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Author Topic: Map Development section  (Read 341 times)

Alph4bet

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Map Development section
« on: October 07, 2013, 01:24:28 pm »
Yoyo SwedishChef, I propose a map development section where the community can suggest things to add for the developer to implement.
I haven't got enough time to devote to a map, otherwise I would, I'd suggest Chakra lol, but he cbfs unless the community take it seriously.

In order for our community to grow, we really do need to get a public map developed. The current one is horrid, it's not even ported properly to ROC(Without a host bot, it can't be hosted on roc). All foreign units/spells should be ported over and all triggers should be converted to jass so that even if you have a ft trigger it doesn't matter.

If chakra can be bothered to make a map, please do so.
You can either take the minimal approach and only have things essential to the game at the moment. (Suggest changes later and beta test them with a real group of beta testers, I wont mind testing it, and im sure adam/shyamora wont either).

Or you can take the current map, port it over properly and make it end after a few rounds.(Suggest changes later again, I'd have a lot to say about changes lol. Both economical and the games current game play).

Or you can port the current map and we suggest chan
« Last Edit: October 07, 2013, 01:47:30 pm by Alph4bet »

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Shoop

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Re: Map Development section
« Reply #1 on: October 07, 2013, 03:01:45 pm »
BEER dont listen to suggestions and Chakra and I already made a map that people refuse to try. Until we solved these problems I dont see the need for such a section.

Alph4bet

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Re: Map Development section
« Reply #2 on: October 07, 2013, 03:35:12 pm »
YEYE Where is map? lol.
did it contain the **** i said? can i host it without a bot on roc?

Shoop

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Re: Map Development section
« Reply #3 on: October 07, 2013, 03:41:13 pm »
Quote
Removed Farms

Money Farm
Strong Farm
Frost Farm
Wide Farm
Invisible Farm
Invisiblity Farm
Sentry Farm

Add Stack Farms
Removed All But Following Items

Golem
Strength Potion
Beam of Strength

Raised Shepherd damage to 141

Kills Normal Farms in Two Hits

Reduced Upgraded Farm HP to 180

Killed in Three Hits

Reduced Item Prices

Golem -> 50 with -buy
Beam -> 40 with -buy
Str -> 20 with -buy

Removed Bounties for Killing & Saving
Removed Gold Sharing

http://www.epicwar.com/maps/229392/

Alph4bet

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Re: Map Development section
« Reply #4 on: October 07, 2013, 03:44:58 pm »
Lol, wow at that massive change.
Now can I host it on roc without a bot, you didn't answer that...
Edit: Nm, I just checked for myself, it's ft. You'd have a huge audience if chakra just made the map compatible properly on roc.
 
« Last Edit: October 07, 2013, 03:50:01 pm by Alph4bet »

Shoop

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Re: Map Development section
« Reply #5 on: October 07, 2013, 05:35:19 pm »
I dont know the technical details, but its just an updated version of Revo, so it should work equally `good on roc?

Chakra

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Re: Map Development section
« Reply #6 on: October 07, 2013, 06:23:48 pm »
There are five "degrees" in which a map is playable on RoC.

1) Not playable at all. Will either crash or triggers fail completely.
2) Missing features, such as units, or doodads. All triggers properly work.
3) All features of the map are there, but textures and models are not. All triggers work.
4) All features are there, including textures and models. The map, to the player, is the exact same as if played on RoC (except for the actual differences, such as inventory/golem jumps). All triggers work.
5) Map is .w3m.

ReVo, as it is, is at a 3. The map is completely playable, but you have missing textures (no missing models), meaning you have green squares. As it isn't a 5, it must be hosted on a bot, however.

Fixus and Bulldog are at a 4. Completely playable, no missing textures, etc. But still a w3x.


The problem with making a map w3m is that there are the differences within the editor; not the actual client. The W3M editor does not include things such as custom script triggers (JASS, vJASS, ZinC), custom options (maximum gold, upkeep, random string constants, etc), and a few other things. So to convert a .w3x to a .w3m requires MPQ editing. Specifically you must manually insert all things that the RoC editor doesn't have, but the client does have.

Note that RoC and TFT have the exact same capabilities trigger wise, and in most cases, everything else as well. TFT added additional content and an editor with more exposure. All this means is TFT has more textures, models, base units (that use these textures/models), base abilities (such as Locust, which are easily insertable), etc. Maps in of themselves don't have any additional functionality.


