at a very fast rate.

Agent: This orc equivalent of the Ghost.

Sharpshooter: The orc equivalent of the sniper.

Assault Soldier: The orc equivalent of the marine.

Grenadier: This unit uses plasma grenades and plasma rockets to burn his enemies away.

Technician: The orc equivalent of the engineer.

Here are the items and vehicles I have made so far:
Frag Grenade: This grenade blows up 3 seconds after throwing it, which leaves a large explosion on it's path.

Plasma Grenade: This grenade explodes on contact with an enemy unit, and dies out after 7 seconds if not triggered.

Tank (human): This tank fires highly explosive missiles.

Tank (orc): This tank fires 'slow' moving plasma missiles, which, on contact, may set fire to a close enemy unit.

I've finished the terrain for this map. Any pre-suggestions are very welcome.
Sir-Tanks
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Re: A new project...

Post by Sir-Tanks »

Its very nice but does this mean your stopping with your orpg? Im probably going to start a new project to :D. Its to much hard work to make an orpg because bugs can be found anywhere :D
Sir-Tanks is BACK and working on his new map Acts of War!
Take the best Stupidity test here
HINDYhat
Senior Member
Posts: 101
Joined: June 1st, 2007, 9:05 pm

Re: A new project...

Post by HINDYhat »

No I'm still working on my RPG, even if I don't want to. There are so many bugs... I started it when I was such a noob... I didn't even know what a memory leak was O_O
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Aero
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Posts: 829
Joined: January 28th, 2007, 8:10 pm
Title: JASS Programmer
Location: Canada

Re: A new project...

Post by Aero »

Lemme do some triggers :D

I'll reduce lag >.>
Sir-Tanks
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Re: A new project...

Post by Sir-Tanks »

Aero, how is your orpg going?
Sir-Tanks is BACK and working on his new map Acts of War!
Take the best Stupidity test here
HINDYhat
Senior Member
Posts: 101
Joined: June 1st, 2007, 9:05 pm

Re: A new project...

Post by HINDYhat »

Aero: Some triggers for my Aos? No thanks, I think I'm getting it now. I feel safe with Jass, I know pretty much all that is necessary for now. The only thing I'm having problems modifying particle system (vectors ARGH), but I managed to make it detect:
1. A particle contacts a unit.
2. A particle contacts an unpathable zone.
3. A particle is stopped once it's bouncing slows down.

Pretty awesome now. Just a few minutes ago I made it so that particles actually hit walls (doodad walls) and things like grenades bounce off. Works like a charm.
Bartimaeus²

Re: A new project...

Post by Bartimaeus² »

HINDYhat wrote:Aero: Some triggers for my Aos? No thanks, I think I'm getting it now. I feel safe with Jass, I know pretty much all that is necessary for now. The only thing I'm having problems modifying particle system (vectors ARGH), but I managed to make it detect:
1. A particle contacts a unit.
2. A particle contacts an unpathable zone.
3. A particle is stopped once it's bouncing slows down.

Pretty awesome now. Just a few minutes ago I made it so that particles actually hit walls (doodad walls) and things like grenades bounce off. Works like a charm.
Sounds like F.E.A.R. with Counterstrike Source Zombie Mod..=P
Sir-Tanks
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Posts: 635
Joined: May 29th, 2007, 9:02 am
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Re: A new project...

Post by Sir-Tanks »

Except in Wc3... Im shocked :D
Sir-Tanks is BACK and working on his new map Acts of War!
Take the best Stupidity test here
HINDYhat
Senior Member
Posts: 101
Joined: June 1st, 2007, 9:05 pm

Re: A new project...

Post by HINDYhat »

I'm gladly surprised at how well progress is going. This will not be a cheap map.
Bartimaeus²

Re: A new project...

Post by Bartimaeus² »

HINDYhat wrote:I'm gladly surprised at how well progress is going. This will not be a cheap map.
Hope not, I can host again.