WIP Malevolence

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Malevolence
WIP arena map.

Beta version released!
Refer to post #12 for info on what's included​


Introduction
This is my first project I would release in public simply because previous ones lacked a lot of things needed for a good map, such as good terrain, custom spells and systems, etc. I've analyzed tens of maps and came to a conclusion to make an arena type one that will include all of my skills in the World Editor. I don't think I can bring up something amazing, nor unheard or unseen but I've given my best (and still doing it) to put rather good materials in my project and make it, if possible, not so boring and with quite entertaining gameplay. I'm not going to say it will be "amazing", "unique", or "omg so coolz proejct!!11" and I'll leave the judge to you when I finish it - as for now I can say that I'm 1/4 done so you shouldn't be expecting to see it soon. School is eating a lot of my time but I'll try to work something out in my free time.

> What is Malevolence?
Malevolence is a mini arena for 10 players (5 vs 5) inspired by other maps with the same genre. The main goal is still pending - whether it will be making a set amount of team kills (yes, maybe too boring...) or accomplishing a main "quest", like taking over the enemy team's base. Pending, because I might need some opinions on what people would like to see in arenas and enjoy playing it.

> What will the map feature?
I was thinking of putting stuff like Attribute System, Hero Selection System and other fancy resources and, yes, I've done that. Basically, I am using systems and other handy materials from thehelper.net's repository which I think are with good quality and are unique (personal preference I might say). There will also be JASS enhainced spells and other systems made by me. Maybe a few skins or models will be seen around but not more than 2 or 3 because I'm used to sticking to normal Warcraft models, plus it's very hard for some model to be my taste. Credits, of course, will be given to those who I've used their resources. Also, I've been thinking about putting a few other features - like for example a "boss" game mode that would spawn a powerful boss. Then both teams would be as a whole and have to pick a good synergy of Heroes and defeat him. I'm just throwing random ideas here so I have to revise them.
Currently I am thinking of putting these things (some of them are already in the map):
- Hero Selection System (I'm going to use emjlr3's with some additions I'm going to make such as extra information on the clicked Hero while browsing the gallery)
- Attribute System (customize your Hero the way you want)
- Attribute based spells (the power of the spells depends on your Str/Agi/Int)
- Damage types and resistances (like Fire, etc. and Fire, etc. resistances that would reduce damage depending on it; i.e. 10% Fire Resistance reduces Fire damage by 10%)
- Custom Heroes based on classes (support, tank, dps, etc.)
- Working "on damage" events
- Effect-intensive spells (BUT not too much, just for some eye-candy)
- Items that would increase your damage/healing amount by a value or percentage, in addition to some other stat bonuses
- Miscellaneous extras like random terrain (destructables should change accordingly), individual weather, runes, music, item mute, etc.

> WIP you say... What's the current status of your map?
Terrain: 100%!
Heroes: 20%
Systems: 70%
Spells: 10%
Items: 0%
Special events/game modes 20%
Overall: 37%

> Searching for help?
No, I'll do everything myself since I can. :p
However, I must give a huge thanks to iPeez for improving and finishing the terrain - now one task less.

Screenshots:
Terrain:
http://i41.tinypic.com/ymago.jpg - Hero selection gallery.
http://i41.tinypic.com/29ze6x5.jpg - Map centre.
http://i39.tinypic.com/2n7nihd.jpg - Top right (Team 2's base).
http://i43.tinypic.com/1zejtdx.jpg - Top left.
http://i40.tinypic.com/294o495.jpg - Bottom left (Team 1's base).

Heroes and such:
http://i39.tinypic.com/11t4is3.gif - During -bm

http://i40.tinypic.com/215z0g.jpg - Hunter
http://i41.tinypic.com/2wgzxg8.jpg - Hunter
http://i41.tinypic.com/1fk7ly.jpg - Death Knight
http://i39.tinypic.com/2l9nlaa.jpg - Death Knight
http://i40.tinypic.com/11juavk.jpg - Death Knight
http://i40.tinypic.com/19up9c.jpg - Death Knight
http://i43.tinypic.com/s1njlt.jpg - Paladin



Well, that's all from me. If I make some bigger changes I'll post them here. As for now I'll work on my map in my free time and I hope I'll release an alpha version soon.
 
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Well, I sent you the map through PM (I guess you noticed :p) but you don't have to hurry. I'm creating some script stuff, however do you know when you would finish it?
 

wc3shady

You can change this now in User CP.
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I have an idea for the heroes...

In the top right is different icons for heroes in a multiboard. You can press <- Left, or -> Right Arrow Keys to switch between them. But what would be cool is if when you switched between them, they would have pictures of the hero with different backgrounds and the such (i sort of got the idea of the picture from WoW, when you pick your character,here's an example of what I mean)
 
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> they would have pictures of the hero with different backgrounds
That would be quite impossible in my situation since the map is so small (64 x 64). Plus, I have to create so much different backgrounds and show individually to every player a different unit that it would screw up the gameplay a lot.