As it is pretty silly to host without hostbots (the commands hostbots have make them more than better than clients such as DR), I've only aimed for a 4) on my maps (Fixus, Bulldog, etc). ReVo was before the time of making maps RoC compatible, so it has a bunch of missing textures within the command cards, but that's all I'm aware of.
« Last Edit: October 07, 2013, 06:28:33 pm by Chakra »

Alph4bet

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Re: Map Development section
« Reply #7 on: October 07, 2013, 06:38:41 pm »
YEYE
So let's just say that a pub player wants to host the map at any time, we are now depriving that player of it.
Or if for some reason(Highly doubt it), said pub player wants to play on lan we are depriving that player of it.

Shoop

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Re: Map Development section
« Reply #8 on: October 07, 2013, 06:43:29 pm »
Considering the general activity of WC3 I think both scenarios are highly unlikley. But if someone knows how and wants to fix it, its good ofcourse. But I think a better and easier solution is to host some pub games ourselves.

FaceOfMelinda

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Re: Map Development section
« Reply #9 on: October 07, 2013, 07:25:56 pm »
there is no demand for a section - it would just be extra clutter on the forums. we havent even got a developer.

a thread for map development will do just fine. if there is a lot of map discussion i will implement a new section of course.

Alph4bet

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Re: Map Development section
« Reply #10 on: October 08, 2013, 04:42:03 am »
I know how, chakra knows how, brandon knows how. But I cbf cause of the time it'll take(I'll need to dl all the necessary programs have to import absolutely everything that roc doesn't have that the map uses). Chakra can do it much faster ^^

koala

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Re: Map Development section
« Reply #11 on: October 08, 2013, 12:33:35 pm »
For a start I think if we are serious about maintaining and furthering Sheep Tag. We need a public map and private map. The public map should be a derivative of Sheep Tag Battle made for hostbots and can be autohosted, that is 5v5 with tips for both sheep and wolf before the start of each round and a remake after that gives relevant information (join clan csb/sor/behh @ europe, etc). The private map should have the same terrain we have now but with some small changes. Apparently Beer messed with the range and slowed the attack of shepherds? Another issue is should we keep 2 hit farms or change it back to 3 hit? The anti-stack stomp ability is great idea but I think needs to be reworked because right now there is no cast delay and it does needs a slight one so one wolf can't keep the effect permanently on sheep or blow or your mana in like 5 seconds. Overall the map is quite nice, the anti-stack pen at mid is sick and being able to spawn iron golems to camp is which allows all wolves to be outside the pen for the most part being relevant. I also really love the Alternative terrain and it would be awesome if that could be utilized somehow. ^^

Sheep Tag Battle - http://www.epicwar.com/maps/137901/

Sheep Tag Alternative 1.2 - http://www.epicwar.com/maps/141676/

HaWkys

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Re: Map Development section
« Reply #12 on: October 09, 2013, 12:21:05 am »
Okay, let me tell you how sheep tag has worked. We hosted public games (Sheep Tag Fixus, Grr or some ultimate version) then we "convert" them to revo. This has worked forever in the past so why change it? The problem is there are not enough PLAYERS, ye sure there can be 1 full house, but for a while i haven't seen any other games. I believe the community would benefit if we all made a better public game, and then converted them to revo. I am currently doing that in clan USA and have taught 3 kids the basics.

FaceOfMelinda

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Re: Map Development section
« Reply #13 on: October 09, 2013, 12:34:36 am »
Hawkens is right here.

Some of you seem to be completely socially retarded in regards to how new players are brought into sheep tag.

The best way is OBVIOUSLY to host toilet-maps like ROTS, grr, and other crazy maps. I've said this since 2006 :S

Revo maps are horrible for new players.

HaWkys

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Re: Map Development section
« Reply #14 on: October 09, 2013, 01:31:56 am »
Not only are revo maps over there head, the concept is as well. Its like a book. The first couple pages have to be a hook for you to read the rest. We have to hook them in with a good public sheep tag game. In my opinion the best game for that is fixus, but grr is the most popular. I think we should make a public map we can all agree on to host sheep tag and recruit players.

 

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