Guide - Tag Map

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
Reaction score
54
Making A Tag v1.1
Tutorial By: Spiky (WarLuvr)

Changelog
Version 1.1
- Added a balancing section.
- Fixed a few errors.

Chapters
I. Introduction
II. AI or Controlled?
III. Creating The Game
IV. Triggers
V. Buildings
VI. Abilities
VII. Terrain
VIII. Balancing
IX. Conclusion

I. Introduction

This is a tutorial created by Spiky (WarLuvr). I have made 3 tags in the past and only 1 has been successful. I haven't seen a Tag tutorial, so I guess I should post one.

Many people have played the popular tags: Kodo Tag, Tree Tag, & Sheep Tag. All of these tags may seem the same, but they aren't. Kodo Tag has automated taggers, Tree Tag has player controlled taggers and must hide in the trees, and Sheep Tag has player controlled taggers and the terrain is very open, meaning more defenses are needed than Tree Tag. The general concept of a tag map is that there is 2 teams, Runners and Taggers. The runners have to run away from the Taggers and they build defensive bases to prevent them from being captured. There is a time limit that Runners have to survive to win. The taggers have to kill all the Runners before the time runs out to win. In every single tag map, captured runners are represented as black ents or a flag and are saved when they are attacked or another runner runs to the center. Here's a list of characteristics that people like about these 3 tags.

-Kodo Tag-
Pros:
- Friends and Players are able to be on the same team, everytime
- Newb players can choose their type of difficulty as newbs
- Gameplay is overall easy depending on how many newb players there are
Cons:​
- The game is very easy to beat, haven't been in a losing game
- The AI may get bugged and the game is ruined
- The AI tends to follow 1 person until they die, so 1 player can just hide in trees while the other people build

-Tree Tag-
Pros:​
- Friends can be put against each other, increases competition
- Pros can have trouble winning if the taggers are pros too
- Players tend to like the whole tree idea
- Newbs can be on the runners and still win
Cons
- People tend to leave games with player controlled taggers because they want to be the runners
- Most people favor the runners because it's way more fun
- A game is easily won if the taggers are newbs

-Sheep Tag-
Pros:
- The game is more challenging because the terrain is more open
- Pro players have even more trouble with pro taggers
- Vision for the Taggers is much more wider than Tree Tag
- The concept of the map is way different than the other tags
Cons:
- I've noticed in the newer versions, Sheeps have different abilities, this makes people like a certain sheep then leave if they don't get what they want
- Heroe's abilities are getting godly due to map hijackers

All these maps share 1 ultimate con...they aren't protected. If you were to download every single version of these tags, your computer would be leaking information because there are a lot people who open these maps and modify them. This can also be a pro because multiple people's ideas are put into maps and gives the game a more playful taste. I myself like to protect my maps because I hate hijackers.

II. AI or Controlled?

Okay, first off, you want to think what kind of tag map you want to create, AI or Controlled? You saw up above the pros and cons of each. The main pro of AI is that players are always on the same team. The main con about AI is that it's usually programmed to target one player until they dead, allowing them to run around while the other players build. The main pro about Controlled is that players have a more of a challenge depending on the player. The main con is that if people aren't the side they want, they will leave during the countdown, trust me, this has happened to me lots of times.

III. Creating the Game

Let's start with the Runners. In the popular tag map, Tropical Tag by Karawasa, you are able to pick the type of Runners you want, this is optional. Start out by creating a new custom unit based off the Acolyte. As an undead, builders are able to summon buildings instead of having to first contrust a building then move to the next one. Change their vision to 1800/1800. Set their health to a very low number, they should be able to be killed in 1 hit unless you have a Runner type that can withstand more than 1 hit. Set their movespeed to a speed under 400 and above 300, you want them to be able run to the location of their base location fast so they can start building. Armor should be set to 0. Now for attacks, we don't want runners to be able to attack the taggers but be able to destroy their towers. Set the targets enabled to just structures and their attack to 2000+. Set the model file to whatever you want.

For the abilities, it varies from what kind of gold structure/ability that you use in your game to receive gold. If you plan on using gold mines, give them the ability to harvest gold/lumber. If you plan on using resource storages, disable all abilities. Again, if your using runner types, I'd suggesting giving them the abilities that their type specializes in.

Now the Taggers depend on what kind of type of Tag Map you want to have. Go to the section which is the type of map your going to have.