That icons with Heroes on the multiboard gave me an idea to make a different multiboard with some statistics on the currently clicked Hero while selecting from the gallery. Must try to do it...
 
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Bump because I'm still searching for a terrainer since I guess Ghostwind has no time to do it. :( Anyway, I've almost finished all gameplay effects and systems and I'm currently working on a game mode...
 
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I just want to inform that the terrain was completed thanks to iPeez's brilliant help. Now I can safely continue to work on the project - currently all systems are almost ready and there are two Heroes so far. Will attach screenshots to first post very soon.

EDIT: Screenshots uploaded.
 

Viikuna

No Marlo no game.
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265
If you need any help with this project, I can help you. I would like to work with an arena map, but Im too lazy to make my own.

I can make Jass stuff and maybe some texture work and model edits if needed.

So if there is something I can do, let me know.
 

Ghostwind

o________o
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Hmm, sorry about the terrain. I've been swamped with work and other (no offense) more important projects, like Element TD. I can still add some eye candy to it though, if you want.
 

radromity

TH.net Regular
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well gl on your project but it sounds like a lot i would help if i could but i dont know how to make custom spells or even know how its even posible and i suck on teraining im not good at triigers i know basics and i dont know jass (off topic i will never learn jass to much learning and i dont get how custom spells will make the map better i like the original spells that came with the game) :( sorry but i cant help hope some people can
(edit) just read is there a delete post button?
 
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> If you need any help with this project, I can help you.
Thanks, I appreciate your willing to help but I'm currently working on things that I'd like to touch so there isn't anything else to do. Besides, I'm not stuck with anything difficult that would require assistance.

> Hmm, sorry about the terrain.
Don't worry, you're forgived.

> I can still add some eye candy to it though, if you want.
Possibly, yes. Though, I'd like to see some comments on it from people that will have tested the alpha version, to see if it could be improved somehow. Seems pretty at the moment but who knows, people have different tastes (and I think mine isn't quite good).

Anyway, I guess I'll release an alpha version by tomorrow or the day after (not sure how things would go) since I'd like to see some criticism on the current status. At the moment the Heroes turned more like WoW-styled and I don't know whether this is good or bad, though the spells are quite different. This version will include three Heroes, a few items, a game mode and these features (some I've already mentioned):
* Hero Selection System; I suppose all of you know what it is since it's been hanging for a while here at the resources' section and at http://wc3c.net/ (I've added an extra multiboard that shows additional information on the Hero - in other words, things that are in-game but cannot be seen that easily, like resistances).
* Attribute System; another thing you might have seen (if not, well this allows you to increase your Hero's stats each level the way you want).
* Attribute based spells; which means your spells' power depends on your stats.
* Damage types and resistances; (Fire, Frost, Shadow, Holy, Nature; excluding physical damage, of course).
* Damage preventers with floating status; in other words - for example, shields with "health bars" that show the remaining energy of the shield.
* Custom spell damaging and healing; spells can crit and their power can be reduced by certain buffs.
* Spells with proper missile effects; that means that damage/effect of the spell (i.e. 100 damage, 3 seconds silence) will be executed exactly when the missile hits its target (without the usage of so called "custom projectiles").
* On damage events; not on attack (triggered non-orb effect lifesteal, cleave, etc.).
* Items that improve spell effects;
* Miscellaneous extras; individual weather effects, rune spawns, tree regrow.

Nothing special, just ordinary things but I've tried to optimize them at maximum. The game mode (-bm; Battle Mode) just turns the mini arena into a mini aos with a self-explanatory goal - destroy the other team's base. However, the creeps will have ability casts (in future...) and will most likely be guarded by a Hero (each side will have a Hero with random spells) which will both try to support his allies and wound foes.

I guess I didn't miss something or if I did, I'll include it. I delayed things too long because I've put more effort on fixing bugs and polishing everything (had a lot of problems with damage detection systems but finally found the perfect one). I'd require someone with a rather old computer to do fps tests in the near future. Well, thanks for your attention.
 
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I'm happy to announce that an alpha version is released - don't expect too much, just the things posted above. I also included another game mode (-km <number>) which sets the kills required for a team to win to <number> (default is 10). Enjoy.

EDIT: Will have to include more screenshots.
 

Viikuna

No Marlo no game.
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265
Hm, I have already promissed to test too many maps and failed because Im too lazy to host anything, but I will ( maybe ) host this ( some day ).

Looks like you have put a lot of hard work to this. :thup:
 
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> but I will ( maybe ) host this ( some day ).
Good to hear someone is interested... In that case I've uploaded a little more fitting for public version that should be stable. Still, it doesn't have enough Heroes and items and might look plain.

> Looks like you have put a lot of hard work to this. :thup:
Well, I'm trying to do my best to work something out that could entertain the War3 users with something new, non-buggy and up to date with latest resources and such.
 
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I'm wondering... Maybe it is dead since it didn't get almost any reviews and it basically wasn't so entertaining... I can upload the map once again if someone is interested.
 
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