Jesus4Lyf
Good Idea™
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SAVAGE CREED
Hey all, I haven't died and I'm not stuck down a well.
Savage Creed is the project I have been working on for the past year. I was considering sharing my ideas for this project before undertaking it, but then decided that it was lame to do that and then never finish the project.
So here it is. Instead of saying how I'm going to do this and that, I have done it, and present now an Alpha version, just a preview of what is hopefully to come. I have worked for a very long time on this project, and I hope that my effort is visible to all. I have written many custom systems in this map, and have used nothing I haven't written... (as for timers, I rewrote a brand new timer system, somewhere in between KT2 and TT, but let's not go there again ).
So what is Savage Creed?
So what? Why am I posting an Alpha release of a map like this? Surely it needs a lot of content to be worth seeing... Right?
Actually, I thought the mapping community may enjoy seeing this map. I have taken everything I've learned over 6 years of mapping and crammed it into this map. So this is my thankyou and tribute to the mapping community, in that regard. So I would like to suggest that mappers looking for inspiration, or just something different in maps should take a look at this project.
As said, it is currently Alpha, and is hence proof of concept. I didn't want to start talking about making a map like this without having actually completed a proof of concept. I have already written essentially all the base code for the map, currently including the following advanced features (which are not all implemented in this Alpha release):
Anyway, after many months of work exploiting bugs in the Warcraft engine which make this map possible, I wanted to have something to show for it. Feedback is welcome.
Thankyou to everyone who has helped me learn what I have to be at this level as a mapper.
This map is now open-sourced. Link below.
Hey all, I haven't died and I'm not stuck down a well.
Savage Creed is the project I have been working on for the past year. I was considering sharing my ideas for this project before undertaking it, but then decided that it was lame to do that and then never finish the project.
So here it is. Instead of saying how I'm going to do this and that, I have done it, and present now an Alpha version, just a preview of what is hopefully to come. I have worked for a very long time on this project, and I hope that my effort is visible to all. I have written many custom systems in this map, and have used nothing I haven't written... (as for timers, I rewrote a brand new timer system, somewhere in between KT2 and TT, but let's not go there again ).
So what is Savage Creed?
- Open RPG
- Quest based, not grind based
- Quests are centered on dialog with NPCs
- There are multiple factions to join and rank up in
- Each faction has its own hero abilities as rewards, and items, etc
So what? Why am I posting an Alpha release of a map like this? Surely it needs a lot of content to be worth seeing... Right?
Actually, I thought the mapping community may enjoy seeing this map. I have taken everything I've learned over 6 years of mapping and crammed it into this map. So this is my thankyou and tribute to the mapping community, in that regard. So I would like to suggest that mappers looking for inspiration, or just something different in maps should take a look at this project.
As said, it is currently Alpha, and is hence proof of concept. I didn't want to start talking about making a map like this without having actually completed a proof of concept. I have already written essentially all the base code for the map, currently including the following advanced features (which are not all implemented in this Alpha release):
- Factions have dispositions to eachother. You will be asked to involve enemy factions in the quests. This is dynamic according to what players do to make factions like eachother more or less.
- Factions will break out in war on the streets if they hate eachother enough.
- NPCs have their own daily schedules and places to be, meaning they are more likely to bump into opposing NPCs, and be harder to find for quests, etc.
- A new inventory system has been implemented allowing players to carry approximately 50 items (with a beautiful GUI).
- Hero abilities are items. No really. You cannot drop them yet, but you will be able to drop them and give them to other players, and load new abilities into their old positions. Yes, they level up.
- Weapons/armour system allows only one item of each type to be wielded, unless you have a two-handed weapon, in which case you can wield no shield.
- Orb effects stack. You may end up getting several orb effects from different items or quest rewards.
- Some items cause your hero's attack to be ranged.
- Abilities can be used to make your hero pass through walls.
- This map uses NO H2I. I have completely banned it for various reasons. One is that the handle count of the map is somewhere around 12,000.
- Even with 12,000 handles or so... No lag, no leaks.
- There are only 10kb of customs in this map. After optimization, the immense amount of code and trees makes it 240kb.
Anyway, after many months of work exploiting bugs in the Warcraft engine which make this map possible, I wanted to have something to show for it. Feedback is welcome.
Thankyou to everyone who has helped me learn what I have to be at this level as a mapper.
This map is now open-sourced. Link below.