Controlled Taggers

Controlled Taggers should be heroes with 3 regular abilities and 1 ultimate. These controlled taggers shouldn't be ranged attackers, nor have any long range abilities like shockwave. In my tag map, Tauren Tag, my Taurens have 4 regular abilities and 1 ultimate, the only ranged abilties that do damage are warstomp (100 unit range) and earthquake (dmg only to buildings). Ensare is a popular ability but create an item or a runner type that can escape nets, because lots of players tend to complain about ensnare. Vision should be 1800/1800 and their health should be above 2000, even 3000, Runners shouldn't be able to kill Taggers in the beginning of the game. Armor should be in the range of 5-7 and damage should be able to destroy the most primary blocker in the game, which will be explained later.

AI Taggers

AI Taggers shouldn't have any abilities, but the only ability to attack. They should have 1800/1800 vision with FULL VISION of the whole map. Health should be 2k-3k+, armor 5-7. AI games tend to be easier to make because a very simple unit is needed and that's it, very basic.

In most tag games, the Taggers are usually faster than the Runners. If the Runners are pros, they can easily manuever away from them. But be careful, if Taggers are way too fast, and your terrain is very open, your game will become imbalanced. In Tauren Tag, Taurens are generally slower than Runners but they are able to buy items that make them faster than Runners. Just make sure that if your going to make taggers faster than runners, that the runner has some sort of ability or have trees and doodads to be able to get away from those taggers. For example: Storm Bolt, Sprint, gaps in the trees where Runners could run through.

IV. Triggers

This is the most tedious part of a tag map, Triggers. I'll use the triggers from my tag map to put them here. To detect the amount of Runners and Taggers are, I use unit groups. The intialization should distibute the starting resources, remove any Runners not controlled by a Player or Computer, set the Unit Groups, food cap, etc. The following trigger code contains all the things needed to get the game going, your are free to add whatever you want to it, just make sure that it's in the game.

