Sea of Hope Series - Sea of Hope2

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
The Current Features:

A 'tip system'
A difficulty modifier (Insane, Hard, and Normal)
Chances
New Demon Hunter Skin

Levels Done:
1 level out of __

Beta Tester/Hoster List:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.

UPDATE: Tips system set up (partially)
UPDATE: Working difficulty modifer!
UPDATE: First level almost done!
UPDATE: Beta will be released after the first level is done!
UPDATE: Patrols Fixed
UPDATE: Triggers Posted

I my self cannot host, so I need as many hosters as possible.




Map Description.
The Demon Hunters emerge from the waters of the sea. 3 Demon Hunters waiting for them above the surface join their party, rushing to report to the Night Elves as soon as possible. They take refuge in a furblog encampment .They then head out the next day.
But the naga commenced the attack sooner then planned . . .

Difficulty Triggers.​


Code:
Set difficulty Set variables
    Events
        Time - Elapsed game time is 0.00 seconds
    Conditions
    Actions
        Cinematic - Turn cinematic mode On for (All players)
        Cinematic - Turn cinematic mode Off for Player Group - Player 1 (Red)
        Game - Display to (All players) the text: ((|cff32cd32Please wait as the game loads and the host, |r  + <Empty String>) + ((Name of Player 1 (Red)) + |cff32cd32 picks the mode|r))


Code:
Dialog
    Events
        Time - Elapsed game time is 0.01 seconds
    Conditions
    Actions
        Dialog - Change the title of Difficulty to Difficulty Level
        Dialog - Create a dialog button for Difficulty labelled Normal
        Set Normal = (Last created dialog Button)
        Dialog - Create a dialog button for Difficulty labelled Hard
        Set Hard = (Last created dialog Button)
        Dialog - Show Difficulty for Player 1 (Red)

Code:
Dialog Clicked
    Events
        Dialog - A dialog button is clicked for Difficulty
    Conditions
    Actions
        Dialog - Hide Difficulty for Player 1 (Red)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Normal
            Then - Actions
                Game - Display to (All players) the text: (((Name of Player 1 (Red)) +  has selected |cff32cd32Normal|r ) + , scared?)
                Player Group - Pick every player in (All players) and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
                Cinematic - Turn cinematic mode Off for (All players)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Clicked dialog button) Equal to Hard
                    Then - Actions
                        Game - Display to (All players) the text: (((Name of Player 1 (Red)) +  has chosen |cffff0000Hard|r, ) + Be very afraid...)
                        Player Group - Pick every player in (All players) and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
                        Cinematic - Turn cinematic mode Off for (All players)
                        Wait 0.01 seconds
                        Unit - Create 1 Chicken for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
                        Unit - Add Hard to (Last created unit)
                        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Actions)
                            Loop - Actions
                                Unit - Make (Picked unit) Invulnerable
                    Else - Actions
                        Do nothing

Demon Hunter Spawn Trigger​

Code:
Spawn
    Events
        Dialog - A dialog button is clicked for Difficulty
    Conditions
    Actions
        Set SpawnPoint = (Center of Demon Hunter Spawn <gen>)
        If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 1 (Red) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
        If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 2 (Blue) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
        If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 3 (Teal) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
        If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 4 (Purple) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
        If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 5 (Yellow) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
        If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 6 (Orange) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
        If ((Player 7 (Green) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 7 (Green) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
        If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 8 (Pink) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
        If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 9 (Gray) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
        If ((Player 10 (Light Blue) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 10 (Light Blue) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
        If ((Player 11 (Dark Green) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 11 (Dark Green) at SpawnPoint facing Default building facing degrees) else do (Do nothing)

Sliding Trigger​

Code:
Sliding
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in DemonHunters and do (Actions)
            Loop - Actions
                Set Temp_Point1 = (Position of (Picked unit))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Terrain type at Temp_Point1) Equal to Sunken Ruins - Large Bricks
                    Then - Actions
                        Set Temp_Point2 = (Temp_Point1 offset by 13.00 towards (Facing of (Picked unit)) degrees)
                        Unit - Move (Picked unit) instantly to Temp_Point2
                        Custom script:   call RemoveLocation(udg_Temp_Point2)
                    Else - Actions
                        Do nothing
                Custom script:   call RemoveLocation(udg_Temp_Point1)


Player Leaves Trigger

Code:
Leaves The Game
    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
        Player - Player 9 (Gray) leaves the game
        Player - Player 10 (Light Blue) leaves the game
        Player - Player 11 (Dark Green) leaves the game
    Conditions
    Actions
        Game - Display to (All players) the text: (((Name of (Triggering player)) + <Empty String>) +  has left the game)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by (Triggering player)) and do (Unit - Kill (Picked unit))



Here is the Beta of the first level!
 

