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| Molester of Nature Join Date: Apr 2003
Posts: 254
| Making a Warcraft 3 custom map I'm soliciting anyone who wants to work on a custom map with me using the Warcraft 3 World Editor. I'm a novice at the editor but because it has so much to offer I'm eager to make a map. I'm 75% done with the design document. The map is a mix of King of the Hill, Tides of Blood, and Annex. Very ambitious I know, but I like to have big goals. If you are interested let me know. Or if you want to share some stories with the World Editor please do.
__________________ Fung Fires of Heaven |
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| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | Quote:
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| Whiskey Tango Foxtrot Join Date: Aug 2006
Posts: 2,020
| I used to create maps all the fucking time. I had this really cool idea for a Footman Wars type game, mixed with Line Tower Wars. It was pretty cool, I wonder if I still have the map on my old computer. Only thing that ever made me slow down was balancing. Basically there were 6 lanes, 2 allies in each lane. You chose a hero at the beginning. Game was separated into rounds, each lasting a few minutes. Between each round, you bought units that would be sent out at the begining of the next round. Buying units also earned you interest (? I forget what they call it in most games) that was rewarded at the beginning of every round. Basically you sent units to the enemy in the next lane and they had to defend with their hero, units, and towers. You could travel to their lane and fight with your hero, but you also had to protect yourself from the units the person in the lane before you was sending. I had EVERYTHING working trigger-wise. Just had to finish heroes with special abilities and unit balance. |
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| Molester of Nature Join Date: Apr 2003
Posts: 254
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__________________ Fung Fires of Heaven | |
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| Farming negs Join Date: May 2007 Location: Wigan, England
Posts: 900
| Backup your work. I had FF6's entire spell and ability system done in Warcraft 3 Editor. A hero could pick up a Magicite which would gain AP when you killed stuff, you could cast a spell if you had the right Magicite equipped or if you had learned it via the AP gain. Each spell had the correct FF6 amount of AP needed to learn it. In theory one character could have every single spell, just like in FF6. I gave up because the other people I was working with didn't deliver. All I got was some Icons and crappy models. Was supposed to be the entire last level of FF6 (Kefka's Tower) or something. I had about half of the spells finished and something like 6 summons, with all the mechanics perfected and working. My summons where epic :P Everything was triggered make the hero vanish, the summon turn up, blow shit up then return to the hero! Anyway don't know where the map is now Later I had an idea for another great map, but file got corrupted and I lost everything... I must have been about 17 or something so I was a noob IRL at programming I still don't backup my work though...
__________________ Dominara, Lv70 Shadow Priest: EU-Sylvanas. Progress: 1/6 Sunwell. |
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| Registered User Join Date: Apr 2006 Location: Seoul
Posts: 1,112
| Chrisb that does sound pretty epic. I worked on a map with two friends who were whizzes at the mechanics/programming side of it. What we had so far was just awesome from a map creator/technical point of few. Unfortunately they gave up the project. |
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| Molester of Nature Join Date: Apr 2003
Posts: 254
| Sounds like you guys put in a lot of time and came up with some really cool ideas. Finishing a map is a REALLY hard thing to do as a side project. Hero creation, items, etc are the last things I'm working on. I've ironed out all the gameplay design but creating unique abilities and items is harder than I thought. I'm going to start small and go from there. The theme for my map is borderline outrageous and is extremely silly. Here is a snidbit from my design document. Where does the game take place? In a magical land where Janis Dickenson is a naga and her nemesis ,Star Jones, is Panda the Brewmaster.
__________________ Fung Fires of Heaven |
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| Molester of Nature Join Date: Apr 2003
Posts: 254
| I spent about 6 hours yesterday messing with the editor. I was overwhelmed at times but still learned a lot. I gained an appreciation for the simple things in custom maps. Also I give people a lot of credit for designing interesting terrain.
__________________ Fung Fires of Heaven |
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| | #11 (permalink) |
| Whiskey Tango Foxtrot Join Date: Aug 2006
Posts: 2,020
| That's the only way to learn, just mess with it until you get the triggers working how you want. If you really can't figure it out, then theres always a few forums you can go for helper. Thehelper.net is a good one, and theres like wc3campaigns, although not sure if it's still around. |
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| the Ninjarr Join Date: Apr 2007 Location: CA
Posts: 1,273
| I'd love to help out. I've been a part of DotA suggestion design for a while and have put in some ideas and created a few test maps, so I have a bit of experience with the editor. Would love to hear what you've got planned and contribute when time allows me. Let me know. |
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| Read Farmer Join Date: Jan 2004 Location: Hawaii
Posts: 5,201
+19 Internets | I was working on a map a long time ago, it was called Snowman Wars. Basically it was like Sniper Wars, but instead of a ghost in a jungle with LOS obstacles and fog of war, you had a bunch of snowmen. You'd lay traps down or throw rocks to stun other snowmen. The map was filled with snowmen so if someone was to not move, they should be indistinguishable from the ambient snowmen. In theory anyway. |
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| Molester of Nature Join Date: Apr 2003
Posts: 254
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__________________ Fung Fires of Heaven | |
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