Code:
Intialization
    Events
        Map initialization
    Conditions
    Actions
                For each (Integer A) from 1 to 8, do (If (((Player((Integer A))) slot status) Equal to Is playing) then do (Player Group - Add (Player((Integer A))) to <Player Group (Prevents a player to play a game by him/herself)>) else do (Do nothing))
        For each (Integer A) from 9 to 12, do (If (((Player((Integer A))) slot status) Equal to Is playing) then do (Player Group - Add (Player((Integer A))) to <Player Group>) else do (Do nothing))
                Player Group - Pick every player in <Runner PG (Player Group)> and do (Player - Set (Picked player) Food cap to 5)
        Player Group - Pick every player in <Tagger PG> and do (Player - Add 300 to (Picked player) Current gold) <== I have shops in my game, you should too.
        Game - Display to <Runners PG> for 10.00 seconds the text: <Text that explains that the taggers are coming.>        
        Game - Display to <Tagger PG> for 10.00 seconds the text: <Text that explains that they will spawn in X seconds>
        Player Group - Pick every player in (All players) and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across <Center of Map, where players save the captured> <gen>)
        Wait 60.00 seconds
        Player - Turn Gives bounty On for Player 1 (Red) <==In my game, Taurens get money for killing units owned by players.
        Player - Turn Gives bounty On for Player 2 (Blue)
        Player - Turn Gives bounty On for Player 3 (Teal)
        Player - Turn Gives bounty On for Player 4 (Purple)
        Player - Turn Gives bounty On for Player 5 (Yellow)
        Player - Turn Gives bounty On for Player 6 (Orange)
        Player - Turn Gives bounty On for Player 7 (Green)
        Player - Turn Gives bounty On for Player 8 (Pink)
        Player - Turn Gives bounty On for Player 9 (Gray)
        Player - Turn Gives bounty On for Player 10 (Light Blue)
        Player - Turn Gives bounty On for Player 11 (Dark Green)
        Player - Turn Gives bounty On for Player 12 (Brown)
        Game - Display to Runners the text: <Text that the taggers spawned>
        ***The Trigger Below Spawns the Taggers***
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Player 9 (Gray) slot status) Equal to Is playing
            Then - Actions
                Camera - Pan camera for Player 9 (Gray) to (Center of Spawn 1 <gen>) over 0.00 seconds
                Unit - Create 1 Tauren for Player 9 (Gray) at (Center of Spawn 1 <gen>) facing 270.00 degrees
                Wait 0.50 seconds
                Special Effect - Create a special effect at (Center of Spawn 1 <gen>) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
            Else - Actions
                Unit - Create 1 Tauren for Player 9 (Gray) at (Center of Spawn 1 <gen>) facing 270.00 degrees
                Game - Grant shared vision and full shared unit control of Player 9 (Gray) units with his/her allies
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Player 10 (Light Blue) slot status) Equal to Is playing
            Then - Actions
                Camera - Pan camera for Player 10 (Light Blue) to (Center of Spawn 2 <gen>) over 0.00 seconds
                Unit - Create 1 Tauren for Player 10 (Light Blue) at (Center of Spawn 2 <gen>) facing 270.00 degrees
                Wait 0.50 seconds
                Special Effect - Create a special effect at (Center of Spawn 2 <gen>) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
            Else - Actions
                Unit - Create 1 Tauren for Player 10 (Light Blue) at (Center of Spawn 1 <gen>) facing 270.00 degrees
                Game - Grant shared vision and full shared unit control of Player 10 (Light Blue) units with his/her allies
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Player 11 (Dark Green) slot status) Equal to Is playing
            Then - Actions
                Camera - Pan camera for Player 11 (Dark Green) to (Center of Spawn 3 <gen>) over 0.00 seconds
                Unit - Create 1 Tauren for Player 11 (Dark Green) at (Center of Spawn 3 <gen>) facing 270.00 degrees
                Wait 0.50 seconds
                Special Effect - Create a special effect at (Center of Spawn 3 <gen>) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
            Else - Actions
                Unit - Create 1 Tauren for Player 11 (Dark Green) at (Center of Spawn 1 <gen>) facing 270.00 degrees
                Game - Grant shared vision and full shared unit control of Player 11 (Dark Green) units with his/her allies
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Player 12 (Brown) slot status) Equal to Is playing
            Then - Actions
                Camera - Pan camera for Player 12 (Brown) to (Center of Spawn 4 <gen>) over 0.00 seconds
                Unit - Create 1 Tauren for Player 12 (Brown) at (Center of Spawn 4 <gen>) facing 270.00 degrees
                Wait 0.50 seconds
                Special Effect - Create a special effect at (Center of Spawn 4 <gen>) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
            Else - Actions
                Unit - Create 1 Tauren for Player 12 (Brown) at (Center of Spawn 1 <gen>) facing 270.00 degrees
                Game - Grant shared vision and full shared unit control of Player 12 (Brown) units with his/her allies
        Wait 0.01 seconds
        For each (Integer A) from 9 to 12, do (Hero - Make (Player((Integer A))) Heroes gain 1000.00% experience from future kills)
        Countdown Timer - Start GameTimer as a One-shot timer that will expire in 1800.00 seconds <==The game timer that marks the end of the game and the victory for runners.
        Countdown Timer - Create a timer window for GameTimer with title Grunt Win In:
        Countdown Timer - Show (Last created timer window)
        Trigger - Turn on <Trigger that lets Tauren's Win the game (Will be explained later.><gen>

Winning Condition Triggers

The following triggers checks if the game is over or if all the Runners are dead.

Code:
Runner Win
    Events
        Time - GameTimer expires
    Conditions
    Actions
        Player Group - Pick every player in <Runner PG> and do (Game - Victory (Picked player) (Show dialogs, Show scores))
        Player Group - Pick every player in <Tagger PG> and do (Game - Defeat (Picked player) with the message: YOU FAILED TO DESTR...)

Code:
Tagger Win
    Events
        Time - Every 2.00 seconds of game time
    Conditions
        (<Unit Group that holds the runners that are alive> is empty) Equal to True
    Actions
        Player Group - Pick every player in <Tauren PG> and do (Game - Victory (Picked player) (Show dialogs, Show scores))
        Player Group - Pick every player in <Runner PG> and do (Game - Defeat (Picked player) with the message: THOSE TAURENS DESTR...)
        Trigger - Turn off (This trigger)

Runner Dies and Saved

These are the triggers that changes the Runners into flags into the center of the map and saved when someone saves them. The unit groups are to mark the Runners that are Alive and Dead.