Ghan

Administrator - Servers are fun
Staff member
Reaction score
889
Prepare for the obvious. :rolleyes:

1. Screenshots
2. Map Explanation
3. If you're going to advertise triggers, show us the code! (Spoiler tags would be helpful here. ;) )
4. Other (What makes your map unique, what features will it have, what genre is it, etc.)

Oh, and one more thing:

Welcome back to TheHelper! Stay a while and listen! :p
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
I'm gonna get a screen shot when the terrain is done (prepare for horrible terraining)

I will add my triggers in the future.

I will include a description.. Right now!

Unique'ness...' (if that is a word) right now the only unique thing is a simple difficulty modifier (at the moment it is only 'Hard' and 'Normal')

Bumpity!
Bumpity!

UPDATE: Tips system set up (partially)
UPDATE: Working difficulty modifer!
UPDATE: First level almost done!
UPDATE: Beta will be released after the first level is done!
UPDATE: Fixing patrols!
UPDATE: Triggers now being posted.
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Bump (Doing BookReport atm.. Gotta hate 6th grade (ITS ****ING DUE TOMORROW AND THE TEACHER SAID I HAD TO REDO MINE!!!)
 

Mr.Tutorial

Hard in the Paint.
Reaction score
42
Looks good but try to come up with some new idea's. Is the demon hunter sliding on the bricks? That's odd, if so. Player leaves has a leak by the way, as does "Dialog Clicked" Trigger.

* TIP *
USE VARIABLES & ADD CUSTOM SCRIPTS

No further info., Looks great.
Mr.Tutorial
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Thanks for the first post other then Ghan's

Lemme repost my triggers gimme a sec or a min. (WE not open)

Ok you said the dialog leaked. right? Here's my start up dialog.
Code:
Dialog
    Events
        Time - Elapsed game time is 0.01 seconds
    Conditions
    Actions
        Dialog - Change the title of Difficulty to Difficulty Level
        Dialog - Create a dialog button for Difficulty labelled Normal
        Set Normal = (Last created dialog Button)
        Dialog - Create a dialog button for Difficulty labelled Hard
        Set Hard = (Last created dialog Button)
        Dialog - Create a dialog button for Difficulty labelled Insane
        Set Insane = (Last created dialog Button)
        Dialog - Show Difficulty for Player 1 (Red)

Here's what happens after its selected.

Code:
Dialog Clicked
    Events
        Dialog - A dialog button is clicked for Difficulty
    Conditions
    Actions
        Dialog - Hide Difficulty for Player 1 (Red)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Hard
            Then - Actions
                Game - Display to (All players) the text: (((Name of Player 1 (Red)) +  has chosen |cff995500Hard|r, ) +  looking for a challenge?)
                Player Group - Pick every player in (All players) and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
                Cinematic - Turn cinematic mode Off for (All players)
                Wait 0.01 seconds
                Unit - Create 1 Chicken for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
                Unit - Add Hard to (Last created unit)
                Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Actions)
                    Loop - Actions
                        Unit - Make (Picked unit) Invulnerable
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Normal
            Then - Actions
                Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Actions)
                    Loop - Actions
                        Unit - Make (Picked unit) Invulnerable
                Game - Display to (All players) the text: (((Name of Player 1 (Red)) +  has selected |cff995500Normal|r) + , all units gain no speed bonuses.)
                Player Group - Pick every player in (All players) and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
                Cinematic - Turn cinematic mode Off for (All players)
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Insane
            Then - Actions
                Game - Display to (All players) the text: (((Name of Player 1 (Red)) +  has chosen |cffff0000Insane|r, ) + Be very afraid...)
                Player Group - Pick every player in (All players) and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
                Cinematic - Turn cinematic mode Off for (All players)
                Wait 0.01 seconds
                Unit - Create 1 Chicken for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
                Unit - Add Insane  to (Last created unit)
                Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Actions)
                    Loop - Actions
                        Unit - Make (Picked unit) Invulnerable
            Else - Actions
                Do nothing

I know the point leaks are there, but anything else?
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
I would have a leak-checker, but ... you know vista... damn parental controls... damn them to hell (im 11 ftw?)
 

Oninuva

You can change this now in User CP.
Reaction score
221
Here it is:

Gameplay: 4/5

Overall game play was good, easy to learn, not too flashy terrain to distract eyes, not too hard not to easy kind of setup for a maze. One thing I had in mind was of the "no-brainer" mood of the game. It would be nice to add some challenging themes to the maze as well as something to suit the people who like to kill. Maybe at some point, the mazers gain attacking powers to kill a few creeps or have to get to a area, control a mortar and shoot some of the creeps, etc, get creative!
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Thanks for the ciritizm, I'm going to fix all the bugs mentioned when we were in-game. Btw, added to credits.

I have fixed all bugs from the last game I have played.

I have added a rematch option as well!
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
-Updatish Bump-

Current Features:

Name Changer
Difficulty Modifier
Color Changing
Rematch Maker

Any suggestions for some more? <3
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
I only have 2, and the first one really sucks, the second one is in-progress. Probally not ready for a site. :p
 
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