Doomhammer
Bob Kotick - Gamers' corporate spoilsport No. 1
- Reaction score
- 67
About less than a year ago, some guy had this idea of turning warcraft 3 into real mass battle. His main inspiration were the intro cinematics which portray those enormous amounts of grunts storming down the hill, just to clash against that army of human swordsmen.
According to his opinion, most units in warcraft 3 profited a lot if their stats were closer to their character: have siege engines move and shoot slower yet more powerful...give footmen less hitpoints so they won't survive the damage of bursting catapult rounds and mortar shells, yet agile enough to destroy a siege machine once they have surpassed the critical distance...have mountain giants even more laggard, more bulky and more toughened-up, so they better portray the image of hard living stone that can barely be destroyed by man's force...
He didn't know much about the warcraft World Editor, he had rarely heard of Jass. He can be thought of as a somewhat crazy guy harbouring weird ideas and high ambitions; so in his drive to realize his ideas he stumbled over this forum and soon received all the good advice needed to make rapid progress.
This guy is me, and after about 9-10 months of planning and conceptual work, learning GUI, roaming the forums, (especially here at theHelpers where I acquired some solid basics), learning the "secrets" of WE and acquiring a solid JASS knowledge, my journey has almost come to an end: My map is I'd say 99% complete and 99% playable in singleplayer and multiplayer, though some issues like improving the AI and finishing the last cinematic are still awaiting completion.
This is a pre-release of a map created from pure scratch, its core now being based on about 3000 lines of custom jass code. I very much hope it will bring you hours of fun and immersion.
Zone Control Evolutions features even higher massed battle than known from footmen wars and previous Zone Control type of maps. Though the masses of footmen are soon to lighten up as the next generation of fierce warriors is to claim the battlefield and prove that only by advancing in research and technology this battle can be won.
The map features:
-O- 4 races - 5+1 types of units a race
-O- 2 heroes with 14 levels each race
-O- 16 to 18 different types of upgrades per race
-O- 6 tiers based on a common tiering system
-O- 2 new jassed spells
-O- jassed mass movement scripts allowing an easy command of your units
-O- implemented player commands such as "-bounty"
-O- highly sophisticated jass implementation for spawn-control, unit count...
-O- basic AI implementation reaching up to tier3
-O- introduction tutorial via player-vote
-O- cinematic sequences
since this is a pre-release, I will have to complete on the following issues before releasing the map, which will probably take a week to finish
- tier6 cinematic
- dynamically acting AI for tier 3-6
- battlenet testing
- final bugfixing
Since I' won't have internet in the week to come, I found it best to already give you a taste.
I'm delighted to receive opinions and criticism, which are a substantial part in helping me to push the final release even further towards one of the best, if not the best Zone Control map ever made for warcraft.
Doomhammer.
To be enjoyed on a fast machine of yours!
http://world-editor-tutorials.thehelper.net/maps.php?view=255
According to his opinion, most units in warcraft 3 profited a lot if their stats were closer to their character: have siege engines move and shoot slower yet more powerful...give footmen less hitpoints so they won't survive the damage of bursting catapult rounds and mortar shells, yet agile enough to destroy a siege machine once they have surpassed the critical distance...have mountain giants even more laggard, more bulky and more toughened-up, so they better portray the image of hard living stone that can barely be destroyed by man's force...
He didn't know much about the warcraft World Editor, he had rarely heard of Jass. He can be thought of as a somewhat crazy guy harbouring weird ideas and high ambitions; so in his drive to realize his ideas he stumbled over this forum and soon received all the good advice needed to make rapid progress.
This guy is me, and after about 9-10 months of planning and conceptual work, learning GUI, roaming the forums, (especially here at theHelpers where I acquired some solid basics), learning the "secrets" of WE and acquiring a solid JASS knowledge, my journey has almost come to an end: My map is I'd say 99% complete and 99% playable in singleplayer and multiplayer, though some issues like improving the AI and finishing the last cinematic are still awaiting completion.
This is a pre-release of a map created from pure scratch, its core now being based on about 3000 lines of custom jass code. I very much hope it will bring you hours of fun and immersion.
Zone Control Evolutions features even higher massed battle than known from footmen wars and previous Zone Control type of maps. Though the masses of footmen are soon to lighten up as the next generation of fierce warriors is to claim the battlefield and prove that only by advancing in research and technology this battle can be won.
The map features:
-O- 4 races - 5+1 types of units a race
-O- 2 heroes with 14 levels each race
-O- 16 to 18 different types of upgrades per race
-O- 6 tiers based on a common tiering system
-O- 2 new jassed spells
-O- jassed mass movement scripts allowing an easy command of your units
-O- implemented player commands such as "-bounty"
-O- highly sophisticated jass implementation for spawn-control, unit count...
-O- basic AI implementation reaching up to tier3
-O- introduction tutorial via player-vote
-O- cinematic sequences
since this is a pre-release, I will have to complete on the following issues before releasing the map, which will probably take a week to finish
- tier6 cinematic
- dynamically acting AI for tier 3-6
- battlenet testing
- final bugfixing
Since I' won't have internet in the week to come, I found it best to already give you a taste.
I'm delighted to receive opinions and criticism, which are a substantial part in helping me to push the final release even further towards one of the best, if not the best Zone Control map ever made for warcraft.
Doomhammer.
To be enjoyed on a fast machine of yours!
http://world-editor-tutorials.thehelper.net/maps.php?view=255