Code:
Runner Dies
    Events
        Unit - A unit Dies
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Dying unit)) Equal to Runner
    Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit))) and do (Unit - Remove (Picked unit) from the game)
        Unit - Create 1 Flag for (Owner of (Dying unit)) at (Random point in <Region Where the Flags go> <gen>) facing Default building facing degrees
        Unit Group - Remove (Dying unit) from AliveRunners
        Unit Group - Add (Dying unit) to DeadRunners
        Camera - Pan camera for (Owner of (Dying unit)) to (Center of Region Where the Flags go> <gen>) over 0.00 seconds

Code:
Save Captured Runners
    Events
        Unit - A unit enters <Region where other runners must enter to save the captured runners><gen>
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Triggering unit)) Equal to Runner
                (Number of units in (Units of type Flag)) Not equal to 0
    Actions
        Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + ( has saved all the captured runners for a  + ((String(((Number of units in (Units of type Flag)) x 50))) +  gold bonus!!!)))
        Player - Add ((Number of units in (Units of type Flag)) x 50) to (Owner of (Triggering unit)) Current gold
***The Triggers above displays the name of the person who saved the Runners and the amount of gold they get for saving them.***
        Unit Group - Pick every unit in (Units of type Flag) and do (Actions)
            Loop - Actions
                Camera - Pan camera for (Owner of (Picked unit)) to (<Region where saved Runners Respawn) over 0.00 seconds
                Unit - Create 1 Runner for (Owner of (Picked unit)) at (Center of <Saved Runner Respawn Region>) facing 270.00 degrees
                Unit Group - Add (Last created unit) to AliveRunners
        Unit Group - Pick every unit in (Units of type Flag) and do (Unit - Remove (Picked unit) from the game)

Player Leaves

I've noticed in most maps that there are 12 individual triggers to display that a player left, I only used 2, for both teams, here are the codes.

Code:
Runner Leaves
    Events
        Player - Player 1 (Red) leaves the game
        Player - Player 2 (Blue) leaves the game
        Player - Player 3 (Teal) leaves the game
        Player - Player 4 (Purple) leaves the game
        Player - Player 5 (Yellow) leaves the game
        Player - Player 6 (Orange) leaves the game
        Player - Player 7 (Green) leaves the game
        Player - Player 8 (Pink) leaves the game
    Conditions
    Actions
        Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Unit - Remove (Picked unit) from the game)
        Player Group - Remove (Triggering player) from <Runner PG>
        Game - Display to (All players) for 20.00 seconds the text: ((Name of (Triggering player)) +  from the |cff00ff00Runner Team|r has left the game!)

Code:
Tagger Leaves
    Events
        Player - Player 9 (Gray) leaves the game
        Player - Player 10 (Light Blue) leaves the game
        Player - Player 11 (Dark Green) leaves the game
        Player - Player 12 (Brown) leaves the game
    Conditions
    Actions
        Game - Grant shared vision and full shared unit control of (Triggering player) units with his/her allies
        Player Group - Remove (Triggering player) from <Tagger PG>
        Game - Display to (All players) for 20.00 seconds the text: ((Name of (Triggering player)) +  from the |cffff0000Tauren Team|r has left the game!)

Other Optional Triggers​

Here's a list of links to other triggers you can put in your map that aren't really required. I do not take credit for these tutorials.

Quests (Help Menu)
Dialogs (Picking Runner Types)
Chat Commands (Admin Kick, Cheats)
AI Tutorial (AI Controlled Taggers)

V. Buildings

The purpose of buildings for a Runner is to defend against Taurens. The 3 most important buildings in a Tag map is the main castle, blocker and a Tower. Be creative, don't just copy the Ideas from Sheep Tag and Kodo Tag. The other buildings are up to you. Let's start with the Blocker. The most basic blocker should have 1 armor and should have the amount health to be killed by a Tagger in 3-4 hits, nothing too strong because they are basic. Making able to be destroyed quickly prevents Runners from massing them up and winning the game by massing blockers. The castle should be able to be killed in 1 hit. Another common idea is allowing the Runner to train units that can carry gold like peasants. If you plan to do this, make them 200+ gold and you must add a food adding structure like a burrow or a farm. The tower should have a very low damage as basic. It should take quite a while for a tower to destroy a Tauren. The blocker and the tower should be upgradeable to stronger blockers/towers so they can protect the Runner more. Another popular idea is having a building to make Runners invisible, meaning that the Taurens must have an ability or an item that allows them to see invisible units.

Remember to be creative, don't make it so similar to Sheep Tag or Kodo Tag. If you just do the Lordaeron Summer grass all over your map, your players are going to think that you just copied from Sheep Tag. Give your players a reason to play your map.

VI. Abilities

Let's start off with the Taggers. They should have an ability that allows them to run faster, since Runners are intially faster than Taggers. They should have an ability to Ensare. If you add this ability, when you start to add level up upgrades, make the range the same and the cooldown lower. The general duration of the net should be 2-3 seconds, nothing too big. Another good ability is like a type of very short ranged ability like a very very short shockwave, which allows Taggers to capture runners that camp in the trees. Remember, you can create any abilities you want, just make sure it's fair, like an ensare that lasts 12 seconds or a shockwave that can run through buildings can capture a Runner in his base is cheap. The ultimate should be able to destroy buildings like Earthquake. Make sure the ultimate is actually ultimate, not another regular ability.

Runner Type abilities are also a good way to make your map unique. In my map, I have 5, Rage, Speed, Stealth, Escape and Stun. The rage is able to take more than 1 hit from a Tagger, the speed is able to sprint making him way faster than a tagger, a stealth runner is able to change into a tree making him harder to find, the escape is able to use an ability to free him from a net, and the stun is able to throw a stunning hammer stunning a tagger for 3 seconds. Remember, these are my ideas and you should be creative and create your own in your own way. Make sure they are fair.

VII. Terrain

I cannot stress this as much as my clan leader Ragingspeedhorn did. Terrain is a big part of your map. People don't want to be staring at a green ground the whole game. Pick a tileset that has a lot of options, like Sunken Temple. It's a Ruins tileset AND it's an Island tileset. The Lordaerons are very limited and their doodads aren't as spread out as the other ones. Make sure you have at least 2 base tiles switchin together across the map, I'm not the best but I will link you to terrain tutorials. Again, I do not take credit for these tutorials.

Snow Terrain
Volcano Island
Rivers
Waterfalls
Advanced Terraining

VIII. Balancing

Okay, this where it gets tough, balancing. You want to make sure your game is VERY balance and yet fun to play at the same times. If your runner has an ability which makes you invulnerable for 10-20 seconds, with a low cooldown will make your map = poop. So here are a few abilities that you don't want your Runners/Taggers to have:

Runners
- NO Invulnerability, that's really imbalanced because it hinders your runners abilities to get killed
- Speed Building, this would be a good idea but it's WAY too imbalanced, because it allows someone to get a BIG advantage against the taggers and it may seem impossible to win when someone has all his towers and stuff up
- Blink, never, very imbalanced, if you were able to blink, you can blink to places where taggers couldn't reach. If you have a blink, make sure your taggers have an ability to silence

Taggers
- Long lasting disable, 1 word, imbalanced. You don't want this because it ruins your runners chance to escape even though they shouldn't. This should last 3-5 seconds MAX.
- Mega speed is great for short time, but if it lasts from 15-20 seconds, it's WAY too long. Even though taggers should be faster, they shouldn't be so fast that the runners can't juke the taggers
- Location changing spells like Dash because they can just do it right through trees or cliffs allowing the runner's defenses to be useless.
- Shockwave is another spell that's imbalanced, it goes through trees and up on cliffs which could potentially kill a runner from a distance away

XI, Conclusion

Well, this now ends the tutorial on how to make Tag Maps. It took me roughly 1 hour to do. Please post any suggestions/typos/comments/constructive critisizm on this thread. Please rate it so we can try to move it to the Tutorial Section. Thank you for reading my Tutorial and I hope you can make successful tags! This tutorial will be updated regularly so everything can be pointed out and fixed. Please reply!

~Spiky (WarLuvr)

*******************************
This is the link to my tag, if you want to check it out. All the trigger codes above are copied from my map. Thanks.

Tauren Tag

*If you liked my guide, please +rep me!*
 
S

Sheepers

Guest
Hey warluvr, great tutorial. I learned a lot from this map. I think I'm going to make a Tag map. I'll refer to this in my map. Thanks. 5/5.
 

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
Reaction score
54
Oh hey, thanks for your comment and thanks for reading it. I wish I could give you +rep but you aren't registered. =P. Sorry. Thanks!
 
I

iNsaNe

Guest
i will give reps if more people post on this. Thought im not really into tag games this does make me want to post a tutorial on my escape / maze map When im finished with it i will post a tutorial on it. I learned many triggers with this tutorial. Good job 9/10
 

Tonks

New Member
Reaction score
160
This is a good tutorial. Unfortunately, I believe that tag maps are too opinionistic to have a really generic kind of setting. I think that if you make a tag with AI taggers, you should write a script for their AI, so that they actually stand a chance. Also, I don't agree with the taggers being slower than the runners. It somewhat ruins any chance of a Runtag type of game, like in sheeptag. I think that being a tagger in Tag maps is actually a more fun way to play it. The people that leave just because they're a tagger are (forgive me if I seem harsh) noobs. I don't mean that in a bad way, I just mean they do not know how to play the game and so they do not want to play that way, because they are bad at it and refuse to learn. Anyways, good tutorial, I suggest you change the little opinionistic things, like the tagger / runner speed and such so mapmakers can set it up their own way, it's rather limiting to the capabilities of a map if someone tells you what to do with the details.
+Rep for you and your Tutorial :)
 

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
Reaction score
54
Lol Tonks, I thought you meant "wet.com" so I went there and it was porn...lol...but I figured out it meant "World Edit Tutorials". Tools > Internet Options > Clear history. Thanks for your comment!
 

Sooda

Diversity enchants
Reaction score
318
Tonks said:
This is a good tutorial. Unfortunately, I believe that tag maps are too opinionistic to have a really generic kind of setting. I think that if you make a tag with AI taggers, you should write a script for their AI, so that they actually stand a chance. Also, I don't agree with the taggers being slower than the runners. It somewhat ruins any chance of a Runtag type of game, like in sheeptag. I think that being a tagger in Tag maps is actually a more fun way to play it. The people that leave just because they're a tagger are (forgive me if I seem harsh) noobs. I don't mean that in a bad way, I just mean they do not know how to play the game and so they do not want to play that way, because they are bad at it and refuse to learn. Anyways, good tutorial, I suggest you change the little opinionistic things, like the tagger / runner speed and such so mapmakers can set it up their own way, it's rather limiting to the capabilities of a map if someone tells you what to do with the details.
+Rep for you and your Tutorial :)
Thats why ppl ban these "noobs" who ruin other gameplay ( stabing one right now, so he could not ruin more games.)
As I can see you have uploaded ur Tauren Tag triggers, thats great people can now learn triggering from it and make their own games too if they like ur map but wants their own map. +rep
 

Azylaminaz

Vox Populi
Reaction score
91
First of all, I think Sheep Tag is the funnist :). Some things you forgot to say. There are two complete diffrent Sheep Tags. RoTs, which is a complete diffrent style of playing, mainly relies on which skills you gave. Ultimate/Reborn, which depend on how skilled you are, Reborn and Custom go together though. One Con on them, people always get pissed when they die, and leave.... Also, 80% of the shepards on Ultimate leave.. Custom Pro: teams can randomly be made, can also have "tag your it" mode(switch/swap). Both, Custom and Ultimate 4.2 are protected, although Custom is highly procted, I can't even get into it Oo. Anyways, Tree Tag seems to be more popular becuase it is easyer for both teams, Kodo is just to simple if you understand how to play.. Sheep Tag and Mazes unite to kill DotA! It begins to fall sence three days ago(if you havn't noticed...)! I will like to thank Raven for starting the revolution!! :D

Edit: Most tags have little triggers, as in name changing and color changing, adds some taste in it, would be nice to see multi color changing soon...
 

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
Reaction score
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@Azylaminaz: Lol, in my game, I'm able to talk in a game chat like "3TY.Spiky says: " and I'm able to change my color. Only admins are able to use this feature. Sadly, I'm only allowing 6.

Thank you for all your helpful comments. I hope this gets moved to the tutorial section. Thanks for the rep.

_______________
Tauren Tag​
A new tag map with Taurens as the taggers! Same gameplay ideas, not the same map as Sheep Tag. Runners have to build a base to survive against the Taurens and must last 30 minutes to win. Taurens must pulverize all the Runners within 30 minutes to win. Download Tauren Tag here. Want to learn how to make a tag map? Go to my Tutorial to learn how!
 

Azylaminaz

Vox Populi
Reaction score
91
Sorry to tell you, was reading your tutorial a little. In many games, the runners are slower than the taggers, but if the runners are skilled, they can easly get away. One example(my favorite) is Sheep Tag, another is Tag Your It!
 

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
Reaction score
54
Okay, thanks for the info, I've changed it up a bit. Thanks for your help. +rep.

_______________
Tauren Tag​
A new tag map with Taurens as the taggers! Same gameplay ideas, not the same map as Sheep Tag. Runners have to build a base to survive against the Taurens and must last 30 minutes to win. Taurens must pulverize all the Runners within 30 minutes to win. Download Tauren Tag here. Want to learn how to make a tag map? Go to my Tutorial to learn how!
 

Azylaminaz

Vox Populi
Reaction score
91
Lol, in my game, I'm able to talk in a game chat like "3TY.Spiky says: " and I'm able to change my color. Only admins are able to use this feature. Sadly, I'm only allowing 6.
On the "3TY.Spiky says:", I have seen two ways of doing this, the normal chating way, and then the way of making it go away right away, then it pops up as the Game chatting, I think you used the just name chaning way. Do you know if it is possible to change the color of the text, I seen some things in the trigger edior from white to black text, could that be it? Also, what is the point of making it say " says:"?

Edit: Damn thing always gives me trouble when changing the quote around lol, just wanted it sorter :rolleyes:.
 

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
Reaction score
54
Okay, what I mean by game message is like the trigger "Game - Display Message (Auto Timed)" Not the actual message. I just added this so admins can be recognized as Admins. Please, though, I want this thread to be about my tutorial, not so much entirely on my map. Thanks.

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Tauren Tag​
A new tag map with Taurens as the taggers! Same gameplay ideas, not the same map as Sheep Tag. Runners have to build a base to survive against the Taurens and must last 30 minutes to win. Taurens must pulverize all the Runners within 30 minutes to win. Download Tauren Tag here. Want to learn how to make a tag map? Go to my Tutorial to learn how!
 

Azylaminaz

Vox Populi
Reaction score
91
Okay, sorry. One thing, your tag tutorial is based around Kodo, Tree, and other ones where your goal is to kill the taggers. Also, the Sheep Tag things are based around RoTs, which is only half of the Sheep Tags. In Sheep Tag, your aren't soposed to kill the shepards, well, most of them :p. If any tag with a stun tower, the stun % should be low if they can mass create them, this was some majer problems in the first couple of tags(besides the jumping out the sides). Also, when the tag is a run run run thing, not the build a billion walls to protect you, help ful to set the range VERY low, that way they can't hit you from the cheep shots, corners/over 1 wide things(gates). I say set the range from 5-30. On things like Tree Tags, should be about 40-80 or something, Kodo tag is like 100. NOTE: Anything equal to or less than 100 is counted as melee, but really, nothing has 0 range.... besides non-attacking things.
 

Tonks

New Member
Reaction score
160
You guys left out one of the best sheeptag styles! Runtag! :O I think this style takes alot more skill that Massing. (massing being building more than 10 farms in a group).
I don't like Ultimate so much because it's so mass-oriented, and is nearly impossible to runtag in. I don't think that being shepherd in that is as much fun either, because of the same reason, and, in all modesty, I am an excellent shepherd, but I still often lose in Ultimate. But that's just my opinion, right?

NOTE: There are many little things you can do to 'spice' up your tag map. One of these ideas I had was to make it so that wisps can play tag within the center arena in sheep tag. It's a tricky little bit of triggering, but it makes dying not-so-bad, if there are other dead people. Also, you should make just fun useless little things, like if someone types "boom!", their sheep explodes and comes right back, or something like that. Just a few ideas to jazz it up a bit :D
 

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
Reaction score
54
Okay guys, thank you for all your comments but if it's Tauren Tag related, please put it on my Tauren Tag post which is at this link. Thank you.
 

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
Reaction score
54
>>>BUMP<<<

I don't know, I guess people don't really like tag maps. I guess this was a waste tutorial. :( C'mon peeps, doncha wanna make a tag map? Lol, I don't see too much of these around.
 

Tonks

New Member
Reaction score
160
Well, I'm going to make a 'compiled' sheeptag in a little while, as soon as I finish my maze. By compiled, I mean I'm going to put as many styles of sheeptag in it as I can, and have the style selectable by Dialog buttons. i.e, I'll have a dialog button for Red at the beginning that has the choices "Runtag," "Ultimate," "Tough," "Custom RoC," and "Swap". Maybe I'll just have the first selection Ultimate, Tough, and Custom Roc, and then have Swap and Runtag as secondary style choices.
But that's just it, I don't need a tutorial! lol, I already know how I'm gonna do everything, I just want to finish my maze first. (I still +repped your tutorial though, it should help new tag makers :))
 
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